Zeta Gundam

Zeta Gundam

Joined Member # 2388230
4 Posts 62 Replies 3,216 Reputation

I think the whole idea of pirates could be fleshed out a bit more (without making them into a fourth faction). IMHO, pirates should be the unstable, unpredictable element that makes the player pause before he/she does a "sure thing". That's why I'm against the "timer" idea. It feels very artificial... not organic. Again, I believe pirates should be affected by "market forces" so-to-speak. They should tend to attack more often and/or in greater number when the player and enem

218 Replies 217,142 Views

As I mentioned in the other thread, I think pirates would be less annoying / more interesting if they indeed *acted* like pirates. Like bribes don't guarantee loyalty; they might or might not attack either side on a whim. Maximum loot for minimum risk. You know, capture the *essence* of a pirate fleet without all the tedious details. The unpredictability of attacks would add a sense to tension that would probably be better than a fixed-timer event. Okay, it might mak

218 Replies 217,142 Views

Hi guys, I don't even have the game yet (live in Canada), but I thought I'd jump in anyway. Please correct me if any of my assumptions are wrong. :LOL: 1) The frequency and size of the pirate attacks should be based realistically on economic conditions. Pirates are about pillaging - no loot, no attack. So if the player is slow building up, the pirates should demand less money, attack less and in smaller numbers (i.e. no "slider" necessary). 2) Pirates should attack for maxim

61 Replies 97,769 Views

Another case of reviewer ego. This Michael Graf guy probably spent a day looking at the game, got thoroughly trounced by the AI, then proceeded to spend the next couple of hours "proving" how the AI cheats. With years of strategy gaming under his belt, he must have felt he understood the transparentness of the AI, and that cheating was the only way he could have been beaten. Not that he's bragging or anything. I wonder if he thr

36 Replies 40,797 Views

The idea that no scout ship == cheating AI doesn't prove squat to me. I think it has to be tested to a much greater extent than that to prove whether it is cheating or not. How many times does the AI send the correct number of colony ships blind? What's the success ratio? Do all races do this, or just different starting techs/racial abilities?

21 Replies 24,117 Views

The idea that no scout ship == cheating AI doesn't prove squat to me. I think it has to be tested to a much greater extent than that to prove whether it is cheating or not. How many times does the AI send the correct number of colony ships blind? What's the success ratio? Do all races do this, or just different starting techs/racial abilities?

21 Replies 24,117 Views

It's something that's bugged me a bit too. Right now, I'm using the combo of colony ship + reload to scan the planets. I think only when a ship is in orbit should it be able to scan a planet, maybe with the exception of a survey ship being able to do so at a short distance. Or only a survey ship when it is in orbit can scan a planet.

15 Replies 14,108 Views

Grapefruits, please stop f'ing with benchmarks, update your video drivers, and play the game! Don't ruin your gameplay experience over less than 1% difference in a synthetic (BS) benchmark! Enjoy.

71 Replies 41,969 Views

Maybe this has been asked before. If possible, please add the ship builder portion to the main menu, so ships could be pre-built before starting up an actual game/scenario. It's kind of a pain to only be able to design ships on-the-fly, and not see previous designs until advancing far enough. I think it would make ship builder easier and more accessible, since it's become such an important part of the game. No flames, please!<br

14 Replies 10,746 Views

I agree with Augusten... or at least something to that effect. Pretty much I want a check box / option for players who don't mind monetary fluctuations in their economy. I'd rather budget accordingly for sudden increases and decreases in spending rather than track my planets to see if spending on social projects is really necessary. I don't like the redirecting of spending because it makes the sliders ineffective. The sliders wo

120 Replies 135,526 Views

Augusten, if it's done purely as a budget consideration, why not just pay the entire cost upfront? That way, no sliders are affected at all - either you have the cash or you don't. Just to be clear, this is not the same as "buy it now" - the time it takes is still as usual. If we're talking "realistic", then money should always be budgeted before a project even breaks ground. Well, "should" being the operative word. <img src="http://image

120 Replies 135,526 Views

How about making social projects ramp up and down in terms of cost. So when a building is first put down, the cost start at a small fraction of the total, rises each week until it peaks at the half way point of its build time, and then lowers until the project is finished. So, a sine wave sort of effect, which happens a lot in economic-type data. Costs per week would be less "fixed" this way, but would be more gradual and no wast

120 Replies 135,526 Views

Holy nastalgia batman... take off those fancy rose coloured glasses! How can you compare GalCiv2 to a pretender like MoO2 when Star Control II is king!!! Hehe! Anyway, I'd to see even more planets, so that the uninhabitable planets can be mined for resources. More unique techs to research to add more personality and unpredictability (maybe only at late stages of the game). But tactical combat, no way! Any shmuck can eventually

42 Replies 22,600 Views

Negative at Best Buy and Walmart... went to both today. On the Best Buy computer (here in Winnipeg), none arrived, none on order, none in transit - zeroes across the board on their screen. Methinks it's at least a one week wait.

6 Replies 9,374 Views