NorsemanViking

NorsemanViking

Joined Member # 2414715
7 Posts 243 Replies 10,200 Reputation

[quote who="econundrum1" reply="13" id="3548054"] Come on guys let's not be mean to the non-founders. [/quote] Yeah. I think it's fair and square that these extra parts will be included for all in the first big expansion pack, cirka a year from now.

61 Replies 215,094 Views

In later updates of the game I'm sure you'll be able to build Terror Stars, like the Star Wars Death Star. When it comes to ordinary Space Stations my opinion is they are more strategical as stationary. Then you have to pick carefully where to place them, and make harder priorities on what kind of Starbases to build where.

6 Replies 4,292 Views

Yeah, a prod economy has to be alot stronger and the preferable choice, to avoid just saving up credits to become a usefull strategy (and by that saving yourself upkeep costss until units are needed + being able to instantly buying the kind of fleet composition you need). Also building up build capacity (using tiles for industry and doing industrial tech, starbases) need to mean something. To avoid cheese and boredom (games are more fun when you have to think long

18 Replies 73,073 Views

Making Tech trading not an exploitive feature for the human player is impossible. They might do some fixes reducing the potential exploits a little bit, but the feature as is are bad news for the AI. I just don't understand why we can't choose the NO TECH TRADING option yet, so we can play some balanced games both in SP and MP already. I guess they want us to test the game with tech trading on, but God damn how much more fun I'd have if I could turn that tech trade off.

37 Replies 19,747 Views

[quote who="Director" reply="1" id="3536729"] If it were up to me I'd require a ship be in 'dock' at a starbase or planet before being eligible for upgrade. [/quote] Couldn't agree more, good sir, or take alot more time to upgrade then now if not + costing more credits (for the unconvinient location and lack of nearby usefull infrastructure).

18 Replies 73,073 Views

[quote quoting="post"] I know that this is not the only thread on this, but I think that way too much time is spent on starbase construction. I'd argue there's more time being spent on starbases than on planet management and ship construction combined. It gets to the point where it detracts from the enjoyability of the game. What is needed is a simpler system. Otherwise, late game in large maps ends up being bogged down on starbase management. <

86 Replies 306,462 Views

HYep, finally works, and it's fun as hell. The most annoying thing now is that auto upgrading buildings are still bugged, showing up multiple times in the queue. I'd also wish NO TECH TRADING could be integrated as soon as possible, since for many of us I'd think that's important for multiplayer (and for me in single player as well).

4 Replies 1,816 Views

Auto upgrade is still bugged in 0.85 (Beta5) unfortunatly, at least in multiplayer. Ugrades of buildings are showing up multiple times for the same tiles. Easy to recreate this by making multiple basic factories on a planet, then watch what happens when they auto Upgrade to Xeno Factories. Very annoying indeed.

1 Replies 2,021 Views

[quote who="HighNoonGundam" reply="15" id="3528773"] Quoting Ticktoc, reply 14 Small 1v1 maps for quick games and enormous maps for long long games and everything else in-between should meet everyone's needs I think I do like the option for huge maps which are played over several days This. So much th

69 Replies 494,878 Views

[quote who="kestlstw" reply="2" id="3510331"] I'm hoping beta 3 comes out this week so we will can learn more about how the combat system works. Paul has talked a bit about how combat works so far and it sounds like swarms of small ships are a viable option. I'm just hoping that larger ships have some benefits against small ships. For example I would be really upset if my large ship has to kill small ships one at at time if it can split its fire and still kill t

15 Replies 6,167 Views