Sakhari

Sakhari

Joined Member # 2417821
1 Posts 303 Replies 4,296 Reputation

I don't know... the AI still runs from me constantly and in several games, it's just sat there accumulating credits although, if nothing else, it doesn't seem to be hemhorraging resources on siege frigates quite so often. Anyway, as was said, most of the complaints are either about the market and the usual balance issues. Since the AI rarely puts together an efficient fleet or bothers to use one properly, a few credits on frigate cost 'x' and a point or two to frigate regen rate 'y' ar

14 Replies 32,079 Views

[quote]- Which alternate victory conditions would you include? And how would they affect gameplay? If you added a certain research victory, for example, I'd be pretty cheesed if you won the game by researching some abstract technology while my fleet is wiping out your planets. I'm not even sure how you would be able to stop someone, because we can't actually interrupt the research process of another player.[/quote] Well, if we're going to entertain rough ideas in this thread, I'd like t

138 Replies 123,244 Views

[quote]Decisions like the size of your attacking force and defending force have to be taken into account. Fleet composition has to be considered.[/quote] I don't see how that's different from a free-for-all in any other RTS. Aside from being 'bigger'.

138 Replies 123,244 Views

The changes to the market are probably the biggest issue right now. After the 1.03 patch, the only attention you'll have to pay to your economy is in making sure to throw a trade port in every available logistics slot. Credits will be your main source of crystal and metal through the black market. Beyond that, most of the other changes are either good or inconsequential in a single-player game so if you can live with a broken market for a while, I'd get it.

14 Replies 32,079 Views

And then the morale thing clicks in... Disregard. As to the ideas, though, I think Uranium has a much better solution for the game as it is now. Tweaking existing values makes more sense to me (and is far more likely to happen) than adding completely new ones like morale and such. That is, of course, assuming anything needs tweaking at all and aside from late-game surivability, I still don't think that's the case.

121 Replies 110,569 Views

Yes, I know what dancing is but I thought we were talking about the ability to colonize. Anyway, I figured I was talking to a newer, inexperienced player (No offense. Plenty of new people around) but since that doesn't seem to be the case... I'm not trying to argue that the Akkan is the best choice, especially due to colonize. Again, I'm just highlighting reasons that many people like using it for that purpose and yes, convenience and lighter micromanagement is a big one. For the sa

16 Replies 30,067 Views

Amending my post a little... I thought you were listing culture as a win condition but on the second read, it looks like you were listing it as more of a tool which, I agree, is an interesting addition to the mix. Though, I still feel that this is just a semantics game.

138 Replies 123,244 Views

[quote]#2 Players can win through multiple paths. I won a game on-line with culture on Saturday for instance.[/quote] I'm sure someone could probably win a game by sitting around and scratching their balls until the opponent got bored and left but in reality, this isn't a very effective way to play. Not that I don't appreciate culture being a feature (I rather like what it adds to the game) but only against the most inept (or already defeated) opponents are you actually going to win a

138 Replies 123,244 Views

Well, it's still better than the 'nothing' you'd get otherwise and you'd still have to pay for that research as well. I'm not saying it's a huge savings but it's something you wouldn't be getting otherwise. And just for the sake of clarity, I'm not saying colony frigates are useless either. I'm simply highlighting reasons why people use colony caps.

16 Replies 30,067 Views

1) Colony ships take an eternity to recharge Antimatter and they lose a huge chunk of it every time they make a jump. Cap ships with colonize are much more likely to be ready to colonize right when you want them to. 2) Free extractors/cheaper upgrades (I forget what the Vasari bonus was), over time, will add up to quite a bit more than a colony frigate is worth. 3) The colonizing cap ships generally have pretty damned good abilities on top of being able to colonize. Even if

16 Replies 30,067 Views

While I have no argument against there being more options, I think it's generally assumed that 'normal' settings in each of the offered options are the standard that the game is being balanced around. If a game is going to support any sort of competitive multiplayer, there does need to be some kind of standard. And if it's not in the 'vision' for this game to support that kind of play, that's fine too but someone should probably say so to keep from stringing people who want that sort o

13 Replies 17,323 Views

Bless you for spelling 'turret' properly in every instance. I was starting to believe that the merciless 'turrents' had subverted every last person willing to communicate with real words. To the topic, I suppose my views are a little simplistic compared to everything you took the time to write here but honestly, I don't feel that the game needs a major single vs. multi overhaul until the AI is at least 'trying' to use the resources it already has. If it can't make effective use of the

9 Replies 23,673 Views

[quote]and they can be purchased relatively cheaply, if the market hasn't boomed.[/quote] Even if the market has boomed, the price is rarely beyond what someone would willingly pay if they really needed crystal or metal. I've never seen it go above the 550 range and at any given point in the game, credit income is likely to be at 'least' 5-10x the rate of metal or crystal. Honestly, I think the way the system works is fine. I just think that the prices need to be tweaked so

7 Replies 18,750 Views

[quote]Why do we have post after post after post 'suggesting' ways to balance this, that, and the other thing? Why do we not instead have mod, after mod, after mod balancing this game precisely as suggested?[/quote] This is all well and good for single-player but it would be practically impossible to get everyone in a multiplayer setting to use the same mod (unless the developers have officially abandoned the game and community support is more or less all that remains). If la

29 Replies 61,237 Views

I'm sure it would also help if people were able to more easily quantify the value of a planet's surface. In many cases, the cost of a siege fleet far outweighs the cost of losing a planet (and nobody should be losing more than one at a time to a relatively defenseless siege fleet), especially a lightly developed non-terran planet.

4 Replies 11,791 Views

I wouldn't be here if I didn't like the game or appreciate the vision. It could stand a few tweaks but overall, it's a fresh new product that's given me plenty of game-time for the money spent.

28 Replies 63,566 Views

[quote]I'm just throwing this out there...what if Capital Ships were the only unit that could not be focus fired on, other than by other Capital Ships.[/quote] It'd be a little difficult to justify that. The biggest, most threatening ship in a fleet should be the easiest thing to focus fire on. Plus, what happens if you wipe out their fleet and only the cap ship remains. Everything beyond 1 frigate and your own cap ship will just sit around watching the show?

121 Replies 110,569 Views

[quote]Wouldn't it be nice after building a Sova that you had 7 heavy fighter squadrons ready for battle as opposed to 2 ordinary ones?[/quote] Late-game? Sure and to a point (with upgrades and paid levels), you 'can' get a very strong ship right out of the gates. How would this effect the early-game, though? A level 10 Kol has roughly the same damage output, including fighter squadrons, as 4 heavy cruisers (maybe even more with everything combined) and that's not even counti

121 Replies 110,569 Views

If you're not interested in multiplayer, then this patch probably won't be 'that' bad for you. Many of the complaints are justified but against the AI, it's still easy to win with any faction and several of the other changes (more effective culture and Phase Inhibitors, for example) are pretty nice. I'd still recommend grabbing it. The market changes are a little annoying but I'd wager that'll be getting fixed in short order.

6 Replies 9,168 Views

[quote]I agree - it isnt balanced to watch all that lovely firepower booming away for ages to knock off small units[/quote] This thread has nothing at all to do with balance. What they do is more or less balanced as-is. Now, I could agree that they don't behave as space-behemoth-y as one might expect but as was said, doubling all of the factors you're highlighting isn't going to help actual balance at all. They already have a lot more punch than any other basic ship and their

121 Replies 110,569 Views

I'll leave the unit-specific number crunching to more interested parties but I do want to throw my support behind the proposed market and Siege Frigate changes. I like quite a few of the changes made by this patch but the problems with these two categories look to be blatantly obvious right now.

114 Replies 152,245 Views

The issue has been noted quite a few times around here that I've seen and yes, I get it too (especially when playing as the Vasari). With any luck, it'll get a fix in the next patch.

13 Replies 7,027 Views