Hmmm.. when I send the minidumps I never get a response as well. But it goes to a different email as well.
Spartan
The way I set up my defense now is that I place 10 gauss and 5 hangers (50%F/50%B) at the lane entrance and nothing gets through with the AI on hard and allied. I have the gauss focus on the capital ships and then the fat lady always sings. For the major planets I do 20 and 10 respectively with a small fleet for support. Then I take the war to the bad guys. I always wait until after they attach me then try to retreat then I send in my capital fleet and mop up and take a planet from them. It work
@Skothus - I dont see really see it as tricky at all but more so an artistic challenge. One I believe the artists on the project are more then capable of handling. I look at tricky with regards to the code aspect of the project, which as far as I ascertain from the code I have seen there really is no issue with giving us this option. But hey I'm no expert programmer because if I was I would have my own game many years ago.
I have to agree. It kind of takes the fun out of things knowing everything without any effort at all. There should be limited information based on range and not unless the player has an appropriate level ECM ship. For example at a real basic level the ECM ship could only get detailed info on ships up to one level below its level. If the enemy has an ECCM ship in the battle that effectively lowers the ECM data acquisition level by one. So at the top end if there were two level 10 ECM an
I think he meant that comment as a statement of personal preference. Surely there is no legitimate reason not to allow multiplayer saved games.
Maybe they were trying to call for reinforcements. Alternative they could have been demonstrating the last great act of defiance. Seriously though, I have seen the AI do some really stupid stuff. We must however keep in mind that this is the first beta and its focus is not on the AI for wha
This is the first time something like this has been reported that I'm aware of since the beta started.
I have to agree the cannons are nerfed big time. I would like to see the cannons get phase shields and have their armor base increased by 30-50% and on the bomber side either have their power and armor reduced by 20% or have them return to the mother ship after two runs to reload. Right now I look at bombers as auto heavy fighters. I also agree on Kodak ship suggestion. It should not be so high or there should be another one lower on the tree maybe at level two that has a reasonable r
@wraith - I dont think it so much a matter of "pushing" anything in so much as it is the devs wanting to know what we really want in the game as well as the reasoning behind it. Speaking of which, your wording worries me a little. This is so because I hope the feedback is not being perceived as a negotiation session between us (players) and them (devs) by many people. If so then this entire venture has been a colossal waste of time for many people. Until told otherwise I shall assume
@Yorkie - that is a most excellent system and it addresses both the macro and micro issues reasonably well. I would also add comprehensive battle stats component for each fleet and task force to further improve the immersion value. I believe this game must have such a system for it to truly become a "classic" with a longterm shelf life and all the financial rewards that come with such status for the developers.
@Slim - The point you are really arguing is the entire point of an empire building game. Simply put with all things being equal the question is 'can you do it?'. It is as you have stated, you keep fleets at key locations throughout your game and they change over time just like they would in a free system travel environment. Once you take total control of a system then you would/should station your fleet at the system's sun because it is the ONLY point of entry for hostile forces from other syste
I usually reset by reassigning each group to a new capital. For some reason I think the remove function is "alt+ctrl" - but don't quote me on that.
@Shadow - That is the type of system we are pushing. Independent subsystems with individual critical hit points. We can only hope it will be implemented. Interesting enough after looking at some of the code there appears to be a critical hit system already in the embedded. However it appears to only be a general damage modifier. Regarding the OT, the more systems or subsystems that can be added to improve the player interactive dynamic the better the game will be in my opinion. Every sy
@Skothus - I dont think the art would be an issue given they would know the total number of sub systems they are allowing on a ship. Regarding command and control, I hope they allow order of battle options because without it the game is nothing more then a simple shooting gallery with pretty pictures when it comes to fleet engagements. On the topic of salvage, it is already in the game just not enabled as far as I understand things.
@Slim - We are not arguing a 100% free travel system, not that it it would really increase the defensive aspect of the game from a tactical or strategic viewpoint anyway. We are simply proposing free system travel and lane travel between different stars. The point you keep arguing about the nightmare of defenses everywhere -etc... is untenable from a military perspective and simply not economically feasible under the current game model. So it is a moot point at best. To put i
@booly - and dollars brother...
@Wraith - that is one of the major problem points with the current phased lane system. If I control the entry point to my home system placing my single research center there would be the safest place. Hell if I toss in a wall of gauss guns and hangers any enemy ships that would be lucky enough make it through the check - err... choke points on the way to my planet would be toast quickly. Regarding you question, yes your times get reduced.
@Wraith - there are a few of us in the beta from the same school of thought as you and are pushing the view. Hopefully it is having an effect. @danie - I have to disagree on the "too much firepower" argument. Surely the delivery systems would be far more advanced then simple HE chemical reaction propulsion. Moreover argument by analogy is not reasonable. Granted many things we are talking about in this game are pure speculation but we do have real experience with the physics involved f
Shoot I loose ships all the time given I'm almost always zoomed out taking in the view. I just drag a box over an area and any ships in it get highlighted then I give them a rally point - simple and already in the system. With that said it would be nice to have fleet keys and when a battle is over I just click on the fleet key and all surviving ships will rally at the point I select. For example a default fleet for each planet you conquered. Note: this is a different concept
In theory it is already in the game. For example the fact that we can build stationary hangers and select what weapons platforms for it to develop clearly demonstrates it is present. The only issue currently is the phased lane restrictions regarding placement. Hmmm.. come to think of it, I bet I could easily add other abilities such as the gauss gun to the hanger and make it function as a total defensive platform.
@thedott - that is the type of mapping system I assumed this game would have prior to getting involved in the beta. I hope the devs will think long and hard about using such a system as I find it the best of both worlds; phased lanes between stars and free space within systems. I think it is a win/win solution for all concerned elements. This type of system allows for complex tactical and strategic development.
I could not agree more with H5N1's position. The lanes appear to be graphic only as far as the game engine is concerned. It processes the end points as just that - end points.
Yes "ability queuing" fits the bill nicely. Additionally while I'm on the subject of capital ships I would really like to be able to custom build my flagship as well as select its class.
I believe there is a strategic point in having multiple research centers. To have only one facility that conducted your entire empire's research work would marginalize that point and more importantly take away from the overall relative realism and immersion value. While I'm on the subject, for what its worth, I think there should be a separate research center for each branch of tech tree and that facility should be upgradeable.
I hope so as well. I think this will be the case given that they have a "last flagship" option in the game setup.