Starstriker1

Starstriker1

Joined Member # 2444307
0 Posts 14 Replies 10,250 Reputation

I like all the numbers guys but this balanced fleet of mine took out 21 all attack fleets. 2 huge hulls each with 14 armor 14 point 10 sheild and using 2 phasors/2 nano rippers/2 photon torpedos. versus 9 large hulls using mass drivers and plasma weapons. These 21 fleets were all stacked in 3 different groups of seven each. My total damage recieved was a mere 14 hp total one ship had 8hp the other 6hp of damage. Also each of these 3 stacks were so close together that I

62 Replies 34,275 Views

How is that better then regular espionage? It isn't. It can be traced to you and it requires an equipped ship nearby. But it'd be cheaper to field those than it would to field normal spies... those things get CRAZY expensive after a while.

14 Replies 10,865 Views

It could still be very useful for you, since the massive diplomatic bonuses will keep people from trying to fight you. Plus, if you're using the terrans anyways, you get their influence bonus.

10 Replies 7,462 Views

To look at the suggestion a different way... what about ships that can deploy spies within a short radius? Using them would require keeping out of sight or not hanging around longer than necessary (ie, only deploying the spy while passing through) because the spy could be traced to you.

14 Replies 10,865 Views

By comparison to dread lords, or the cost required to make effective defense based ships, the balance has certainly been thrown out of whack. No stats changes occured as a result of a switch to a radically different combat model that favours weaponry, and you bet thats caused things to go a bit awry. Its really a moot point to be arguing about it, though. Frogboy has already stated that he'd be rebalancing it.

62 Replies 34,275 Views

I, for once, would be much in favour of a siege like mechanic to assaulting a planet. Attackers and defenders get gradually worn down over time (the time involved depending on the soldiering and tactics used... better soldiers capture planets faster, or whittle down the invaders faster). The defender could still reinforce planets with transports and put fleets in orbit to stop more attackers from landing, and the attacker could do the same, but the planet would be incapacitated for as long as bo

15 Replies 11,945 Views

Pointing out spelling and grammer errors made by someone who admitted English is not his first language is kinda lame, no? I'm all for slamming British, Aussie, Americans, and Canadians who can't figure out how to use "there, their, they're", and "too, two, to", however. Not when he asks to be corrected. Read the posts you quote, man!

52 Replies 24,839 Views

The problem with trying to defend an entire planet from invasion is that... well, it doesn't really work. You don't have space or air superiority... they're floating about uncontested in orbit, so you're vulnerable to whatever they want to drop on you and whatever aircraft they deploy. Additionally, you've got an ENTIRE planet to cover. They can pop down whenever and wherever they please, and you can't possibly react in time. So, no, the attackers definitly have an advantage, especially

15 Replies 11,945 Views

You don't understand the new model. Yes, each weapon is being fired individually... but for every point defense blocks, that defense is decreased for the rest of the round. So, if you have a 5 attack weapon and you hit someone with 20 defense (and you both get perfect rolls) all the damage will be absorbed... but, when the next shot fires, the defender will only be able to roll from 0-15. Lets take a defender with 30 defense, and stick him in a fight against four ships with 20 attack. O

62 Replies 34,275 Views

I'd honestly prefer that minimum damage value lobbed into a "targeting" ability, as between the combat advantages AND the normal bonuses luck gives you, the ability is becoming overpowered and overloaded with functionality. If it was moved into a targeting ability, you can probably see where things would go from there. You could have, for instance, a corresponding evasion ability, that DECREASES the minimum damage an enemy might do, possibly into the negatives (0 damage, an outright mis

5 Replies 5,743 Views

Interestingly enough, I never noticed if the AI is escorting transports are not... my own strategy is not to escort them, and just keep them safe with speed and proximity to my war fleets. All those times that the AI sticks those crappy, entirely useless escorts alongside their transports, I wonder what the rational is, as they really aren't worth the trouble, unless I was attacking with similarily gimped ships.

52 Replies 24,839 Views

Make sure to check the "Force Max CPU" option. The AI performes much better with that set. If you have a dual core machine, it's a free feature. Otherwise, you'll just have a bit more time between turns. Also, I've seen plenty of aggressive AIs (the drath in particular are fantastic at causing chaos), and I've been the victim of an absolutely brutal surprise attack by the Yor, where they decided to move about 20 fleets right into the middle of my fortifications prior to declaring war. S

52 Replies 24,839 Views

Cram people together like sardines, and they'll manage, but they aren't going to be happy about it.

8 Replies 7,101 Views

Works for you, I guess, but I can't stand not having my production going at or near 100 percent, and the extra tax revenue really helps keep my research and production happening. Given the very large percentage that either a morale or economic resource will add to your economic abilities, even with basic factory techs, if you have access to one in a reasonable place (or you're pursuing a peaceful strategy), its always worth the constructors.

35 Replies 13,995 Views

I'm not playing masochistic games, if that's what you're talking about, but I always play at tough or better, which is a fairly generally accepted standard. I admit, I do play on smaller maps (medium-large), which is a factor, so I'm never seeing the 5 sector distance you're talking about.

35 Replies 13,995 Views

Given the way sizemod works, thats the effect you'd EXPECT... as it is, its pretty nonsensical that an equally effective laser takes up MORE space on a battleship than on a fighter. I'd prefer that the sizemod wasn't a factor on weapons, to be honest. It would be interesting to have weapons components that would only fit on larger hull sizes, like a railgun the scale of the MAC guns of the Halo universe. If they could hold massive single shot weapons.. that'd have an interestin

69 Replies 32,491 Views

Resource starbases, even at the higher levels, are worth protecting and developing, especially the economic and morale resources. Starbase defense techs generally aren't worth it unless the tech levels are low, but simply keeping a combat fleet or two near your critical infrastructure is common sense anyways.

35 Replies 13,995 Views

I think a tech branch that adds hit points would make sense. Throw out the redundant weapons and combine all weapons into the same tech branch. One laser, one railgun etc. Pare down defense to two types: shields which would act as defense does now, and armor which adds hit points. Make the shields defend against any attack at full value. I suppose this would eliminate the rock/paper/scissors paradigm, but I have yet to see it be a decisive factor in any game. <br

69 Replies 32,491 Views

Another thing that someone already mentioned a ways back... human players will tend to go from one generation of ship design to the next in spurts of technology, sometimes even totally turning off production in order to rapidly research new weapon, defense, miniturization, engine, and hull techs. This means that a human will rapidly catch up if he finds himself under attack by a technologically superior opponent, and will pull ahead if he was even with them. The basic strategy is: 1)Res

135 Replies 52,205 Views

Possibility: a fourth branch of techs for defensive modules in the form of hull reinforcement. Increasing a ship's HP by a certain percentage could be a useful addition to gameplay, and it would be AWESOME if such modules were also available for starbases, which don't scale well with the rest of the game.

69 Replies 32,491 Views

Even so, you have additional tiny and small hulls that are bound to advanced hulls, which is not a tech you generally get unless you're either going for medium hulls or the hp boosting trade good.

7 Replies 5,690 Views