Annatar11

Annatar11

Joined Member # 2632777
34 Posts 6,213 Replies 28,704 Reputation

[quote]Just after some confort that throwing hordes of huge economy built ships at the enemy is not a sure fire way to win [/quote] Then be comforted Numbers help as they do in any strategy game, but superior numbers can be beaten with inferior if the player is on the ball. As Ron mentioned, it leans more on strategy than tactics sometimes and [b]how[/b] you approach a fight often makes more difference than what you do during

14 Replies 17,484 Views

[quote]Yea it is extremly slow passing by a star by the time you pass the gravity of a star you could of lost half your empire.[/quote] I think in part that's the idea. Stars are meant to be more strategic points, not just another planet with a shinier texture. Since on a lot maps stars typically have access to the innards of empires, high gravity for them becomes more of a necessity, as it gives a player a chance to rally a defense before their homeworld is attacked, assuming they keep

297 Replies 221,043 Views

you sure are a treacherous bitch my friend Technically speaking, I didn't betray either alliance. But it was convenient because it left two sides I'm allied with duke it out, and I could keep busy with wiping out the last AI and Derek/Hobo and not worry about my borders

11 Replies 21,331 Views

Some feedback gathered from my last several games, mentioned in pieces in other threads but I figure combining it into one post would be good. Phase Jump Inhibitors: Right now, the inhibitor stops preventing jumps into friendly territory as soon as the planet it's on is destroyed. I think it should be allowed to prevent jumps as long as the structure itself is still standing, since logically regardless of the state of the planet, the next jump in is a friendly system which is e

297 Replies 221,043 Views

Light carriers are very useful, and very scary when massed and with support. Having said that, I don't use them very often, I start hitting early and keeping the pressure up, not letting my opponent(s) breathe long enough to research and build up a fleet of them. That of course requires me to keep mainly to Cobalts/LRMs since they're cheaper and cost fewer fleet supplies. Only in games where either my planets are safe (squished between 2 allies where they are the ones being attacked) or

11 Replies 25,257 Views

Paying 2500+ for 100 crystal hurts, lemme tell you But it's also nice that the market is universal, because then it's the same for everyone, teehee.. early on it's easy enough to buy crystal/metal for 500. In my experience though, metal is plentiful and it's usually the crystal that people buy lots of.

10 Replies 4,719 Views

yeah, it would be really cool to finally play such a big map. would take ages, but it would rock. When we tried 5v5 on Areolian Sector, we only used 2 systems. One system had 3 team 1 vs 2 team 2, and the second had 2 team 1 vs 3 team 2. Unfair positioning to each team in the different systems. The other 3 weren't touched, except one of our players managed to sneak an Akkan somewhere when we were close to his homeworld. If positioning was better, the oth

266 Replies 296,377 Views

I'm surprised nobody managed to put two and two together I actually played both sides.. I was allied with Multi and Hindenberg from the early game, when Multi tossed me the pact after we mutually destroyed our flagships, Ron. Then I allied with you and Shadowhal when you offered. My allied chat should've been sent to both parties, even though Multi/Hinden were at war with you two. That's why I whispered

11 Replies 21,331 Views

if you dont know already, you can hop on the irc channel for sins, my experience was that most of the time some people were there, so its a fairly convenient way to organise games. Ditto. Whenever we schedule a game we always hang out on IRC, several of us can and do hop between ICO and IRC, to make sure we catch everyone. Usually people don't sit idle in ICO waiting for games to start, though we have picked up a few that way also. <div class="A

266 Replies 296,377 Views

one other thing: in that game in particular I lost a bit track who was allied with whom, because I dont think it says anywhere after the starting screen. I got a bit confused, too. I guess the point is to be able to keep some alliances hidden? Unless you just meant the starting alliances.

11 Replies 21,331 Views

For a replay with all your twisted diplomacies and the like, this is it. It's a shame Hobo, Derek and I ended up getting mini dumps at the same time towards the end, and we didn't get to finish it

11 Replies 21,331 Views

Yeah, the phase lanes were so messed up on that map it wasn't funny in the slightest. I had a direct route to my homeworld from a quarter a cross the map, meanwhile some planets nearby too 3-4 jumps when a normal map probably would've been 1-2 Still, that was also an amazingly fun game. We didn't get to finish though, 3 of us got mini dumps at the same time, leaving only Multi and Ron playing <i

266 Replies 296,377 Views

I like the ship overview we get when we hover over fleet supply. I would like something like that to be visible for allies in team games. it gives you a better overview of how well they are doing and what ship types they might be lacking when you decide to combine your efforts for a campaign. I like this idea quite a bit. Perhaps detailed empire info could be available when you over over the empire in the diplomacy screen. If they're your allies you woul

297 Replies 221,043 Views

On a related note, I think phase inhibitors should continue to prevent jumping further into friendly territory even if the planet it's on is destroyed but isn't yet in enemy hands. As it was, the mass Krosov army wiped out my defended planet and then the inhibitor wouldn't stop them from heading deeper in, even though I still had other defenses around and the planet didn't get colonized by the enemy.

4 Replies 10,962 Views

Plus, if you're always trying to move your capital in circles, 1) you'll just waste time because you don't know when the Kol will target it with the gauss shot and 2) you'll ruin your own cap's damage output unnecessarily It'd probably be more trouble than it's worth to try and exploit. But still, a small firing arc instead of 0 would be nice.

17 Replies 6,713 Views

I had to stop his excess of resources before I was overwhelmed, so I attacked his nearest ice planet with a newly built KOL and my leftover Cobalts and Siege Frigates. He spammed a lot of frigates to try and defend the planet, eventually wiping out all my frigates....at the expense of a lot of his frigates and an extra level for my KOL. It sounds like he would just send frigates one by one to try and beat off his forces? If so, that was a mistake. A

130 Replies 26,918 Views

Oh and to the "omg oh noes counters are evil!111!!" people: Aren't fighters/bombers a hard counter so shouldn't we get rid of them? If fighters/bombers were their own units then yes, I would agree with you. But as they need a carrier ship or hangar to operate (wings without a 'home' automatically get destroyed within a short amount of time), as Ron pointed you there are multiple ways to take out their carriers making fighters/bombers effective but far fr

31 Replies 21,491 Views

Well... I just got told I have tomorrow off. So I'm free in the afternoon (morning I'm going to be "drafted" to help make lunch, alas...). So I can probably start as early as 4 PM EST. Maybe if you guys get it going early in the morning (9 AM EST?) I could do that, but I'd have to know in advance to set my alarm. 4 pm est works fine for me. Only reason I said the earlier the better is because Hellgate London servers are coming up at 1-ish easter

266 Replies 296,377 Views