Annatar11

Annatar11

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

'Tis like I said, high risk/high reward gamble I had pretty much just the same gamble against Ron in our last game. My Sova was almost full health, but I only had a few Cobalts left just after a previous engagement when he jumped in. His Sova was probably half shields and a bit more than half hull, but more Cobalt escorts and he had 1 fighter wing while I had 3 bomber wings with my Sova. I thought if I fo

130 Replies 26,917 Views

#2, The Wrath of Kahn I was close! My memory of those is fuzzy. 4 was the best, anyway But hrm, my #3 was supposed to be #2 anyway, I was thinking of the Klingon ones, but now I remember #3 is Spock's rebirth on Genesis, sooo.. Getting back no topic: Moving your capital close to a star works in single-star games. But if you start populatin

49 Replies 10,188 Views

I don´t really see why adding other races throws over my balance? They would still use the same classes of ships, of course with other priorities. So you have to use another mix of ships, but the rules essentially apply to all races. This is only an assumption and not a fact. We already know one of the races is supposed to be the 'techonologically superior' race that will use fewer ships but each will be more powerful. That alone would alter

31 Replies 21,491 Views

I just hope that at least at some point before release they will let people have games with all races in there. They've stated that Beta 4 will have a second race, but the 3rd will be reserved for release only. Edit: Gauntlet beat me to it

31 Replies 21,491 Views

I'll probably write more later (lunch time almost over at work) but for now I'll point out one thing that will make your whole system crash Other races. Your entire thought is based on TEC vs TEC. What if one of the other races has almost no frigates? What if it has almost no cruisers? That would render large portions of your idea useless when fighting them, and you'd no longer have mixe

31 Replies 21,491 Views

u know its funny I had this exact same debate but a little more serious like yesterday or day before..... arguments from authority on the internet where no one can actually Verify your experience are mostly lame... they can support an argument slightly but you are likely going to ruin it by doing so. People don't react well to it, and they shouldn't because you shouldn't trust experts just because they are 'experts' look at how strongly they are scrutinized in

130 Replies 26,917 Views

Well, i have quite a bit of modwork under my belt, both as a developer and balance tester, so i think i know what i am talking about. As said i don´t want this to be a rantfest or anything, more as a outline for people who will for example be starting a mod. Balance is the hardest part to archieve in a game if you don´t have a plan, but also the most crucial. Well you see what i mean and my methods, soon, maybe you´ll agree with my views ^^

130 Replies 26,917 Views

Well anyways, i think i´ll make an extra topic about balancing and counters, where i´ll try to oxplain to the people how those things work. Most of us have been playing games for quite a long time and are very, very well aware of how counters and balancing works, having seen them in multitudes of games I still have the impressi

130 Replies 26,917 Views

the 5v5 didn't spread nice and evenly... Yeah, on the Areolian Sector map, 5v5, populated poorly. One system had 3 from our team vs 2 of opposing, and another system had the opposite. The systems with 2 teammates are at an immediate disadvantage assuming the opposition has any sort of teamwork. It would be much better if it split a 3v3 and 2v2 instead <br/

266 Replies 296,370 Views

The AI now isn't as horrible as it used to be.. it's nowhere as good as a player, but it's still better than nothing, it can at least lightly harass the enemy and slow him down a little

13 Replies 4,065 Views

There really should be a low-tech solution to take out an capship that is cost effective. There is, although not quite in the early game. Bombers make awesome capital ship killers LRMs are also quite good capital ship killers, they have a pretty high rate of fire, long range.. a pack of 10-15 LRMs can rip through a capital ship quite quick, even a level 3-4 o

130 Replies 26,917 Views

Although as far as I know you don't have to research them anymore.. once you find one you get the bonus. At least the few times I found some they just showed up and clicking didn't do anything. But yeah, they're found by doing the exploration upgrades on planets.

14 Replies 3,631 Views

The Inhibitor only needs 3 military labs to research though :o It's on the same tier as the light carrier. It's just that people don't use them/take advantage of their absense. I guarantee if you went up against a player that managed to sneak a bulk of his fleet past your well fortified choke point and started bombing/destroying the economic structures of unprotected planets (because let's face it, who spends resources maxing out tactical in your 'heart of the empire' planets), you'll find a way

14 Replies 5,974 Views

Read the description They work as they should. They prevent enemies from jumping into *friendly* territory from a planet with an inhibitor. They do not prevent the enemy from jumping into neutral/hostile territory. So basically, you put them at your choke points to make sure the enemy doesn't sneak any ships past your main defenses and onto undefended planets <img src="http://images.stardock.com/gc2/T_DL/

14 Replies 5,974 Views

All nifty ideas Also, if I recall right, the devs did state that they are looking into ways to improve the exploration aspect of Sins

14 Replies 3,631 Views

Great idea overall, few possible ways I see to implement: 1) Do it literally, include a new command that will tie more than one fleet together for phase jumps. 2) Allow selection of entire allied fleets and then allow the current toggle for solo/group jumps apply to the entire selection. Both players would have to do this to ensure it's consentual, since it can and will increase the time it takes to jump. 3) Focus less on jumping in exact formations, and just see if a

15 Replies 6,888 Views

Not a bad idea. Still the one who lost his flagship has quite a disadvantage because of the low level it will be. Imho coming up with the resources for a new capital ship isn't that hard. The problem is imho the lack of levels that new flagship will have. That depends on how early the ship is lost. On some small maps it's possible to lose it in the first 20 minutes if you're careless, and at that stage getting 3000 credits and all the crystal (meta

297 Replies 221,035 Views

People will show Yeah, we can't get everyone in the first time, but enough people showed interest that we can try to get a big one today. We can definitely plan for another big one over the weekend, with no work we can start at a reasonable time for Euro folk

266 Replies 296,370 Views

I would like to do a 1v1 multi-player game on a 2 star map. I want each player on they're own star system. Also I want to play a 4 player game on a 2 star map, 2 humans and 2 computers. The key here is, I want the human players to start in their own solar system. Is this possible, and if so how do I accomplish this? I'm pretty sure there's a scenario with 5 stars, 4 players. Each player gets its own 8-planet star and the 5th system has some large number

297 Replies 221,035 Views

But are these different from individual ships jumping? If so they are hard to distinguish. At least for me. Actually I don't think individual ships jumping spam you with those messages? I haven't noticed anyway, the only time I seem to hear the messages is when my actual fleet jumps. I'll try to pay more attention That is c

15 Replies 6,888 Views