I've tried ordering my cap ships to attack squadrons, and it shows a movement arrow following the squadron, not an attack line. I haven't actually checked to see if the ship was attacking the squadrons or not though.
Stratteggi
You can't build logistics structures on dead asteroids because you actually need civilians to work at these things. People don't like to torn away from their home and family to be stuck on some space station working at a frigate factory somewhere in dead space. Tactical structures are different, because then you only have military personnel manning them, and they do accept to be torn away from home/family, etc.
The reason why the sniping strategy is good is because it promotes use of defensive fleets, and the strategic placement of those fleets.
@ Major Stress: The Kol is one of those ground up designs (The beam weapons are actually reverse engineered from the Vasari, and look at the way the hangar is built, it looks like it was meant to be a hangar and nothing else). It was only actually 1000 years of peace, and you don't need battleships to deal with pirates (Well, maybe beta2 pirates ). Back when the lore included some ship descriptions, it did t
Why would there be an increase in cost? All they do anyway is just purge the planet of all life and infrastructure from orbit.
is it just me or does the speed increase seem futile? it seems to me like it could be useful early game when you're constantly chasing fleeing ships... but not late game no. if they want it more damage specific it should simply have a burst weapon that fires a single powerful shot (like the kol gauss cannon) that would allow a microer to do extensive damage (the AI would need to be very well programmed to a
For suggestion 1), capital ships with unspent ability or fleet points appear with a + over their icon in the empire tree. If you have your capital ships grouped in with your fleets (I don't see why you shouldn't), they should be very easy to find.
Gauss cannons with a missile upgrade would be way too powerful. The only reason LRMs aren't the ultimate ship is because they have very little health. We already know that gauss cannons have a lot of health. If you add in the ability to hit ships right out of jumps, they'd be very overpowered
You can already get defenses at dead asteroids, fully upgraded they give 25 tactical points right now. That's more than enough for your 8 squadrons (4 hangars, 16 points), 4 gauss guns (4 points) and a repair platform (3 points).
I say that after a planet is razed, the structures around it should stop functioning, and experience a slow decay, similar to fighters after they've lost their hangar. I mean, it doesn't really make sense for a trade port to keep trading after everyone on the planet is dead...
Although I believe the Vasari are able to rip up planets from orbit for resources. I can't wait *need drooling smiley*
An easy way to take care of gauss platforms guarding the entrance routes to a planet are to bring LRMs and carriers along with your fleet, and tell everything to only attack within weapons range. The way the AI spams gauss platforms put them in range of an LRM right from the jump. The only problem is that you have to tell your fighters and flak frigs to attack their bombers, other than that, you wouldn't need any microing.
I'm with Schem on this one.
Now, does insurgency stack. Like, if there were 10 players in a game, and they all researched insurgency, would they all have 9 times the marauders coming after them? That would be an interesting way to lose.
A metalic slug fired from a space-based railgun at the earth with enough force would cause a blast similar to a micro nuclear detonation without the side effects of radiation. At least in theory. Also rail guns, at least the ones being developed today on earth would be able to penetrate the strongest armor on a main battle tank to a sea based carrier. Well, with enough power behind it, it could.
Maybe something like scuttling a planet: You evac the population, and dismantle the infrastructure (done gradually, because it should take a long time), and get cash out of it. Could be useful if there is a massive enemy fleet coming, and you can't hold them at your frontline worlds.
Because missiles have a very long range, putting missile and gauss platforms together at the jump points would become very hard to defeat. Right now, since the AIs build so many gauss platforms, I order my fleet to stand back and let the bombers and the LRMs take them out before they can hit me. With missile platforms, they could hit me back, and this would really reduce the benefit of having a fleet to defend the planet.
My thoughts: I just noticed that when I went to a new system, all the planets said that they were "-1 jump from home world." The pirates are only really effective in their ability to attack anywhere very quickly. They use a lot of siege frigates so they can raze your planet very quickly, but if you have a phase inhibitor so they can't run, they are no match for a balanced fleet of around the same size. In response to matthewfarmary's suggestion, I think it would work if the default view
Everyone remember the days when your Dunovs spent their time chasing ships around the system trying to use shield restore? Well, now Hoshikos do the same thing with their repair bots.
If we add pirate factions, the pirates would just take a step closer to becoming real players. I mean, most of those scenarios could just happen with humans playing with each other in multiplayer.
psugar, by command card I mean the buttons in the bottom right of the UI, I can click up to four of them at once.
Cross that bridge when we come to it, eh Yarlen?
Why does the arid one have more logistics structure slots available to it (It's not because of upgrades). To make it more useful. Each type of world now has some particular reason that it's desirable... desert worlds have more logistics slots, arctic worlds have lots of crystal, volcanic worlds give extra fleet supply, and terran worlds give the most population. <br/
When did you check the first time? They don't accept paypal orders except when the beta is available.
The problem with making the cap ships researched individually and the cruisers available at the same time is that all the cap ships are weighted equally, while the cruisers are all of varying strengths, shown by the different tech tiers.