Paradoxnt

Paradoxnt

Joined Member # 2701499
4 Posts 466 Replies 845 Reputation

Let's say you own 20 planets and decide to attack someone's choke point with 30 cap ships and 50 assorted frigates. This force costs around 115 000 credits to create. The defender on the other hand has been preparing for you while you built up your fleet, but only has 17 planets worth of production/income. So, the defender fields instead a defensive force of 40 hangar platforms at the far side of the gravity well, 7 Phase Inhibitors spread out, 10 Gaus Canons at the Phase Lane exit p

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Phase Lanes will likely encourage stalemates within star systems and I am pretty sure we will be seeing this first hand when the multiplayer beta comes out. As there are usually only 1 or 2 lane ways to attack your opponent, it is easy to fall into a fortification mindset...especially if both players are about equal in terms of fleets and resources. Sure, they might have the same size fleet, but the defender will have the advantage of first shot, strike craft already in position, cheaper platf

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Unbalanced....maybe? But Super Novas would be pretty. I doubt we will see anything like that though. But if something like supernova ships were introduced, that would encourage game play around stars (incredible understatement!).

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Okay Schem, I'll agree that a stalemate could occur IF there are only 2 players in the game, each has a complete star system with identical resources AND each one has the same size and fleet composition (at the same level tech). However, you could say the same thing about 2 players in a single star system where each has 2 of the 4 linking points built up into super fortresses. So, since you are arguing against stars becoming relevant in the game for fear of stalemates, why aren't you c

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As long as you can't build hangars, gauss cannons or other facilities at stars, turtling won't be as easy as you think. It will still come down to fleet versus fleet. Of course, alliances, economy and production capacity will also figure into this pretty heavily. However, if you win that massive battle and actually control an opponents star...well, actually you will probably need to rebuild up what is left of your fleet. But then you will have the choice of which planet to attack. J

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Yeah, but we still need ships that can that have the Phase Space Inhibitor ability (think Rebel CC-7700 and Imperial Immobilizers and Interdictors). These ships will be necessary to accurately simulate a Star Wars galaxy. So, with the above in mind, let's look at how star systems can be made. Option 1: Every planet, asteroid and star in each star system is fully connected to each other. That means that you can get to any gravity well in that system from any other gravity wel

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I've been on the 'make ships that can do phase space interdiction' bandwagon for while now. This will be sure to make stars highly contested critical strategic zones. It will also be very necessary for some the mods we want to do with this game. However, there are other ideas floating around the forum for how to make stars relevant. One in particular that caught my eye was put forward by Sjet. Maybe a special ship can be created that sits by stars and generates the necessary

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Hmmm, as long as players can't create facilities and platforms at stars, they won't really become impenetrable choke points. Any battles at these locations will consist solely of fleet versus fleet engagements. If you move your entire fleet to a star in an attempt to create a strategic choke point, your opponent always has the option of sending his entire fleet to engage you at that location. Victory in these situations wills still come down to numbers, quality, fleet content and tactics....a

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I prefer the new phase lane jump position system by far. Earlier version jumping through gravity wells was simply cheesy considering how they were supposed to prevent phase jumping altogether. Not to mention, chasing single enemy ships back and forth during the early game (prior to warp inhibitors) wasn't much fun. With the new method of having to travel to the phase lane in order to jump, enemy fleets can have some damage inflicted to them. Even if they get by you, be it by tactics

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I am quite happy with the idea of 'fully' connected customized maps with the invisible phase lane option on. For the Star Wars mod, I'll probably have all the planets/asteroids in each star system 'fully' connected, but I'll only allow star to star phase lane travel for interstellar travel. That means you can directly go to any star from any other star, but you can't directly go to a planet/asteroid without going to that system's star first. I am also toying with the i

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Good point Lordkosc about AM and battles around stars. Here is an interesting tactical possibility. Say for instance, you have a huge fleet of frigates that would usually crush your opponents much smaller capital ship fleet. A prolonged battle around a star (with its quicker AM recharge rate) might give those capital ships enough of an edge to make it a much closer fight.

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I have to agree with Space Voyager. If the gravity wells are increased in size by 3-5 times, I would be perfectly happy with the present speed of ships. I just hope that the planets, and most especially the stars, are also increased in size (asteroids are fine as is). I understand that Ironclad is worried that making gravity wells, stars and planets bigger will drag out the game and even turn off some gamers But look at the beta reactions so far. It looks like almost 100% of us are

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I understand Yarlen. I guess we will see in about 9 or so months what is possible and what is not. As long as we have some way of making open/semi-open connection maps, then I'll be more than happy.

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Triple the Star's gravity well then. I am all in for that. Think of the consequences of Phase Space Inhibitor ships. When players finally solidify their base star systems, there are going to be some massive battles around their stars. In fact, there will occasionally be some epic simultaneous player face offs around the same star. I am already drooling.

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Well then, that is awesome if it turns out to be possible. If not, it is nice to know we have a couple of fall back positions that work pretty well as open connection map systems.

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I do hope that there are phase space inhibitor ships in the game. They would need to run off anti matter and have a count down to be balanced though. Phase space inhibitor ships would also allow the gravity wells around stars to become interesting battlegrounds (Note that I am against weapon or inhibitor facilities being built around stars).

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I wish that were the case. However Yarlen recently checked into it and it looks like Open Connection maps won't be possible. However, the above mentioned work around seems a 100% thing. Also, a second way involving super sized gravity wells that hold entire star systems within them might also be possible. The only problem with that last possibility will be phase space inhibitors. As it is, phase space inhibitors effect the entire gravity well they are in. So, 1 phase inhibitor coul

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Okay, we now know 100% that the game will not use an open connection map system. We also know that we won't have the tools necessary to make a single huge gravity well and fill it with entire star systems in order to simulate Star Wars open connection travel. So, what can we do to simulate Star Wars free movement hyperspace travel? Effectively, it looks like we are down to only 1 way of making a Star Wars type open connection galactic map. We will need to make a custom map that has

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Precisely Kyro. The best way to go here is by using a 3D +/- 90 degree phase exit point anywhere on the gravity well's outer sphere. For the destination point, Ironclad would then have to decide if all fleet arrivals from phase space should appear at the same point or if ships should arrive at positions relative to their departure points.

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