Paradoxnt

Paradoxnt

Joined Member # 2701499
4 Posts 466 Replies 845 Reputation

The reason for class 3 planets having shield generators, and not lesser planets, could be tied to their advanced planetary infrastructure. Only the super developed worlds (lvl 3)can support the industry, infrastructure and power requirements of shielding an entire planet.

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It would be insane for captured planets to be able to teleport enemy troops into orbital installations. As for shields, it would make more sense for them to be part of the planet instead of installations out in orbit. Look at your ships, they have shields but don't have shield generator satellites orbiting around them. Make shields an expensive research upgrade, as well as an expensive Planetary Upgrade that is only available to Level 3 planets. Game balance will be maintaine

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An easier way to limit the jump range of these Phase capable strike craft is to stick with the already implemented death timer. Once jump capable bombers/fighters leave the system their carrier is in, start the basic strike craft health countdown. Since these strike craft are made for long range jump missions, they would carry more life support/fuel than the more basic models = slower health/death countdown than basic strike craft. Keep in mind that these Phase capable strike craft ta

41 Replies 76,848 Views

Hi Inert, try reading what I, 1Spartan and the others have been writing before trying to shoot it down. I don't mind if you disagree with us, but please don't misinterpret or ignore what we have already said about the points you brought up. For starters, you mention something about defenses being useless against Phase Space capable strike craft. Why would that be? For example, my Phase capable bombers could jump into your system, and attempt to fly through your line of capital ships

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Yeah, but a range algorithm would have to be added that decides between proximity and threat priority. Otherwise, you could put a single high priority ship on the other side of the gravity well in order to force AI fleets to move into your defenses in order to get at their priority target.

239 Replies 71,272 Views

I hate to break the news to you, Advalary. Sins already has a 'rock, papper, scissor' system. Here is an example of what is meant by 'rock, paper, sissors' in relation to Sins. Flak Frigates beat strike craft. Strike Craft beat capital ships/frigates. Capital ships/frigates beat Flak Frigates. If the developers add Phase Space capable strike craft, this would add another layer of depth to the game's warfare system. This means more possibilities for the player. A

41 Replies 76,848 Views

Hmmm, I just noticed that my above mentioned Launch Lock Down toggle switch would be useful in more ways than just dealing with Phase Space capable strike craft. Sometimes, you want to jump past a gravity well without losing fighters/bombers to the local defenses...especially if the local defenses have strong anti strike craft capability. Being able to force your strike craft to stay indoors would be useful. A more likely tactical use would involve long battles where you've lo

41 Replies 76,848 Views

You said it, 1Spartan. The more 'paper, rock, scissors' components we add to the game, the more strategic/tactical options are available for players. There is one little problem that the game mechanics will have in dealing with Phase Space capable strike craft. As the game works now, capital ships/hangars immediately begin making replacement fighters/bombers as soon as squad members get killed off. What happens when a squadron a few gravity wells distance away loses a few individual

41 Replies 76,848 Views

Sure, someone could use a large carrier group to continually launch Phase Space jump capable bomber waves against you. However, you could counter with extra flak frigates, fighter squads and KOL Battleships (with flak burst upgrades). You might lose ships and platforms to each attack, but your opponent will need a LOT of time to rebuild those Phase Space capable bombers (Phase Space capable strike craft would require a high level of research and need to take a long time to build in order for t

41 Replies 76,848 Views

Yeah, he will be left defenseless....unless your opponent actually decides to build some ships and strike craft as well. But that is just crazy talk If you notice your opponent using that type of tactic, it is a simple thing to start making a greater number of flak frigates. In fact, by introducing Phase Space capable strike craft, you add a lot more 'paper, rock, scissors' decision depth to the

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As long as they allow Phase Space capable strikecraft to be modded into the game engine, I'll be happy. Imagine trying to make a Star Wars mod with rebel star fighters being unable to hyperspace. Imagine a Battlestar Galactica mod without Raptors or Cylon fighters being able to FTL jump. It would kind of suck, wouldn't it? Ironclad, if you can't include Phase Space capable strikecraft in the basic game, please allow us to be able to mod them into the game engine.

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Phase Jump capable Strike Craft would add an extra layer of tactics and strategy to SoaSE. It would add a whole lot of modding potential as well. As the beta1 is now, the basic fighter and bomber squads that are built on capital ships and platforms cannot leave the gravity well that their 'carriers' are located in. They also suffer from very short death timers if their 'carriers' are destroyed or leave them behind. SoaSE should have additional choices of more advanced fighters,

482 Replies 358,538 Views

Phase Jump capable Strike Craft would add an extra layer of tactics and strategy to SoaSE. It would add a whole lot of modding potential as well. As the beta1 is now, the basic fighter and bomber squads that are built on capital ships and platforms cannot leave the gravity well that their 'carriers' are located in. They also suffer from very short death timers if their 'carriers' are destroyed or leave them behind. SoaSE should have additional choices of more advanced fighter

41 Replies 76,848 Views

Kinda, but once ships are on/in the Phase Lane, they can't be pulled out of it until they reach their destination gravity well. So, the massive voids between gravity wells don't really play a part in the game...but they are still there. Cool, eh?

211 Replies 78,104 Views

The game only has 1 map. Players can focus on different parts of the map and zoom in and out. That means that there are no portals. So, Phase Lanes are kinda like Space Highways where ships travel to and from gravity wells that are connected. As it is, there is Phase Space Interdiction. Facilities can be built that stop enemy ships from leaving/escaping into these Phase Lanes.

211 Replies 78,104 Views

Hey 1Spartan, the 'Star to Star Phase Lanes/System Open Connection maps' type movement that we support does seem to offer something for everybody. If this movement system is used, then perhaps we should reduce the number of usable planets/asteroids per system. This would help out the AI in dealing with conflicts in the open connected zones within star systems. This would also allow the game to include unusable gas giant planets, worthless asteroid belts, and so on...which would add a

211 Replies 78,104 Views

Hey Schem, this might come as a surprise, but stars actually have gravity wells too. Even dense gas clouds can exert a gravity footprint. If you don't believe me, then look it up As for ships needing more time to jump to Phase space if they are low on AM...I like it. Your idea for different exit/entry points in a gravity well seems a bit complex though. Maybe there should be a small ra

482 Replies 358,538 Views

Yeah, sensor ranges within gravity wells would be great. I am a bit disappointed as well that they haven't been included in the game so far. If they used different levels of sensors like in Homeworld 2 (sensors had different levels and ships could be set to require different levels of sensors to be seen), that would open up the possibility of having stealth ships.

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Well, the designers have mentioned that the 3 big reasons for Phase Lanes is that the AI is stronger with them and that players need strategic points on a map to reduce defense stress and encourage a sense of accomplishment/progress. Many space games have an 'open connected' map system that is limited by fuel ranges. So player limitations and strategic map points could be created by using fuel ranges for Phase Jumping instead of fixed Phase Lanes. Unfortunately, I don't know if this

211 Replies 78,104 Views

Thank you Ironclad and Stardock for taking our input into consideration AND for having the guts to push back the release date in order to improve the game. I am happy to wait for what will be an even better game. Hmmm, I wonder what improvements/alterations will be done? Crossing my fingers for the following: -open connected maps. At the absolute very least, we should have open connection ship travel within star systems, and Phase Lane travel between star systems (that would

482 Replies 358,538 Views