[quote who="Mazuo" reply="1" id="1902510"]At least there's hope considering while a superweapon requires some thought to use effectively, planting a starbase down and having a defined setup as to what defensive upgrades are good should be easy for the AI to accomplish. Imagine chasing one of the eternally fleeing AI fleets expecting an easy win and jumping into a minefield surrounded by upgraded turrets and a starbase bristling with firepower.[/quote] lol, an ai that is so
Shadowhal
[quote who="Yarlen" reply="22" id="1902399"] What abilities your starbases have is a choice left to the player. You'll have to make strategic choices as to their abilities - so you can build them out as ship factories or hardcore defense stations, etc. depending on how you build them out. The spiked ball was a mine. It looked huge because it was zoomed in on. [/quote] you see, some of the most important facts are sometimes hidden or mentioning
the asteroid size comment just gave me another suggestion: how about giving asteroid wells more variety in size of individual asteroids. iirc the colonisable asteroids have one big, 2 or 3 smaller ones and then a large number of really small ones. so, apart from maybe increasing the general amount, why not throw in a few more bigger ones. like half or quarter the size of those big ones in said grav wells. I'd say the general feel of such asteroid fiels is that they are a mix of bigger and sma
yay, another B5 fan! in that spirit "and so it begins ..." hope for more info soon. I'd say there's a little gabriel in all of us that craves to learn and understand more. hmm hunger. @ beta: yeah, thought about that too. no idea how it will be handled, the short amount of time kinda does limit options. but, as you said, no objections to getting a beta version to play around with.
nice nice. too bad we heard to little about the minefields. like how they are deployed (via a ship? via building them through the planet menu?), what their capabilities are (destroy? disable? hinder?), whether they can be spotted by enemies and in general what can be done against them. maybe like they can be destroyed by squads, bc they are too small to be targeted. also, that tec base had such a strange interior hangar. is it actually capable of building units? oh, and one im
[quote who="psychoak" reply="14" id="1902094"]I'd have thought it was obvious based on the context of the post, but that 1% mitigation is a goof. It was 5am. I was intending to say 1% damage left over after mitigation. As in one ship firing on one ship is just as good as 100 ships firing on one ship. Obviously somewhere closer to 5% would likely be sufficient. It just needs to scale in a reasonable manner so that this idiocy of force firing
ah, friction, surmised as much, but wasnt sure. don't forget about bsg vipers, they seem to use small air exhaust to control for fine tuned maneuvering. aside from that, in the game, capital ships do seem more ... heavy and harder to turn. and all of ships do need to fly arcs and can't exactly "turn" completely. and for those slow circles the use of one of their drives instead of all of them scattered at the end might suffice. but maybe this already gets a bit too hardcore. I
@ brenil: yes, the hw z-axis was cool, but I think the system here works fine. there is much to do as is and I dont particularly think that the added axis will do so much good. subsystem targetting: considering how fast even capital ships are destroyed in larger battles, I doubt this makes any real sense. still, a system as in EaW or ST armada was cool to use. at least for smaller more tactical battles. detto boarding parties. the stances idea isnt bad, but what should
some of the stuff seems interesting enough, especially the ai requests in the initial post. ad research choices: if well designed I think I'd like it. still, dont exaggerate it. soft choices are mostly bette than hard choices. moving and attacking at the same time is also good (is that really not possible yet?). homeworld did it nicely back then. as to maneuvering and so in general: how about a slightly more accurate acceleration model? it takes a lot of time an energy
hm, actually not such a bad idea. you mention what I would regard as the main difficulties, the precise determining when a battle starts and when it ends. but it sounds nice and maybe can give a nice round-up how you performed vs your enemy. so yeah, the usual: forces participating, forces destroyed and maybe outcome. like planet conquered, or enemy withdrawal.
then this might be of interest to you: http://en.wikipedia.org/wiki/Drake_equation still no definite answer, but a starting point. bottom line: maybe there are others out there, but if so, then not very many.
[quote who="Shadowhal" reply="25" id="1892680"] a point myself: even though its more or less a futile idea, the games reminds me too much of master of orion or gal civ and other tbs and with that in mind it just seems weird to have no substitute ships at all. it kind of destroys the feeling of the races evolving, adapting, if all they do is adapt and update current ship designs and not coming up with wholly imroved versions. some kind of mark II or whatever. maybe I'd just like to resear
planet effects on battles? now thats an interesting idea. when nebulae and co were first introduced I also wondered if those could be somehow combined into planet. imagine a planet which had an asteroid belt in vicinity or a planet inside a nebula. bit like new caprica. need not and should be copies of existing neutral rings, but I'd say its a thought worth pursuing. also, these neutral well do have a reason to be fought over - the neutral mines.and sometimes they may serve as a stepp
planet effects on battles? now thats an interesting idea. when nebulae and co were first introduced I also wondered if those could be somehow combined into planet. imagine a planet which had an asteroid belt in vicinity or a planet inside a nebula. bit like new caprica. need not and should be copies of existing neutral rings, but I'd say its a thought worth pursuing. also, these neutral well do have a reason to be fought over - the neutral mines.and sometimes they may serve as a stepp
@ lbgsloan: ad 1: yeah, we'll see improvements ad 2: partly agree. I wouldnt favour more control over pirates - that would be more like unmarked mercenaries doing your job without anyone knowing, which makes little sense in the diplomacy we currently have. what does make sense is more of a concentration by pirates on
maybe technological solutions. sort of like "improved superstructures" or "strengthened macro hull engineering" that only apply to capital ships, but give them vast benefit. since its more of a mid to late game problem, as you wont get that many frigates that fast ( at least not without concentrating your forces too much), it could work to include a tech or two designed to make capships more powerful dependent or independent from level.
very interesting read, even though I dont agree on all points. to answer a question in his 7th point. games like starcraft and homeworld did in fact become immensly better (at least for me) via the introduction of a compelling story. the point is, learning more about the races gets you more involved with what is going on. when you know who they are, why they are doing what they are doing and what they possible consequences of failure are. and, as stupid as it may sound, doing a proper
for the latter, you could check out sacrifice or battlezone II. both let you control a strategy game from a very different perspective. they both have their flaws, but I think they are very enjoyable games and definately something different. as to the first part: well, I'm not an expert, but doesnt the battlefield series go somewhat into the strategic and tactical decisions? and there are there not roles or sth you can take or was that another game? I'd say there is some of those elem
good point. while we do get a proper overhaul of diplo in a mini exp, some amount of reward/ punishment scaling should be done before that and for the vanilla version.
[quote who="SwerydAss" reply="1" id="1891379"]i thinkjthe capitla ships arestrong enough but they should position themselves better in battle so that they use the most firepowere. I would be cool if you could designate a ship to be the leader of all fleetsand thatshipcould go to level 12 andreceive another ability at that level depending on which race your using notwhich kind of cap ship. this would give 5 different possiblities per race onwhat ship it can be making the fleet more
[quote who="CenturionJixra" reply="2" id="1891299"] I'm hoping that Epic Games can somehow hook up with Stardock for the next Unreal Tournament (if there is one) because I doubt that Stardock would pressure them to hurry up and release the game before it's completely finished and polished (unlike, , UT3).[/quote] no, they wouldn't, but here they had the advantage that SD had experience in the genre they were working on. at least remotely. do
[quote who="ZimatDeltaHalo" reply="15" id="1891169"] ... [/quote] @ 9: tec has mobile repair ships called hoshiko cruisers. not exactly what you asked for, but they are there. @ 10: I don't think there should be a separate slot system for planet defenses, it would make more sense and force better choices if they substituted other stuff like tactical of logistics slots. if such planet based systems were implemented, I would definately like distinct health bars from
for my taste, too many decisions are at the planet level and too few at the empire level. basically, research is empire level stuff, diplomacy, but this part is not the game's strongest point currently. arguably, fleet positioning is empire level too. so, yeah, I'd like to see a few more choices that effect all of your planets alike, something with trade-offs, a few government options would be nice or a comparable thing. nothing uber-fancy, just a few options how you want to run your place.</
[quote who="psychoak" reply="9" id="1881817"]Gal Civ 2 is hardcore thinking strategy. If you find Gal Civ 2 boring, it's because you prefer action to thought, welcome to the majority of the population. Sins is inbetween braindead fuck RTS and TBS 4X. Hence the lack of depth comments from a slightly brain damaged TBS fan. Anyone that claims they have to think to play the traditional RTS is a lying bastard or severely retarded, t
one small flip side I would like to mention is that with larger battles it is also easier for capships to gain experience, provided they survive the engagement. if they last till the end of a large battle, well ... dozens of frigates give a lot of levels. but you are of course correct, there is no way a capship can resist a 60 frigs + ff effort. the only positive thing is that with shield mitigation a portion of the dmg is lost that would otherwise have been more efficient vs smaller