[quote who="Foraven" reply="15" id="1857786"]I have a different idea on how to rectify the balance problem with carriers and fighters/bombers. What if strikecrafts had to rearm/repair/refuel after a number of attack runs? The time they would spend returning to carriers and the few seconds there to rearm would be time ships could take to either withdraw or blow up a few enemy ships while the strikecrafts are not fighting. Right now, fighters and bombers keep attacking until destroyed or they r
Shadowhal
[quote who="nyudude" reply="10" id="1858063"]man, you people are broke.. $10 is nothing nowadays and I'll gladly pay it for each of the three expansions. A bottle of beer in Europe is 6 euros - $10... As long as I get a quality product - such as Sins of Solar Empires - and the usual follow-up tuning via patches, $10 is a small prices to pay. Calling devs greedy is pretty strong wording - they have to get paid just like we all do. Off the topic, to anyone who's read "Ender's Game" by Scott Car
[quote who="Dargoon999" reply="10" id="1857526"]Well i have not played the beta 1.09, but if what you guys say is true and that carriers are too powerfull, then maybe they should just increased by +50% the cost and the command points, if i am not mistaken, Carriers cost something like 500 credits, 100 metal, 100 crystals & 8 command points. So the new carriers would cost 750 credits, 150 metal, 150 crystals & 12 command points. Problem solved, right?[/quote] <
[quote who="MRDred" reply="4" id="1855376"]Freshly produced vessel should come with squads. If you are under siege and finish that last carrier to turn the tide it would be pretty bad to find batteries... excuse me... fighters are not included. So first squads instant fresh of the factory. Only the first two or three squads. There is no problem with insta squad upgrades (basically what you do how your carrier will be armed), the problem is just the reproduction of the squads.[/quote]
[quote who="Annatar11" reply="11" id="1855239"]PAX stands for Penny Arcade Expo, basically another big gaming convention in Seattle, Washington. [/quote] thx. funny name though.
[quote who="MRDred" reply="2" id="1855141"]Well, we all agree carriers were to weak. Now carriers are powerful and that is fine. The problem is not the hurt a a carrier unleashes, the problem is it unleashes INFINITE squadrons. The defence vessels (flaks, counter-fighters) are rendered pretty ineffective, they seem not to have any effect because each victim is replaced instantly. "Why should i build defences VS something wich is instantly replaced at no cost? I rather eliminate
[quote who="Annatar11" reply="7" id="1854727"]Posting goodies good Just don't let this be the first and last convention you guys go to Next year I'll make sure to be able to go even if I have to sacrifice 100 goats to a pagan god..[/quote] ah, so you are planning a little "blair-wish project" and please, enlighten me, for I am an unfaithful ignorant: what is PAX?
[quote]And increase the performance required of the machine and add complications such as being able to go nearly anywhere, so you have to defend everywhere.[/quote] yeah, the old problem. from a gameplay point of view, I'd say its as much a problem of (sensor) information as it is about movement speed and necessary omnipresence throughout your worlds. consider the following example with a) a system size comparable to the one we have now in the game and phase speed also at comp
maybe the dominance of advent carriers is also due to the fact that the are available so early. these carriers are very tough and probably on par with heavy cruisers, which is after all a lvl 5 unit! so the obvious question is: with such a huge boost in power and corresponding cost, why has the tech level not been changed to reflect their new role? I'd say changing advent carrier to lvl 4 or changing tec/ vasari to 4 and advent to 5 might work without that heavily tamper with the strength of the
I wouldnt want it as a regular effect, but a 10% chance for something like that would be cool. though I have to agree, there is a ton of more important areas to work on than such a relatively minor feature. plus, why is this in the beta feedback? there is simply no chance for completely new feature requests (other than those aleady in the beta patch) to be implemented in the 1.1 patch, given how much resources it took to bring that out.
@ bm15: yeah, all very nice ideas. I've argued to a similar approach to planetary assault before and the low orbit radius planetary defense weapons sound like a nice idea too. and of course moons.
[quote]-New Race (whatever is chasing Vasari)-Extended tech trees-More decisions on planetary upgrades. Maybe have a few upgrades per planet that you can only build one -or- the other, etc.-Additional cap ship for each race-Additional ways to customize cap ships as they level. Like planetary upgrades, have decisions where, as they go from L11->15 (did I mention more cap ship levels? ) they can pick 1 of two or three upgrades, and the others are forever unavailable to them.Stuff like that. I w
[quote]How is this going over MP since the beta? Anyone play MP and see carrier spam now? Perhaps just "some" buffing of the Flak ship to deal with fighters (if it's too good at killing bombers, eveyone will just make Flak instead of fighters, and we're back to square one). After that, it seems to me there will be a lot more balanced fleets out there and more combined arms. . .[/quote] yeah, I thought about that too. if bombers basically killed everything from frigate size on, fighte
[quote]What would be fantastic would be if any team member could build stuff on another team mates planet. Say for instance one teammate is vasari, then he could build a phase gate to get his forces in the far away world. Let's say another player researches Trade, then that player could build trade ports on all of the teams planets (instead of asking the vasari player to build 4 labs and tech it up, ask the TEC guy to do it). Same thing for advent and culture, etc. Think it could be a really
[quote]reannsfer? I'm not following, do you mean transfer? If that's the case, than no. Do you think ANY world leader will transfer their country at will? No.[/quote] in a gameplay aspect: it would make sense, if for example a main front were far away from one team player and he might wish to have a planet or asteroid closer to the action for a forward production, supply and repair centre. as such, one team member could conquer it or it could be an allied effort, but ownership can l
[quote]I'm going to have to again agree with Raging Amish here...better defense against strike craft would be the key here, not necessarily better ability to chase down a lone carrier. I dunno if I'd also include a base cost to create strike craft, possibly? something minor, but enough to feel a pinch launching a swarm of strike craft against a fleet and have them get shot down by good defenses...? Something like 5 cr, 3 metal and a crystal? Sure, a couple lost craft won't mean anything, but ima
well, I'm already curious how the devs are going to tackle this one, but I guess we will see in time. after all, I understood there would be updates before the beta goes ... well ... rc or whatever it is for patches.
in what way does the fact that the kol needs its abilities to be efficient make it a support craft? its still combat and nothing but combat. dunov can heal shields and restore am, ok support craft. progenitor can restore shields and colonise etc. ok, support craft. but there are at least 2 -3 capships that are purerly combat and not really much else. that was the original point of the thread. rather neutral on the other ideas. more range differentiation could be a good idea, but then it
[quote]maybe one last thing: for those of you in the betas, when it could still flip, do you really think it was overpowered? I remember it was an issue you definately had to guard yourself against, but that's effectively a good thing. but overpowered? not really, since it only really worked with bordering planets and if you weren't cought totally offguard, a quick strike to take the stations out would give you enough time to get your own stations up and stabelise the situation.You know, to be h
for tec and advent, the colonisation frigates can do it, for vasari the scouts can. look closely, you will find an ability called "capture astroid" or sth in their menu. they are quite useful, especially since the ai never seems to bother with them and their rate is very high, easily double that of a more outlying single regular one.
ad 1: known issue, there is a "artifact bug" thread. ad 3: also known issue. not actually a bug, but a change in default settings. in the options menu there is a check box to change this, check out the interface tab. not sure what you mean by 2. do you mean that when a ship is attacked and you keep hovering over its infoscreen and believe that its not updating as fast as the ship is taking damage? not sure, I kinda feel I saw something similar.
my bad then.
[quote]What does the broadcast station do? Just reduce allegiance? If so what is the effect of that exactly?[/quote] last I checked it does three things: 1) increase the allegiance of your surrounding colonies, which in turn increases resource rates. 2) decreases allegiance of enemy colonies. 3) race specific effect. iirc tec get a credit bonus, vasari weapons bonus and advent extra shield mitigation. check it out in the tech descritions also and play around
I guess you mean ai allies. the answer afaik is you cant. has been requested before, but currently you cannot ask or demand resources from ai s.
hope the title says it all. back in beta culture would not only reduce enemy allegiance, it would flip his planets to your side too. so my question would be, whether you feel it should be changed again. from my experience, I have rarely seen culture as a big factor in any game, which is sad, because in that part the game does have a good potential, especially, since many have asked for alternative routes to victory other than pure conquest. and even if am wrong about culture not being suc