[quote] it would be nice to message someone who is IN GAME from the lobby... Yes, but as far as I know we're still playing with a very bare-bones ICO lobby? [/quote] hopefully. also to the op: yeah, that would be a very nice feature to have if you can allow people to join in during the game
Shadowhal
[quote] I disagree that it's too powerful. It's powerful for a specific purpose and with a specific playstyle, not powerful all around, and that's what makes it balanced. Plus, fighters and flaks deny most of its firepower, leaving it only as a "sit at the edge of the grav well with embargo" ship. And if you're going to call for a nerf, at least provide specific examples and suggestions on how to balance them. "I think it's too powerful, so nerf it" isn't goin
[quote] the phaselanes are quite time consuming to implement though, plus its much harder to visualize something through code thats because you are not uber... maybe I'll be nice and make a 10 player map... and everyone can Its not a popularity contest.....oh wait it is <img id="ImageResize_Image_7" onload="ImageResizer.createOn(this);" src="smiles/Laugh.gif" align
[quote] the phaselanes are quite time consuming to implement though, plus its much harder to visualize something through code [/quote] or course. its ... rudimentary?
[quote] yah, forge tools will be available after release is all i have seen, i was talking about a rudimentary editor for RIGHT NOW [/quote] for maps? well, the current one with galaxy files isnt very complicated. not with a graphic interface, but if you put your mind to it, its not a big issue.
short version: sova is too powerful. since its gameplay beta: judging from its occurrence and abilities, a slight reduction of the sova carrier might seem in order, I'd say it currently is the most useful and overall most powerful capital ship in the game. of course only in its particular situation and you have know how to use it, but we want a balanced after all, so I thought I just as well mention it (even though its probably a well know fact anyways).
[quote] commercially releasing unmodified freeware is surely not ok, but even if - IF - part of the game is based on freeware That's not even possible. Quantum Star / Solar Empire is a PHP browser-based game (a clone of the old Tradewars / TW2002 BBS game, by all appearances). Entirely different language (PHP vs C), basis (BBS-style text game vs 3D RTS), core game mechanics... pretty much everything, aside from being in space and with
lets look at it from a pragmatic point of view. as far as I heard this game has been in development for quite some time, a few years probably, and concepts for it likely exist even before that. it shouldn't be too hard to IC to prove that this is a proprietary effort and product and it is them who made the game what it is. commercially releasing unmodified freeware is surely not ok, but even if - IF - part of the game is based on freeware, it sure as hell has experienced a great deal of
[quote] you gotta i wanna hear Arnold Swarzenegger [/quote] that would be me then. same country and a hilarious foto got me that reputation.
[quote] Indeed, I hadn't. The point works though, doing any kind of raiding on a single planet with ten fleet points is an absurdity when even asteroids can get you 50. [/quote] again I dont get your point. no colonisable world gives less than 40 - 50 fleet point in an upgraded state. in fact, most will give more, so taking out a fully upgraded volcanic or even terran or desert world will really hurt your enemy, no matter how many resources he ha
[quote] I wonder if the drag box works with selection based tree if you are all zoomed out, so you can actually select ALL the forces of your armada across all planets, friendly, neutral and enemy. would be kinda cool, because you would have all the caps nicely arranged. If it's just to see caps, it'd probably be easier to just throw them into their own control group, then you don't even have to zoom out to be able to see them <i
[quote] really? d'oh. then I suppose it IS quite a critical bug. Yeah I really don't like relying on the autosave leading up as far as it needs too... [/quote] I checked it, you are absolutely right, the replay from a saved game only goes from the time you loaded until t
[quote] but ron, if you have a save, you can load the game in sp and create a new replay from it. That replay has a duration of about 3 seconds -- however long it took you to hit "save replay" [/quote] really? d'oh. then I suppose it IS quite a critical bug.
I wonder if the drag box works with selection based tree if you are all zoomed out, so you can actually select ALL the forces of your armada across all planets, friendly, neutral and enemy. would be kinda cool, because you would have all the caps nicely arranged. alternatively you could link the list of the fleet points used to the ships stats, so you can see there, what ships have upgrades, but that would probably take a whole lot of recoding I guess, since its something else entirely.
[quote] Critical Bug : If you try to save a replay at the end of a multiplayer game, it saves as a save game instead -- you can not do manual replay saves. [/quote] confirm, I actually thought afterwards I pressed the wrong button. but ron, if you have a save, you can load the game in sp and create a new replay from it.
[quote] Yes, defense might be weaker, but two cobalts being too small is irrelevant to the level of defense in a place. I'm looking at raiding from a perspective of relative costs. An unimproved asteriod planet shouldn't be giving you enough fleet points to go wiping out structures somewhere else. Such small numbers are just outside of the scale, a scouting party instead of a raiding party. [/quote] I'm not sure I understand what you ar
[quote] I would not want them to be stronger. At this stage I feel they are just right. However I know some people like more pirates. May be we can have an option of how man pirates we can have? Like in Civ games you can regulate the amount of barbarians in game setup. [/quote] I agree, they seem fairly right. they could be a bit stronger towards the end, but then I don't think they are supposed to be any real threat in the late game.<br/
I had a funny thing happening. our more or less defeated enemy put massive bounty on me and sure enough soon they came. but then their fleet went straight for the trade ports and largely ignored my three capships and missile platforms taking them apart in the meantime. maybe its an error (sry, I don't think I have a replay, but I may a savegame, wherewhith a replay can be created) but while it is good they go for trade station, that should not get such a high priority to get them killed while th
[quote] beginning they are a bit in the weaker position compared to tech I would not say that they are weaker tech-wise. They have a slight weakness because they are more immediately dependent on fleet points which sets them back economically, but that doesn't last long if the Vasari player focuses on eliminating that first before worrying about techs--early on the base difference in shields/hull is enough to allow you to put off mili
yes, I'm digging up that thread again, but don't worry, I make a new suggestion that fits the current play style. reduce the grav well size (relevant for jumping) from the very beginning or include an early lvl tech to do it. there is already a lvl 7 or so tech that does it and its very powerful I'd say. we could maybe have half of the effect of this tech as a racial trait to boost the vasari early on ( or less if that proves too powerful, I can't remember how much the tech reduces it),
[quote] So, I guess I am leaning a bit in the devs way on this subject. That said, here is my wishlist concerning this subject. 1. I would like it if new colonies were a greater drain on resources. [/quote] hmm, what exactly would you want that for? maybe a better solution would be to increase the penalty it accumulates with distance to homeworld. as far as I could see, new colonies a few jumps away start with -3 or more. since its di
[quote] A small fleet probably shouldn't be a couple cobalts, that seems like a silly level to be aiming for. With how powerful bomber stuffed hangar bays are, I wouldn't be sending capital ships around late game either unless you're actually against someone without them. The mines are cheap enough that they probably should be expendable and easily dropped, but if you really want to damage an economy, you drop a max pop terran planet in ten seconds with a couple eva
[quote] That and because of how large maps can be. If, as he wants, 2 cobalts can destroy a few mines, does it really matter when that player has 15 other planets with mines? The economic impact is minimal. To quote Gauntlet: There is no possible way to cripple and economy with infinite resources unless it is extremely pervasive and rapid. Basically, just disregarding the infinite part, unless you raid a majority of
something different too, not sure though if its more technical or gameplay. the vasari carrier's ultimate creates three copies of either a frigate or a cruiser, but always three. thus it makes a huge difference if you target the skrimisher or the devastator. I dunno, seems too much require mikro, maybe have it based on fleet points how many ships are created. except that this ability is supposed to get stronger when stronger ships are unlocked late in the game. I tend to agree with anna
a vasari capship has a siege platform. I only used it once and can't tell much of its usefulness, but thats also suggests good raiding capabilities. plus, you can use the carriers replicat ultimate on a siege frig to get 3 more which will create quite a nasty siege force.