omg, you must be out of your mind. *rubs his hands* if I will ever stop playing this game I'll be sure to start again in 10 years time when computing power is higher too. then lets see if we can beat palpatine's 25.000 star destroyers.
Shadowhal
uhm, I have a suggestion. so far we are playing medium maps with 8 - 10 players. we wanted to play multi star maps, but it messed up team placement. now, what we can do is to leave teams unlocked and ally up in the game and trust that we are all old and fair enough to stay in those teams even when losing. after all I would really like to try one of those once and I figure I am not alone. I am aware these maps may take a little longer.
I only had it done to me once and it didnt hurt me much. truth be told, as far as I can remember the fleets weren't very large, about 10 - 15 frigs, don't think it included any kodiaks. the only thing I changed, was to build 3 hangars, a few gauss canons and one or two repair bays in my backwater astroid system, the three/ four other systems already had defenses due to enemy jump lanes going there. I think the whole point of this high lvl tech is to press the enemy into a more defensive
well, flat out, time of the day is not so much an issue as time in general is. I will let you know, towards the end of the week whether I'm available. I will be in for the sunday game though, that much is for sure.
[quote] Have you tried the 'fast' setting added in the beta 3 patch on a small map? Should help considerably in that regard. I'll look into that. Thanks. In any case, where should I place comments for game improvement? There are a few things I would like to have tweaked, or looked at. [/quote] where? well do a quick search on the things you want to post on and if you find topics that fit, then pos
[quote] erjee: who are/ were you in the game? cant remember that name in either game. ps. first game crashed after about an hour, so nothing too big to report. second game crashed after ... I'd say about three hours and was pretty good. had some nice strategic decisions and tricks in it. My ingame name is Dutch. So another game for sunday? Same time? [/quote] alright, thanks, t
something entirely different: I read multis post and the thread about the 100 planet game and so on. now, apart from all other things that need to be done like increased automation, you could include two things, if they aren't in already: 1. the shift option for ship building so you can construct larger fleets more quickly. i.e. shift click builds you 5 or ten of that kind. 2. star based production instead of planet based production: basically, I'd say that often you h
[quote] and yes, making them a bit less powerful towards the was the intention. Towards the end you mean? Problem is I like how powerful they are at the end. weapons: you mean because armor affects everything and weapons just a few kinds of ships? No, I mean because early game weapons upgrades have the biggest effects from capitol ships, not their support craft. You'
[quote] Actually we're putting in a Fleet Manager... [/quote] omg, I cant wait to see it!
[quote] I kinda liked the idea that tech upgrades don't apply to cap ships. This makes sense as they rely on leveling for their upgrades. Except... new ships don't get levels automaticly. Thus degrading capship's power relative to frigates, as well as making research less useful. Personally, I like the current system. Edit: Just to point out, but this makes weapons upgrades much less useful. Sur
[quote] I kinda liked the idea that tech upgrades don't apply to cap ships. This makes sense as they rely on leveling for their upgrades. [/quote] exactly my point. [quote] In another note, yesterday's 'big game' had two AIs attacking our side through several phase points (there were a lot of phase links to the AI planets). They were of course far more capable than humans at launching/managing multiple attacks simultaneously. The same AI players w
[quote] I tried to search for this topic but nothing came up relevant. Two ideas that may be worth exploring if not yet considered. Is it possible to add a feature so you can adjust the game speed while you are playing the game? Would help if you are in a large scale battle to slow down time or speed up time when nothing major is going on. [/quote] would be nice for sp. but unless you reinvent the laws of physicy in wont work i
hmm, formations: I know that ships are lining up in formation when the jump and they are actually organising well with the battleships up front and carriers and support ships in the rear. but is there an option to keep them that way in a grav well? i.e. you jump into enemy territory, want to mova to a certain destination and keep the formation, even if it means slowing faster ships down. if not, I would appreciate it, as its quite annoying if your faster ships get the enemy lines first
[quote] now, I thought of an elegant way to balance this a bit with normal ships and the game flow. How does it need "balancing"? [/quote] I think high lvl capships (which at that point mostly also have upgrades) tear frigates apar too well for my view. only thing to stop it is another capship or an very large amount of smaller ships.
[quote] I crashed out of the second game fairly early Boo. Hiss. [/quote] well from the autoreplay recording function, I'm quite sure someone has a version where you roughly see how it went on.
sounds interesting. what are the phantom's obectives? kill everyone? hehe, a nice mode would also be something the reminds me of age of kings. basically you get some sort of ship, artifact, item, whatever. while its in your possession you gain points and maybe extra ressources, but players have a means to find out who has it and everyone tries to get it for himself. so its all about surving as long as you can and in order to get it, betray your "allies" at the right ti
6 weeks now, oh no and I already started hoping. just a general question: are any further patches for beta 3 planed or will the next update be beta 4 straight?
wow, I almost forgot the idea I am going to post, I got it when chatting in preparation for the big game. just before that I would like to stress again that I want to see in the ability descriptions exact measures on the effects. like how much damage the gauss canon does at every lvl, how much income is sources by embargo, how strong sova missile batteries are, how long the akkan ion bolt kills electric systems. I'm pretty sure, its not in there in the level of detail I would like to ha
I would say it depends on the variety of maps and the modes you play. I could imagine playing the small "close encounters" map over and over again can get repetitive, but larger games, either ffa or team based can provide a lot of variety, as I played a few games and almost each of them had a unique twist in it. I mean, alone whether you play one or multiple stars, ffa, team ffa or teams, game options and so on, gives the game a different character and a different focus. but in particu
erjee: who are/ were you in the game? cant remember that name in either game. ps. first game crashed after about an hour, so nothing too big to report. second game crashed after ... I'd say about three hours and was pretty good. had some nice strategic decisions and tricks in it.
[quote] yeah, more randomness would be nice, as long as it doesnt result in an unfair situation. ... military intelligence anyone? [/quote] please elaborate.
[quote] I like this idea. I felt my ears droop when I discovered how 'small' SINS would actually be. I'd always imagined the ability to have say 3 clusters, with 5 suns, and 10 planets each, giving ALOT of planets to fight over (150 by my math), and have it 'turn based', in that you would play for like 2 hours, and then save the game. And then you could come back and play later on (like in a week). You can't do that in multiplayer, b
[quote] Possibly in a beta 4 patch, but we are holding back some material until release for two reasons: A.)It won't be done until release and B.)We want to leave some surprises. [/quote] then make sure these suprises are well balanced and we'll be glad to have a few unknown elements in the final version.
yeah, more randomness would be nice, as long as it doesnt result in an unfair situation. if you lose simply because out of luck your opponent has more ressources on his planets I would feel quite frustrated.
well, since we are into commands: can you order your ships to a specific point in another grav well? with waypoints it hasnt worked so far, they stick at the edge of the gravwell next to the planet they came from, I think with move orders it would be the same. just a small thing but it would be nice to be able to give a direct "take up this position in this gravwell".