[quote] thats why we write, to expand on each others' comments. Indeed effectively, I will have to do some more thinking into possible conditions, effects and so on. I would say a slowly declining one time effect would be nice from a dramatic point of view, but would be too compl
Shadowhal
[quote] I did also mention that battles in my view already have a nice level of complexity for the type of game sins is supposed to be and should be. I know For most of that I was agreeing with you, and just expanding on comments, not countering what you were trying to say. Now, for the rest <img id="I
[quote] that said, the original premise of the post was to NOT have the morale be as much of a gameplay factor as a visual and ambiance creating sugar coat. I'm sceptical though that this can be done so that people actually notice without said impact on gameplay. I understand what you're trying to say, but I'm just not sure this can work. Morale can't really be just be visual without having effect on gameplay. It can be ambiance if wh
sunday essentially no limits, saturday I'd say I can play until around 8 pm EST.
unfortunately I'm too unfamiliar with the total war series to competently comment on their take on moral. I did experience it a bit, but I never mastered the game. that said, the original premise of the post was to NOT have the morale be as much of a gameplay factor as a visual and ambiance creating sugar coat. I'm sceptical though that this can be done so that people actually notice without said impact on gameplay. if it were agreed to make it a gameplay feature then there sho
yeah, depends for me as well, although hull bonus and armour upgrades are always favorites. if I see or believe the enemy is going carrier heavy I of course try to get flaks, carriers and hangars soon. otherwise lrm's and krosovs are also fairly high up, again depending on the situation, just so I can take advantage of a situation immidiately when it arrises, or at least be prepared for nasty surprises others have in check for me.
alright, so 8 vs 8 maps arent really an issue, thought so.
[quote] but then in the far more likely 8v8 scenario we have 2 dummy players or dummy zones. I think 8v8 is more likely to get played... sigh just have to make 2 versions... [/quote] wait, what was the maximum player limit set by the game engine? I thought something like ten or twelve. I mean there has to be some, otherwise it could evolve it a massively multiplayer online strategy game. think about it, dozens of stars, hundreds of planet
lol, and ron suggested approaching hindenberg and multi with an alliance. (which I did but of course he rejected) you sure are a treacherous bitch my friend. but then thats what makes ffa so interesting. I am already looking forward to the next time. ( more likely weekend though as it seems to be a busy week for me).
as there is a thread about the technical programming possiblities of mobile factories I should still ask are we going to see mobile factories, like homeworld styple carriers? a cruiser or larger sized vessel that can at least produce frigates at say half the speed. it would be cool for allied games if an allied border planet is far away but you still have a force stationed and want to reinforce him. or in larger games it would be nice to have a more dynamic supply lines. I imag
Losing a cap-ship in a smaller map is very punishing frankly losing any capships in any games is punishing, so just dont do it. you know full well that at a certain scale you can try to limit it, but avoiding any capship losses in a more or less equal fight is almost impossible. when there are 50+ frigs + capships or 20 + light carriers present capships go down far too quickly
I'm all for playing a game in parts if people want to. It would be also good for save/load MP testing. yeah, we should also test that. I merely doubt that with 8 players it will be easy to coordinate a second sitting with the exact same people at the same time. thats the real problem here.
Shadowhal, Didn't know you cooperated. You were just on my border and kept sending in scouts. After we whacked Hobo/Dereknor by taking out their fleets and Dereknor's home world I repositioned back on your border thinking you might take a shot at me. When that didn't happen I invaded. Hobo/Dereknor were able to get back on their feet while I took out your home world and Ron's fleet. Was going to switch again and go after Hobo/Dereknor
And use of non-random maps would probably be smart in the future. I agree, but the only problem is there's no good 1 star map for a large number of players. Areolian Sector, last time I played it, messed up team placement and gave different teams an advantage in each of the two systems, and that's the only non-random map that can accommodate more than 6 players <img id="ImageResize_Image_13" onload
I meant both. for example, I forgot who you were allied with from the beginning and later whether the alliance was still up. I wounder how multi and hindenberg found out we cooperated. if you want, you could implement something for this. like a lvl 2 or 3 tech called "basic intelligence" and then you get the team alliances and changes to it.
well, in defense of the map generation mechanism, as we said in the game, it was probably the result of playing a 4 player map with 9 players which inspite of the extra planets generated resulted in said phaselane chaos. Hahaha, post stuff when you can about it! I tried finding people online but there seems to never be anyone online... Maybe we should have a beta SN list for everyone so we can IM/msg each other to see when everyo
I thought the game must have crashed. I only left about 15 mins earlier and the game was far from finished would have been great to see who wins. one other thing: in that game in particular I lost a bit track who was allied with whom, because I dont think it says anywhere after the starting screen.
I like the ship overview we get when we hover over fleet supply. I would like something like that to be visible for allies in team games. it gives you a better overview of how well they are doing and what ship types they might be lacking when you decide to combine your efforts for a campaign. I like this idea quite a bit. Perhaps detailed empire info could be available when you over over the empire in the d
phew, that was really an awesome game, I'd say the most interesting I had to date. it did show me however that - in the absence of reliable multistar map placement algorithms - a dedicated 6 - 8 player single star map is needed. something along the lines of 35 planets. ah, wait, after the beta the better generator is reactivated. well, still ... the problem was that phase lanes kept intersecting, so while the actual game layout was cool, it was sometimes a bit hard to discern which line
another small idea: a garrison order by which ships in the system shut down their phasejump drive. the extra power is then diverted into shields and weapons systems giving them a slight boost on said attributes. it takes a few minutes to fire the engines up again, so its not a defensive strategy without cost, as a player bypassing your defenses can effectively ignore them. maybe its too much turtle promoting, but it would be a nice option and if the boost isnt too insane, it sh
a minor suggestion: I like the ship overview we get when we hover over fleet supply. I would like something like that to be visible for allies in team games. it gives you a better overview of how well they are doing and what ship types they might be lacking when you decide to combine your efforts for a campaign.
that suggestion seems intelligent to me, as currently using the standard empire tree in a game with many planets is a bit difficult. I cant really see the order with which the planets are displayed and it takes too long to a) find a particular planet and b) get a nice overview of whats going. sure the galactic map would do that too, but if you're managing a battle you might want to be able to observe the general situation from the tree. its possible now, but it takes a bit too long for my taste
hehe, I'm GMT + 1 so even more of a strain you might say. I think I finished one game at about 4:15 am. time goes by mighty fast if you're doing something nice.
hm, 4 pm est today? sounds good. I ll let you know if I cant, but for now I m in.
Trying to load replays from previous client versions does that. I tried that once too. Maybe that's what it was? hm, could be that I accidentially loaded an old version one.