bombers are powerful already, I don't think their damage should be increased even further. yes, a wc3 like approach with surviving crews would help, but not enough. my experience was that in wc3 also the loss of a hero was fairly hard to recover from. the problem is that is should be like that. I mean its unfair, but thats the way war works. if you loose one mighty important battle, it can cost you the war. and if you make capships as powerful as the are, their loss should also be felt,
Shadowhal
well, to build on this stupid idea, something that I had in mind since the days of homeworld: a defeated player could take on some piratary role to keep him in the game and chatting. it wouldn't be too unreasonable for a defeated faction to resort to guerilla and pirate tactics to continue harassing the other players.
sry guys, have to pass on the 6 pm EST date. that would make a midnight to early morning game which is a bit tough even for my conditions. besides, I have lecture. another time, maybe weekend.
to 5 and 6, the combined jump: something I would in fact like is a standby for jump command. explanation: if I am coordinating a jump with another fleet, an ally or try to take profit from pirate/ enemy attacks, I want to give a very precise jump order and not move all ships to the end of the grav well in hopes of getting a near instant jump and then wait for a minute or two for my ships to form up. those minutes can hurt, so I want a "form up for jump, but only execute at my command" order.<br/
wait... you HAVE to have SDC for sins to work? I can't just copy and paste sins over a network? since I made a post before ... no idea on that one. my lan wouldnt properly connect for file transfer so I copied them via usb stick and it didnt work. with downloading it via sdc it did. just two pcs? not that its really an issue, but, just out of curiosity, how is that controlled?
its possible to install it on more than one compute with a single purchase. I successfully tested it with two (my desktop and my laptop). basically as far as I can ascertain, you can install the game anywhere. all you need is an installation of stardock central, your account data and the activation key.
in principle interested, but tuesday and thursday is already planned out. in days that are not planned out I have usually time from say somewhere afternoon until about 2 am GMT +1.
d'oh, why did I have to one to be overrun like this? well, still nicely pulled off, I ll remember to keep a permanent scout in the astroid field the next time I play this map.
couldnt read the last few posts, but on the missile turret thing: the posters arguing for it said it should be only lightly armoured, while doing light to moderate damage, so essentially, this things aren't for heavy defense but for doing at least some damage to enemy fleets passing through and generally being a nuisance. if we need it, lets get specific: say, around 1500 hp, a bit less dmg than lrm, range 10.000 - 11.000 (if the above values are correct and lrm range is 8500 a
well, an option for distributing players would be nice, but I kind of agree, because in such large games it could take well over an hour before action really starts. it doesn't have to be bad, but I dont think it will be as interesting or as fun, as one might think beforehand. but alas, there are times when such a gametype is exactly what I would want, so no reason to exclude it. the only important thing is it has to be equal. one player in a system and 3 in another is just creating biased condi
albeith ... just for consideration: a "launch sensor drones" could be an cap ship ability. the more points invested, the more systems can be probed (i.e. if you are in a crossways then on higher levels drones will be launched to two or three systems or they just go a bit further) and if the probes get a certain survivability - think of sensor optimised drones or highly mobile ones - so you can see the graw well for half a minute or a minute, it could be nice support ability. for a race
how about classic TBS style only per game wonders? - like an academy that starts off all future capships with level two or three. - or an space coordinator to reduce travel time between friendly systems. - or a great lab to give research bonuses. - or a military industrial complex to speed up construction in a system. - or some kind of defense grid or fleet headquates would be nice. ha, headquaters could give huge boost to fleet points. - a jumpgate? - embassy or
next, I would acutally like the double click option whereby all units of the same type are selected. with the right options there are stacked slots in the empire tree, but I am just so used to this way and maybe some others are as well, so ... This is possible using ALT. Good comments as well,
some commments and ideas on the empire tree: what I would really like to see is something, so that I dont have to hold crtl and select every single ship (class) separately, but rather along the lines of the windows explorer's shift function. click on the first item, hold shift, click on the last item, everything inbetween including the two items are now selected. that is particularly useful when you have a lot of ships of one type, say cobalts, and you dont want all of them attack one t
I dont think its a exactly a bug, but after the patch loading times seem to much longer and even when fully loaded the game takes about a minute or two before I can do anything (which it didn't to any notable extent before). this was sp, it happened in the one game I tried in mp, but I think that was more a connection or hosting issue, as it happened to the other participants as well. I'll post if it changes with more games, but for now I thought you should know. edit: scratch
Lharrs either had this good idea or sparked me to have it: if the problem with minefields is that the are too powerful and some fear it could be spammed, then give them a tactical slot cost. that way you have to balance it out with other defensive options, since covering the whole gravwell would be too expensive in both ressources and slots. and I'd say fighters and bombers could be ample and swift enough to make for good minefield disablers. that way its not unbeatable, but yo
hmm, more types of defensive structures, sounds good. something long range, yet frail and possibly only caphships effective could work as an addition to existing defense types.
looks interesting and you're right, a smaller, faster map for 6 players is lacking atm.
@ ron: I'm not sure I understand your question correctly, what do you mean by "less points"? E. G. you get 3 points instead of 1 at levelup, and while ability levels cost 3, the stat ones only cost 1. ah, ok. yes, that sound about sensible. since its a general ideas thread, here two more by me: limited stealth: maybe have some of neutral territory impair sensors so that
Im not a fan of the idea either; I want orbiting structures and moons, but I dont really want to manage completely open area for this game... I Like phase lanes. what are you referring yourself to with this? before you posted that you like the original proposed idea of discovering new phase lanes via research (at least as an option), which is widely different from an open system. I still like the idea.
Or possibly add this customization to the "end" game "top" of the tree? In all but the smallest/shortest games you can get to the “end” of the tech selections before the end of the game - effectively taking out the tech tree from game play. . So what is currently lacking is tech for longer games . . . Allowing a faction to keep specializing after they hit the current top of tech would extend the usefulness of the tree for a time. Wi
one of the possible conflicts I see is that via research there already is some sort of possibility for customisation in that you research some techs earlier than others and leaving some out altogether. over the long term of course most players will have researched most techs which makes them equal again, so: integrate bonuses into the research system in that you can in advance (as in e.e.) choose certain focus points and techs and then in the game a) those techs are a bit cheaper and b)
well a lot of suggestions, I support the general idea, below a few options how it was already done: empire earth: has already been mentioned, nice system, where you had points and before a game you could distribute them across various military and economic aspects making your own empire. costs for similar abilites rose geometrically, so you couldn't build a uber unit class with bonuses on each attribute. the points to distribute of course could be achieved in game, but it seems
sounds interesting and I agree, it should be fairly high level tech. at least worth exploring.
from what I read here and from what my own impression is, I would rather say: you have repair cruisers in your fleet to repair stuff, destroying stuff is other ship's task. if they get an upgrade to destroy stuff as well and if that does not limit their ability to repair stuff, then fine, the better. but the point is that if they use their antimatter too much for the offensive capabilities we fear that they have too little left to use their defensive capabilites which is their raison d'être. of