Do you have any idea how much those things cost?!? Fine you get an unmanned Death Star, I am not paying Kamino anymore compensation for the random death of clones in service!! fine, I'll bring my own crew anyway. yours is even too incompetent to shoot down a farm boy and a lously pirate or dealing with a bunch of teddi bears. and I'll resurrect michelangelo himself for uniform design, not that they
Shadowhal
short and to the point. when it does not hinder gameplay or at least when it adds some strategic dimension to the game, physics would be interesting. I remember half life 2 being promoted as having a very good physics engine. I didn't play the game myself but I think you could use a number of objects in a meaningful way. that did add to gameplay. otherwise I'd say forget about it.
it gets better, a lot better. in case you don't know: http://lifeisaroad.com/images/darkside.jpg now, why should I settle for an ISD? I would like an executer like vader had, or no, give me one of those nice death stars you emperors construct once in a while ( but a finished one). this is going to be fun.
nice. I'll get some training rounds with the ai and then lets see who's in for a game. nice to see that even more community ideas have been implemented.
Nope. thx, it was worth checking out.
er stupid question, but some stardockers are around after all. I have my copy of gal civ II in another place, its a limited edition. was there then a coupon included I could use for this? I just totally forgot.
well, one fairly easy way to deal with the star choke problem could be to increase a suns gravity well enough and allow for more precise entry points. that way the enemy can still position a fleet at a sun for intercepting, but for real choke points the area should be too wide. but then, I intend to join for beta 3, so I'll see first hand what system was eventually implemented.
This seems like a good place to shoot some ideas Why not have the possibility to travel outside the lanes? It should be really slow, your ships shouldn't be able to repair/regenerate shields/restore their antimatter while travelling. But you could do some nasty deep strike surprise a
hm. hmm. well, the problem with these pirate mercenaries suggestions that I see is why should they attack others and not you? if you say "well they keep the profit" then you are just as good a target as anyone else and you do not offer better conditions than other people. besides mercenaries are by definition paid for their services and that way we are back at the bounty system already in place. the only thing I can think of is giving the pirates specific mission. like pay them a little
the tricky point with missions as well as with random events is balance. so far as I played civ IV I believe it was done nicely. some events were positive, some were negative, some required you (and only you) to conquer a target area, others required everybody to build a certain number of buildings and units. but the common point was that none of them were really severely game influencing. some of them changed the balance a bit, but the winning player would stay the winning player and vice versa
well since this a rather general idea thread anyhow, I will also express some ideas about space landscape (nubulae, asteroids) now, apart from the fact that these stuff can have different effects (nubulae can hide stuff, repair or damage ships, asteroid belts can give defense bonus but reduce movement, black holes suck in ships and destroy them) I think they should - if technically feasible - be modelled independently of planetary systems. but this I mean that for example, a part of an
I dont know, I have personally wanted more then a conquerors victory. What if there was a culture victory, or a relic victory, or a trade victory, or maybe even diplomacy? ah, that certainly is a good idea. a diplomatic victory though seems most difficult with this game, as it appears to be much more geared to war than galciv or civ are (where you could win a game without ever declaring war, if lucky e
Hey, I never really noticed that before. This Phase Gate system works perfectly with the FreeSpace warp gate concept. Somebody should make a Freespace Mod, the 2nd game ended with a lot of possibilities. not exactly. in freespace only travel between solar systems, not planetary systems was restricted to jump nodes. inside a system you could jump all the way you wanted as far as I remember it. nice thin
uhh, another: change of phase lanes i.e. breaking up of existing phase lanes or the establishment of new ones, randomly. maybe the devs even have a system planned for voluntary creation of new phase lanes, due to lore the vasari would lend to that (or the closure of existing ones. the end of freespace two comes to my mind here). in any case - if it is technically possible - that also has the potential to suddently change the balance. only the quesion whether they should happen equally throughout
first off, I think scaling in general is a good idea, just the way to implement it and under what conditions needs to be discussed. personally, I would be hesitant to cut rates by half if the available ressources would be halfed, but I guess that is something that would need to be actually tested for fun. another aspect that I say in this thread was the idea of forcing choice upon players. I have two examples - although not specifically with tech - how a choice is presented to players.<
I am going to be a very bad boy and do exactly the opposite of what people here are asked to do, list the things I liked about other space games. oh, well, maybe list pros and cons. Star Trek Armada: Pros: - did have an array of terrain features that provided visual variety AND had an effect on gameplay. black holes destroyed stuff, nebulas could impair vision, weapons, life support, etc. - cool damage system. I think I mentioned this before. it would certainly be
hmm, things to do to make things more interesting... * how about a sort of king of the hill? say, spawn a new solar system in the middle for anyone to reach equally easy and say "the one who can hold this solar system/ establish a colony with x/y ... wins the game. then everybody could go there and try to get a foothold and it would be one gigantic slugfest. at least it would end the stalemate if nothing else did. * superweapons do lend themselves to break the late gam
well, worth mentioning anyway.
well, since the point is settled anyhow, I take the liberty of threadjacking with an idea of my own. first off: didn't have enough time to get and test the game, so don't flame me if it already exists. what I think of is basically a construction ship slightly the way homeworld used to have it in the form of a carrier. mind it, this is not supposed to be a carrier as it exists in the game but - apart from possibly repair and service functions a ship which can replace losses of smaller v
I suppose that may be true. well, what do you have in mind with what you said? some kind of stance like system where you define when your fleet retreats? after all some degree of control should remain. don't know why, but here's another idea: illusions or skeletton crew ships, a bit like the halluzinations you could do in starcraft. the former may fit to the advent lore wise, whereas the other could be an option for the TEC, you know, ships w/o most of the expensive components. just a h
about that ship retreat thing: what you guys think of a dedicated retreat button? imperium galactica had it - although of course battles were widely different, as they occured in a separate screen - but it would still be nice to get a ship to savety with just a click. if you want it do go to a special planet or site, you will have to do it manually, else, it will disengage combat and phase out to the nearest friendly system. depending on what you think of it, you can fine tune that in advance, s
this sounds a bit contrary to what I heard before that battles are rather slow. I mean, I like battles rather drawn out, long, with time to react. its not a problem if flak frigates totaly own strike craft - that's what they are supposed to do - but a) maybe not that extreme and b) not so fast. I mean ... such big fleets destroyed in under a minute? where is the epic in that? where is the "lust stop and watch the battle for a few seconds" effect? just my 2 cents.
However, the Foundation series by Isaac Asimov is held dearest to my heart. It essentially deals with the growth of an entire planet (the Foundation), from being just a small territory in the outer rim of the human galaxy, having to deal with its warring neighbors, defusing threats by countering with certain t
hmm... perhaps if the flagship is destroyed you cannot redesignate one for like 3 minutes or so, and during that time all ships within a 2 jump radius have their attack power reduced by 15% (representing the loss of moral from the loss of the flagship) while I love that idea (also the one with system flagships sounds awesome) that sounds a bit difficult to balance. not only would you lose the bonus, but you would
sry for the other off topic, but this just seems so fitting: http://www.youtube.com/watch?v=6Amr8PTkZCI btw the ssd was already under fire and heavily damaged. shields broke down and before they could restore it, the a wing crashed in. without command crew it lost direction and crashed into the deathstar. that destroyed it. on topic: the strengh of the originally propsed ship would be flexibilty, the weakness its lack of focus, of a special task it is supposed to, essentially t