hmm, wait, here's an idea, say, if you have ship designated as a flagships it could go a few levels beyond the current maximum, which could be believable from a lore and realism perspective and it would make the ship a bit tougher, but not a once, but only through additional fighting. But then you are restricting flagships to capitals since they are the only ones with XP, which is fine. BUT... Designating
Shadowhal
The flagship of most real life fleets have never been the single most powerful warship in the fleet. Usually a flagship bears the title of flagship because it is the C&C (Command and Control) center for the fleet. It is also usually where the fleet commander and/or admirals are based. Often than not, the "flagship" is often just a command cruiser used for its logistics ability rather than its fighting capability. nicely sa
Yeah, I often feel that information comes a little too easily in those 4x games. It would be nice to have a spy ship or simply just a slider to allocate funds to spying in order to attain that type of information. Might build up slow, so you could only see how many planets they have, how much money they make trading and how much culture they project. Only after spending time/money could you see their fleet size and strength, research level
The other thing I'd like to see is some kind of running scoreboard that shows who has the most money, most ships etc. A lot of 4x games have one, and it'd be nice to see how your doing in comparison to the other players. wouldn't that kind of valuable information be something you should use spying for? you could extend that maybe to techs available, income, buildings, ships, population, anything you could thi
yes, the armada system would be the maximum that should be implemented and would be fairly cool, precisely because - as has been brought up - in the kind of huge engagements we are dealing with here, targeting subsystems is not and should not be the focus. subsystems are a wonderful idea - for a different kind of game.
I am not sure that people talking about sub systems are on the same page as me, I am not talking about custom options, I am talking about a targeting system which atacks a specific point on a ship, and as I said above I really dont see a problem with giving a fleet the option of targeting a power system (which along with other systems could be as standard on every ship)thus making a relatively standard thing to implement across all types of ships a
Ok, so the destroyer doesn't excel in anything. Let's get a carrier to supplement it's fighters, some flak frigates for fighter defense, and some kodiaks to assist with frigate and cruiser destruction. This was your idea, as I understand it. The problem I see is that if you take the fighters, carriers, and kodiaks all together, it's just another destroyer, so why not just build another one of those? In my experience, any unit that has no weakne
well making a small game and forgoing the use of bigger fleet engagements would likely be a certain loss, but cant be avoided to a certain degree if you want to make the game playable in an hour or two. however, you should also consider the option that was given in civ 4 where the developpers implemented different gaming speeds with different costs and ergo build times for units, cities, research, etc. so, adjusting some parameters such as production cost and speed, income rates if necessary, sh
9)One more: maybe mini-veterancy for frigates and cruisers…small bonuses to armor, shields, repair, speed or damage output? 10)I promise this will be last one (for today): an orbital structure that slows down approaching enemy fleets in phase space (to buy you some time to ready your defenses and call in reinforcements from adjacent planets) funny, thought of exactly that just a few minutes ago. a gravity well projector that forces an enemy
bear also in mind that at such a large zoom level, only so much information can be conserved. that means, basic icons for ship classes aka frigates, cruisers, capships, installations, etc. if you want more detailled information you have to zoom in closer and the symbols can turn into the mini models currently employed. I know you guys want to present as much information at every level as possible. if a good way to do it can be found, the better. if. after all, when I start caring about
I agree completely with the logistic number. It is way to low for your home planet and other planets. This really slows down the game as you can end up needing to make many more planets just to build up your empire. Perhaps the logistic upgrades could add more slots next time around. I also feel like we are really limited with defense platforms. I think we need something else or at least the ability to research and upgrade the stations
The Kodiak is the only one oriented around combat and even still, his role is more of a meat shield than damage output per supply cost. e.g he can take a beating while suffering attrition from long range LRM's hmm, seems ok, as more than one really combat oriented cruiser is not absolutely necessary, if it not reflects your intended purpose or that ship class. although it also wouldn't hurt. however, your explanation just begs t
good post. another example for a imo well done weapons arc was homeworld (I think both parts, part one definately). even cruisers couldn't fire 360° and the ion cannon frigate was so nicely strong even against cap ships, but had a ridiculously narrow weapons range. so ... yes, there are many variables along which you can differentiate ships. just a question: does RPS always mean you have to
... or you could start at the other end and make battles last a bit longer. if two rougly equal fleets meet one another I am think it should take at least a few minutes for the battle to actually resolve itself. I'm not sure what it is like now and if prolonging battles for example by increasing general unit health wouldn't break the game at a tactical level. I mean don't forget that in the past battles did often last a long time. land based battles could go on even for weeks (ok, bad example to
Hi all, First time poster here. I'm coming into this with a background of playing RTS games from Dune 2 up to Company of Heroes. Also, I'm coming into this with a background of playing EVE - the MMORPG which has large space fleet battles. Thus, I'd like to point out a few suggestions which come from my experience playing these other games: 1. All ships have to be viable in most, if not all, phases of the game in order to
I like the idea for torpedo bombers, but again it depends on the ability for incoming missiles to be shot down by ship weapons. I don't really like the above stated role for interceptors. When I think of interceptors from reallife air forces, I think of large, fast, heavily armed fighters designed to quickly reach and destroy enemy bombers before they can launch their weapons. Being large, they tend to be less maneuverable than smaller g
I do not know whether anyone has given it any thought so far, but I would love to have a broader range of fighters in the game, such as: fighter: classic, good at killing fighters and bombers bombers: also classic, good at killing larger ships, but has to get in close torpedo bombers: can attack from greater range and thus does not go so much into risk. torpedos highly damaging, if they hit, but can be intercepted. interceptors: good at intercepting bombs, torpedos, missiles
In a related topic Lucas plans to make at least two more movies. Link, link? Is one Indiana Jones 4 (you never said Star Wars )? If so, whats the other one. OOOO, PLEASE BE YUUZHAN VONG, PLEASE O PLEASE BE!!! (although I don't get how he could squeeze a twenty s
@ Shadowwhal (#176) You are correct that tanks do not have their armor distributed uniformly - but they are not really an example of a 3D weapons system. The best example I can think of is a submarine. They have 3D sensors (passive and active SONAR), can track and fire in the x,y, and z directions, and their armor is uniformly distributed. I'm not for the idea of having to micromanage supply/logistics. The most onerous imposition of
I like the idea of supplies, it was done well in Conquest Frontier Wars. Ships in that game could form a fleet with an admiral, and each ship had it's own amount of supplies. Supplies drained over time and if the ships were in combat they drained even more. I'd like to see fuel/supplies on ships. Imagine this for a strategy. Your fleet needs fuel or maybe supplies, where do you restock them? Refuel stations. You can bu
One thing that I would like to see is the ability to set the targeting priority of my ships. Basically you would select an enemy and hit a key and this would change how likely your ships are to target that particular enemy. As an example: you have a fleet with two destroyers, a carrier and a mixed group of scouts and flax frigates, the capital ships are lvl 4-6, so you also have 5-6 fighters and bombers. You send them to an enemy system that has 3-4 h
as some people have mentioned, homeworld, especially part 2, made it fairly easy to use the third dimension in movement, so I cannot really second this being something too complicated for casual gamers. and those titles didn't sell too badly now, did they?
in fact, as i posted in another thread, i like the idea of useless planets, asteroids etc. not every bit of a star system has to be coloniseable and the could - if gravity wells were enlarged especially with gas giants - be put to tactical use. this has to balance with gameplay of course, but it could for example result in more solar systems being the rule in games, which i would also like. ad starbases: well, lets think of the roles they could fill - defensive structure -
but with a game of this level of detail and magnitude... so far this game has very little detail, at least not in terms of strategy/tactics and all this talk about algorithms setting up target priorities... you guys are talking about making this game into a movie where you build/research then send some ships into a battle, sit back and watch the show that is inco
something which likely has already been mentioned. jump gates: if you build one in one of your systems it could open a temporary phase lane to any planet you want, but the farther away, the shorter the time of opening. provided reload time is long enough and the gates are expensive enough this would bring some break of the choke point dilemma without resulting in a complete defensive nightmare. as a bonus to the defending player, he might get a notice of say 20 seconds that a phase line