[quote who="Brazilian_Joe" reply="6" id="2242591"]I think planets get maxed out too fast, too cheaply. ... [/quote] you know, you reminded me of something that spooked around in my head for some time and that I never bothered to type. I'm not exactly happy with the way underdevelopment is handled in the game. it's very nice that newly colonised planets have an inital negative value instead of zero, so that colonising a lot early on consumes many resources. but th
Shadowhal
don't you buy all capital ships for their abilities? other than the very early phase of the game, their pure dmg effect is relatively small and just sitting there is no benefit. they are useful for sieging though, but that is also mostly because siege frigs themselves are so horrible that you'd only really use them for quicker mop-up. by which time games are already decided more often than not.
nice post. good point about weaker ai's ganging up on threats. I guess the stardock team can give IC a few hints and tipps when building a more diplo savvy ai. the resources sound like a nice idea. maybe they could be something like in GC II, where they give small empire wide bonuses like extra culture spread or more trade income. it would also be interesting if you'd need a little infrastructure to use them. like an extraction facility at the resource itself and some kind of processi
well, the borg as in the original conception were a faviourite star trek enemy of mine, so I would be happy to see them again. but I don't think we will this in any movie for a long, long time, because I cannot think of any reason why we would see them sooner in the trek timeline and I'm somehow excluding a new timeline picard and co here. that said, as a more precise answer to your question: sure, the federation will meet the borg at some point, assuming the federation is not conquer
finally. nice marza change. have you done anything to make the ai also understand how to deal with it? 'cause they fall a bit easily to it. does the magnetic cloud change mean we also cannot build starbases anymore? I mean I'm pretty sure mines were the main target here, since these do not require am. edit: now, that devs are here and people are all discussing the carrier nerf: is the penalty -75%? it'd be nice to have it officially. if it really is only -25% you might even ge
[quote who="CenturionJixra" reply="15" id="2240181"] Quoting koda0, reply 8Also, MB DOES NOT NEED NERFED. If it does get nerfed, please also nerf Guardians, Aeria's, the Vulkoras Desolator's Disintegrate power, and Kostura's.. because their all essentially the same. You're saying that all of those ships...with a single click...can destroy 200 LRMs or LFs and damage several cruisers and capital ships at once time--like the Marza's Missile Barrage? Also, I think
[quote who="JohnJames" reply="14" id="2240191"] Quoting Shadowhal, reply 13 Quoting JohnJames, reply 11 Quoting Pirate-Jack, reply 61) I agree. 4) My concern with lums is fighting against another type of lrm (not countering lums). Basically you cant go lum vs lrm. No other race has this high of a unit advantage when combating the same type. Again vas would have to make 2 times more and tec 3 times more. Hence why advent
[quote who="JohnJames" reply="11" id="2240153"] Quoting Pirate-Jack, reply 61) I agree. 4) My concern with lums is fighting against another type of lrm (not countering lums). Basically you cant go lum vs lrm. No other race has this high of a unit advantage when combating the same type. Again vas would have to make 2 times more and tec 3 times more. Hence why advent players spam lums. If advent have lums. tec should have the same HC advantage and t
well, I didn't expect any major news in the time of E³, too much information to drown out the really interesting stuff. but you guys better get some details out before the month is up. you gotta turn on all the geeks for the beta somehow.
must. have. more. info.
I think I sounded more extreme than I intended. sure, ff should be a tactic, but there should be more of a price tag, an opportunity cost to it on the one hand. and there should be some way to prevent capships from insta dying. of course, you can only do that to an extent, otherwise they become far too untouchable. so, maybe ff should have (more) of a decreasing effect on killing ships. like you say 10 hcs bring a capship down in 2 minutes, 20 in 1:30, 40 in 1:10 and so on, so that it sort of
I don't think I ever looked exactly at how mitigation worked, just what it means and what it does. but yes, a single or few ships should not result in high mitigation whereas a lot of ships should trigger high mitigation soon, at best higher still than the current max. I also like the idea of the ship under fire penalty, but I don't think it will work. this may make it less interesting to ff on frigates and cruisers, but if you have top priority targets like dangerous capital ships (s
phew, did they even include non-canon ships? ok, I think federation and klingon are all-canon, but dominion might have a few new ones and maybe romulans, very probably borg when we see them. as for the setting, don't forget that you want a situation where federtation and romulans at war makes kind of sense. or other pairings. so, considering that the three empires were allied, such a new situation gives more leeway in what disputes can arise.
hm ok, I wouldn't actually go for planet restrictions, often the type of benefits can suggest the type of planet it should be located on. take the stock exchange: it increases local trade port effectiveness. hence, it makes most sense at a planet that supports many logistics, like a terrant or desert. the metal forge would make most senese on a volcanic, as these tend to have most metal I'd alternatively suggest the academny let's you produce caps at higher tha
I think maslow made a mistake when he built his pyramid. after the very elementary necessities, there should be a new item next to existing ones: enemies and hate object. really, life would be boring without them. so, do I like ms. not really. but a) there is worse and b) they are showing a nice effort to do better. but will I get an xb 360 because of the camera gimmicks? let's see what software they come up with. it's a good idea and if it works right better still than motion plus, b
[quote who="N3rull" reply="7" id="2235806"] Quoting Tkins, reply 6Also, caps would be a little better in my opinion if they were solely geared to fleet affecting. Leave the one on one to the frigs and cruisers and have the cap ships focus on affecting entire fleets. Whether this be like the Akan's increased range and chance to hit, or the Marza's missile barrage, I think all caps abilities should be designed in this way.QFT. I believe half of the Caps should be almost comp
[quote who="Major Stress" reply="9" id="2236825"]Originally i wasnt going to include borg in the mod, but Darkshimmer found a way to do it without making them look stupid. Like what all of the "professional" trek games did. Loki just happened to be working on a borg add on. So his inclusion was only natural. The era for SoA 2 starts not long after the events of nemesis. The Dominion played nothing more than lip service to the cease fire, and waited long enough to regroup
[quote who="Tkins" reply="8" id="2236517"] Quoting Annatar11, reply 4Shadowhal is correct.. it only displays the range of one weapon, in the case of starbases it's the first one they start with. That's odd though, because the ship the flew by the starbase, just outside the ring received no damage. it was solitary too so the starbase wouldn't have been locked up with other ships.[/quote] I think I saw that too in the game I just finished. thought it was stra
@ brazilian_joe: some quite nice ideas, I like your thoughts on culture, how it impedes border planets. also the idea of mutual peace giving both sides an economic advantage is very important in a diplo themed expansion. there has to be some reason for you not to be at war all the time. it's what i liked about civ IV. you had to plan your wars carefully, when to strike, how long to fight, when to pull out. otherwise war weariness could seriously hurt you. also your lone of neutral pla
I looked at the reference file and it gave me the following info: beam weapons have a range of 6.500 lasers (standard weapons) have a range of 8.000 missiles (the long range and last tec weapons upgrade) have a range of 10.500 (by comparison: tec light frig has a range of 3.500, heavy cruiser of 2.750 and lrm of 9.800. all base values) my guess is that just the range of the standard weapons are displayed. the other weapons work alright and have differen
(1.02/ 1.16) let me just say this about missile barrage: I don't think it's too powerful, because it is unstoppable. it isn't, though you have to plan against it (bring interrputors, am destroyers, ability blockers) and look out for it. it is too powerful, because it has got so much more potential effect than most ( if not all) the other capitals' ultimates. even if the barrage lasts only for a few seconds that is still a huge amount of damage if you managed to hit enough targ
I tend to favour the kind of attrition/ supply approach, some have mentioned: yeah, one huge stack is entirely possible, but it will take either measures to keep it at full strength or else it will deteriorate in fighting capacity. maybe RoN's supply carts could be expanded on somehow. for example with a general base level of army you can support ( apt to increase via research, abilities or other ways) and beyond that you'd need supply units that cover a set amount each. that means that if yo
[quote who="Paradoxnt" reply="11" id="2233714"]As for the original question of this topic, I PERSONALLY like the idea of Sovereign death = lost game! That said, I'll also be fine with a 'Spell of Return' type spell....as long as there is a big penalty (loss of time/mana/XP) for being killed. I do hope single player campaign has the option for instead death if you err, die. As for multiplayer, there really shoud be an 'Assassin' victory condition where Sovereign's w
actually, as far as I could determine, the penalty IS only 25%. if you look at those carriers with enemy forces in the grav well, it will say 'strike craft build rate 75%'. that means it is AT 75%, not reduced BY 75%. this is evidenced by the fact that a light carrier under attack displays 38% which is exactly those 75% times the 50% you get when under attack (which was there right from the start and affects pretty much everything that can house squads). if you guys say even those 25% are too
I don't have much time, but I'll definately dive into this discussion later this week, very interesting. personally, I'd think that option 1 might be a bit too heavy whereas option 2 is a bit simplistic. thus, the other two plans sound nice, I kinda like the quarter to three approach. some direction of my own would be that you indeed have all those items as separate resources (iron ore is one resource, basic swords a second and magic swords yet another). and to make them avail