There's several features in the game that "speeds up" the gameplay. For one, obviously, increased resources means faster game so that could solve AI ladder games. For players against players that want slow resources, keep in mind that people have 2 things that AI don't: bold moves and stupid mistakes. I've observed an AI ally on hard difficulty and he plays cautiously, keeping his cards close to his chest. He does attack and take planets occaisionally but most of his moves are p
deathstrandingiscool
If you added in all of those features the differences could only boost logistics capacity up slightly making it pretty much irrelevant or frankly too much work. I think they should add unique characteristics in each gravity well like "increased speed in this secter due to chemicals in planets atmosphere" or "frequent meteor showers cause reduced shield generation". That would make defending or attacking a little more choosy than just "I see a planet, lets blow it up!" Or "dead asteroid?!? f*
Yeah just stack broadcast centers near the planets you are trying to take (ajacent asteroids and planets) and in a fwe minutes itll be okay.
Yeah I actually have never even built a shield generator (or even the building that stops you from jumping away) but it seemed like a neat idea. The problem with moving wormholes is that if you really break it down, the only real defense is to stack on a generator... wait... then again you could say that non-movable wormholes have only 1 real defense... In perspective it would be more fun to have a swarm of weapons platforms and such in a cluster away from the planet (kind of li
lol calm down cyber mage. I get what your saying about the mother ship, but I am dissapointed with the cruisers, specifically with the kodiak. The kodiak is my weapon of choice but it looks so dull and uninteresting. About the ground forces and planetary bombardment techniques... if your looking for something like that, then what you need is galactic civilization 2. It has a massive tech tree and details for each one. But you have to keep in mind, this is only a beta tech tree.
Woops I pressed down and enter submitting my post . Im really interested in your ideas. Last thoughts on the moving wormhole lines... The idea in concept is neat. It would make you think more about defense and make even MORE possible attack scenarios. Timing would be essential and it would make you think on your feet. BUT (dramatic pause), this game is just not able to do that with the
I get what your saying about the moving planets. It seems like a great idea but if the wormholes shift, that would mean you'd have to surround your planet instead of defending chokepoints (like you said earlier) and i don't know if that's a great idea. It would take some of the strategy out of the gameplay. You'd have to make the structures close to the planet to have full effect and even that would have to be a very thin defense line. Also, I doubt some players will check where wormho