Franbo

Franbo

Joined Member # 3004033
0 Posts 0 Replies 159 Reputation

Personally I'd rather the ship battles (if they are ever added to the game - this in itself could be a huge debate) were turn-based mini-games rather than RTS (that said; I did love the homeworld games - in fact, I think I just might re-install ;-)). The problem with adding ships battles is that it would likely either be: (a) fairly simplistic (and perhaps of questionable value within the context of a large scale strategy game - although a simple on/off toggle would solve this)

6 Replies 6,988 Views

Their use depends on what settings and strategies you play games with, but a few of them could be: - Economic Trade Partners - Technology Trade Partners - Source for ships (whether buying or selling) - Access to developed influential worlds (if you conquer them) - Lightning rods Some very useful roles they can play. Personally; I wouldn't mind enhancing them a little so that if they happen to be in a star with multiple habitable planets; they start with

11 Replies 7,223 Views

I have an idea for consideration that would IMO improve the diplomacy screens, namely: Allow the lists of items to be traded (i.e. Technologies, ships, planets) to be expanded (using an expand window button) temporarily. The issue here is that I often find I want to trade something, but that finding the specific item I want to trade in the list is very annoying to do (particularly if I want to do various trades in succession, where the lists re-set to the top). This fu

0 Replies 3,314 Views

This has been mentioned by a number of people in a number of threads: "Ships should only pay half maintenance if they are in orbit around a planet" In the other threads this idea has often been intertwined with many other ideas, I was just curiouse what the general consensus would be for this to get into the game. So... a question to the house; in favour, against, don't care? Franbo

0 Replies 3,198 Views

[quote] ...choosing between different kinds of bonuses. A simple example: Ethics problem: during the training of your marines, a rare type of local plantlife has been proven to be quite useful as shelter, food and challenging environment. Sadly, those plants don't fare well. Evil: let the men use them as matchsticks if need be (+X soldiering) Neutral: disallow the use of those plants. If they truly are rare, perhaps we could grow and trade them? (+X trade) Good: tho

16 Replies 9,563 Views

Personally; I would likely pay cash for my attack fleets even when/if this option was available. The benefits of upgrading them in place (whether a genuine upgrade, or just weapons re-tooling) are well worth the money when I'm in an offensive situation (and hence potentially a long way away from my planets). I would mostly find it useful for all the planetary defenders that (in my games) often end up being generations behind my technology levels (although it can be amusing having those

14 Replies 11,297 Views

It isn't a huge problem, it's just somewhat annoying. It does come back soon after, but I can't help but feeling it comes back differently (seems ok directly around the planets etc.) but it seems smaller than I remembered. It's not big enough a problem for me to have tested it in any meaningful sense, was just curious. Franbo

5 Replies 5,794 Views

[quote]I mean, the Thalans traveled back through time, across dimensions, in order to save their race from extinction[/quote] Perhaps last time around they conquered everything, and this led to their extinction. This time, they realised that in order to change the future they needed to appear to be subjugated in the short-term... in order to pave the way for a resurgence later on...

22 Replies 17,859 Views

Putting pickets out on your borders to spot incoming enemies definitely helps. Depending on your economy these could either be cheap tiny ships with little more than sensors, or interceptors. The point of sensors in this context is that you need less ships to cover the perimeter of your territory. If you find that the pickets aren't helping enough, military starbases with the movement reduction modules on your borders can also buy you some time. Think defence in depth, you need

12 Replies 11,077 Views

My vote would go for just getting rid of the limit. If you manage to put aside some extra cash for a rainy day, I don't think you should be penalised for it. Being forced to spend it to keep your balance below an arbitrary level seems somewhat forced to me. Franbo

29 Replies 72,730 Views

I'd throw in this one: Allow the lists of items to be traded (i.e. Technologies, ships, planets) to be expanded (using an expand window button) temporarily. The issue here is that I often find I want to trade something, but that finding the specific item I want to trade in the list is very annoying to do (particularly if I want to do various trades in succession, where the lists re-set to the top). This functionality would allow players to click a button, at which poin

12 Replies 3,595 Views

My vote would go for two new checkboxes in addition to the "no tech trading" checkbox which should keep most people happy (although I am sure endless debates will arise re metaverse game standards): (a) No Unique Technology Trading (b) No Technology Brokering I would imagine that (a) should be fairly easy to implement but that (b) could be trickier. Franbo

121 Replies 29,588 Views

Greetings and salutations, I have an idea for consideration by the house with regards to an improvement to the diplomacy screens, namely: Allow the lists of items to be traded (i.e. Technologies, ships, planets) to be expanded (using an expand window button) temporarily. The issue here is that I often find I want to trade something, but that finding the specific item I want to trade in the list is very annoying to do (particularly if I want to do various trades in succ

0 Replies 3,654 Views