Azmodean77

Azmodean77

Joined Member # 3035619
1 Posts 36 Replies 409 Reputation

In the future, touch controls will become more and more important as more and more devices will support it. BTW nice article Cyong_ . I completely agree that the experience with Civ V was great! I look forward to have GC III with optimised touch controls. It will elevate the experience, and as GC games are such long lived games, there may come a time when all our devices are mostly touch devices, with the few exceptions of gaming PCs which would most likely need 3 million clic

6 Replies 49,073 Views

Dear GC III team, Been catching up on lot of reading and gaming these last couple of weeks (holidays!). One of the games I was playing was Civ V, which I played on a friends brand new laptop with touch screen. It was a surreal experience. My question is - can GC III have touch controls implemented? More and more laptops will be coming out with touch capability this year and GC III can be in a position to take advantage of this. &nbsp

6 Replies 49,073 Views

A couple of games a) An indie game called Void Destroyers on Steam Greenlight b) D3 Expansion - (loved playing co-op with family and friends) c) Warhammer 40K : Storm of Vengeance d) Dragon Age : Inquisition e) Witcher III f) GC III (Of course)

72 Replies 211,674 Views

[quote who="Reaper273" reply="8" id="3411463"] Quoting Azmodean77, reply 6Citing an example from David Webber's Honorverse series, as the technology for weapons and ships became better, the Destroyer classes for the Manticoran Navy became as big as some Light Cruisers of other navies. Thus, the designation of the ships depended on its role rather than the size of the hull (to an extent) I see your point, but would also mention that size should not equal power. The SG

18 Replies 36,285 Views

I also agree that the last two games lacked a satisfying ground combat system. I would not suggest the same type of combat as total war - this would really mess with the schedules, however, the ability to put in mobile infantry or heavy armoured marines would be nice. Additionally, this would introduce things like troop/marine transport, which are vulnerable during ship to ship battles, but if we want the option to capture enemy ships/tech/space stations/commerce etc, th

25 Replies 80,172 Views

Hull sizes or mass is a good first guide to ship classification. I remember playing a naval war game that used displacement as a measure of ship class. I also agree that with research, the lines between ship classes can be blurred, creating some special classes. However these special classes should be limited and expensive to build to help balance the game. Other ways to classify the ships would be its function, say destroyer, frigate etc. Citing an example from David

18 Replies 36,285 Views

I asked the misses if she wanted a star to be named after her, she was not interested.. [e digicons]8C[/e] So I am naming it after our cat..either Kebuyi or JangJang… I don't think Mista Poogey would make the cut. [e digicons]:meow:[/e]

110 Replies 376,998 Views

A Dunov Battleship. A support ship with little offensive weapons. Good to pair with A Kol or something else. For fighters and bombers, an effective strategy is to place 4-6 flak frigates while your hangers and ships have a 2:1 ratio of bombers to fighters in their inventory. Also in order to ensure you have enough cash take note of which planet is not really making money. Trade ports as well as leveling up on the population helps reduce the tax for the planet. For newly acquir

27 Replies 17,136 Views

A more likely reason isthat your construction ships are occupied with another construction at the time. If you want to jump the queue you could command the ship to start your shield generators first if you like. If you have not yet researched the construction you will not be allowed to queue it in the construction as the prerequisite is not met.

4 Replies 4,054 Views

In one sentence.... Emergency Leave! LOL That's what you would need any way as the game is that addictive... and you want to play it everyday just to make sure you have done everything!

18 Replies 20,635 Views

In the Star Wars extended universe an interdictor ship creates an artificial gravity well that prevents ships escaping to hyperspace and can also pull them out of hyperspace. They were shaped like Star Destroyers (ie wedged shaped) but were smaller and had domes on the the surface as the source of the gravity well. They are sinister as you could move these ships around to any system of your choosing. :D

53 Replies 77,601 Views

Dear LutjeKabal, I have read your idea and I think it is cool. What I like about this thread is at least all of us are actively contributing ideas in a healthy manner. From the post it seems that there is a consensus that the current PJIs are not really up to scratch (mostly say it is underpowered). Some people want to keep it as simple as possible. Some want level 2 and 3 upgrades. etc.etc.. I hope a Developer can comment on how easy (or not) it is to implement some of our ideas here,

53 Replies 77,601 Views

In the spirit of KISS, another way to go is to get rid of PJIs. Instead, just make the ships stay longer in a gravity well. This can be done by; a) Appearing further inside a gravity well b) Making the gravity well bigger c) Making the cool down period slightly longer maybe by 10-20% I still like the limited time (insert suitable time for balancing purposes) interdiction idea (need not be an activated ability - can be autocast as soon as an enemy fleet has entered the s

53 Replies 77,601 Views