Thomas Bloxham

Thomas Bloxham

Joined Member # 3037443
2 Posts 21 Replies 272 Reputation

Explore like mad, you must be the first to see the system. Grab a nearby asteroid, your free battleship should have enough firepower for this Build 8 light frigates Conquer nearby Terran and desert planets

7 Replies 18,388 Views

I think the first key thing is the ability to make the system work for players too, then more complexity can come later. TEC requests - Destroy 10 blue ships - Reward 3000 credits, 300 metal. You'd always be a few clicks away from offering a new mission to the AI. Completing a mission from you against another player would make the AI who was attacked dislike the attacker, so the AI would weigh the rewards against the relative risk before trying to do it.

41 Replies 68,807 Views

I was discussing this problem of micro meaning you need a way to weaken focus firing on another forum and had this idea. My solution to this problem would have been to amplify damage done to you by a ship that you did not have available weapon systems to shoot/were not targeting, to represent a vaguely abstracted fields of fire and vulnerable spots concept. This bonus damage would get diminishing returns as more ships targeted the overwhelmed one. A capitol ship with multiple weapon systems coul

14 Replies 28,043 Views

Clearly everyone wants moving ships in combat, with line formations and broadsides and so forth. Movement in fact makes huge amounts of sense in space combat, even with lasers, since relative velocities can be immense and the ships can engage light seconds apart (or even much further, if we consider missiles and railguns etc) Whether the game engine can do it, and still work on peoples systems, and still function as a combat system is another question. Damage output from the ships is al

294 Replies 307,019 Views

I've heard a rumor that when you have say, 10 ships fire at 1, the solo ship gains a big boost to its shields and damage reduction making focusing fire a bad idea. Is this a real effect?

14 Replies 28,043 Views

A key factor I've seen in the three games I've played is that you need to be very careful who you call bounty on if you own the systems near the pirate base. In both my second and third games I always kept a huge bounty on the heads of my main eneamy, outweighing any computer bounties by about a factor of 5. This worked great, until in both games I gained control of a system between the pirates and their target. Suddenly the system (and others of mine) were continually being raided, eve

218 Replies 216,980 Views