SwerydAss

SwerydAss

Joined Member # 3175366
0 Posts 316 Replies 6,354 Reputation

Teh bidding war does need to be fiixed...when playing against any purple colored(difficulty) AI, you cannot meet the bids because of the ecoboost they get meaning you will almost always automatically lose. (the bidding war and the game) This is because they are alwasy attacking you and the ai alwasy jumps in at that point (which is good strategy dont remove that)and the pirates are so tough that the first raid isnt destroyed and a second one is on its way!!! <

99 Replies 284,712 Views

[quote who="kafisher" reply="8" id="2502091"]Just started a multiplayer game this morning on the new .95 Beta 3 build and my friend and I have a serious desync issue. At one planet, he saw the pirates attacking and I saw nothing though I had vision. Everything was normal. Also I saw pirates attacking one of his planets, we were allies, and he saw nothing. Will start using the dev .exe to try and help out. [/quote] every desync we get is

28 Replies 16,998 Views

[quote who="Ryat" reply="1" id="2533742"]I guess this is your way of saying you are going to nerf the pirates somewhat just dont go overboard please, we do want some power to them [/quote] agreed

173 Replies 412,267 Views

[quote who="Mercury Joe" reply="54" id="2533068"] Quoting Shuazoid, reply 51 i think there a few good fixes to the problem. 1 - Pirate strength is proportional to bounty. So what happens is that every player bids an amount as a sort of 'contribution' to the pirate supply. After time limit - pirate attacks the player who paid the pirate least with a strength and fleet size that is proportional to the total amount of contributi

71 Replies 186,351 Views

1. I think that mines should be destroyable. They should still detonate when destroyed but their range should be large enough so that only LRM/cap ship/carrier would be able to hit them without suffering injury.The explosions from mines should damage(50% per hit) or destroy other mines which could make for some cool chain reaction type strategies and stops people from piling up mines

1 Replies 2,234 Views

1. I think that mines should be destroyable. They should still detonate when destroyed but their range should be large enough so that only LRM/cap ship/carrier would be able to hit them without suffering injury.The explosions from mines should damage(50% per hit) or destroy other mines which could make for some cool chain reaction type strategies and stops people from piling up mines in one spot since destroying one will destroy them all making this a Costly mistake

5 Replies 3,213 Views

Me and a friend just startedplaying the beta and we noticed that the starbases do not build their upgrades when i buy them. The one just sits in the bottom corner as if its building but nothing happens. I see that oterh people must beable to do it since i read reviews on how the upgrades work. Also the AI was able to upgrade even though i wasnt:(

3 Replies 2,322 Views

I have also been getting this its more a bug that they dontgo the unexplored planet near them (evenin home system ) but instead take thelongestpath toone that is unexplored

6 Replies 2,633 Views

[quote who="rankothefiremage" reply="6" id="1912354"]Maybe i should word this more as a "defend lock" command so unless it is unlocked they stick close to their escortie rather than following other orders. -G [/quote] i see what you mean. that is a great idea. It would also be nice though if you could right click on a friendly target(including structures and planets or maybe even allied targets) to temporarily defend it as

15 Replies 5,327 Views

i definitely think there should be a defend button as in idea one . the third idea is the same actually since you would be able to select the units you want to use as defense and just use the defend command on the ship you want them to defend and the others should still be in attacking anyway. To zeroibis.. the division system might get too complicated it might be easier for someone to position the ships in a formation ingame and then having an UI butt

15 Replies 5,327 Views

With my idea above the ships would not have a time limit but would leave when the enemy leaves the gravity well. Also they would not be able to leave the gravity will they were summoned in and not be able to be scuttled. I would also eliminate the cost completely. RA would also be only be cast once for each time youare attacked.

25 Replies 7,203 Views

I think the current use is not good. It should summon 3-4 ships with no charge that leave the game when the threat is gone. this is what i thought it meant to begin with anyway since the explanation of the ability is vague.

25 Replies 7,203 Views

the mission system should be slightyly changed. You should be givena choice to acceptthe mission. if not accepted you lose favor. if accepted but not completed(at all) then a loss of favor. If more than 50% completed then no change in favor and completed obviosly would still raise it.

2 Replies 1,363 Views

i thinkjthe capitla ships arestrong enough but they should position themselves better in battle so that they use the most firepowere. I would be cool if you could designate a ship to be the leader of all fleetsand thatshipcould go to level 12 andreceive another ability at that level depending on which race your using notwhich kind of cap ship. this would give 5 different possiblities per race onwhat ship it can be making the fleet more customizable. Any ideas for the last ab

107 Replies 266,956 Views

Why do the navigators not search the planet adjacent to them when on autoexplore? they always seem to take the longest route to an undiscovered planet.

0 Replies 899 Views