ShadowyGoat

ShadowyGoat

Joined Member # 3375706
3 Posts 56 Replies 254 Reputation

Mining stars and wormholes might be useful. Perhaps dropping mines right next to somebody's trade ports or refineries might be useful if you're in a hurry and don't have the time to knock it down.

38 Replies 15,182 Views

Diplomacy? Hm. Going to throw out some mostly non-interdependent ideas. 1- Display showing public treaty/war status between factions. 2- The ability to negotiate treaties with other 'stuff'. Like offering some amount of resources as an inducement to accepting a trade treaty, or offering an alliance in exchange for a declaration of war or a treaty cancellation against somebody else. Or demanding control of a particular planet in exchange for peace.

265 Replies 818,842 Views

*shrug* One could argue that battles *are* chaotic, and things have a tendency to go wrong, and it's a leader's duty to be aware of that and write robust plans that do not depend on perfect micromanagement and crackerjack timing. Given that SOASE does not support either turn-based or cooperative play, I'd be inclined to support things which deemphasive micromanagement. It would also be a bit more realistic than the present model, probably. It's a question of battlesh

7 Replies 31,308 Views

They're in the game to decrease the probability that the game stalemates and to encourage a bit of aggression so that opponents don't have the leisure to build them. At least they're not as lame as Geisha T-1000s (see 'Shogun: Total War'). There are other possible mechanisms, like implementing other victory conditions (holding specific planets for points, for instance, or stockpiling a certain amount of resources, or killing X worth of blah, etc), but they're what's

15 Replies 19,592 Views

There's the likelihood of missing because the opponent dodged or shot down your projectiles. Where there's no atmosphere to speak of to attenuate beam weapons that essentially are light-speed projectiles, the effective range of such instruments is going to be extremely long, probably dependent both on aiming precision and how good one's targeting computers are at estimating target position, velocity and expected maneuvering. A well-coordinated fleet could attempt to increase probability of l

67 Replies 244,511 Views

Even if it let you snag the constructor and build the base, you'd presumably be limited in module selection because you wouldn't be able to research the corresponding techs. Stealing caps would be insanely overpowered, of course. But note that dominating something like a Subverter is still slightly better than an instant kill; even though you can't use any research-dependent abilities (unless it's another Advent ship, presumably), you still prevent the enemy from using that ship

17 Replies 70,796 Views

This sort of thing is why I'd like to see an interface that actually presents more information about weapon facing, ranges and lethality, than just a generic circle (presumably corresponding to maximum range?) and 'average damage for ' without specifying how many ' ' there are, where they can shoot, or whether it's DPS or whatever.

63 Replies 58,824 Views

Think of mines primarily as area-denial weapons -- just like real-world minefields, which are used to cost an opponent time (either needing to go around them, or bring up engineers with demolition charges or mine rollers or the like). By themselves, they should cause few losses. Use them to cover areas not covered by your other defenses (such as beyond the range of your starbase's weapons), or to make long-range defenses (hangar bays, for instance) harder to approach, or for the o

11 Replies 24,359 Views

[quote]When I fight someone like JJ I am lucky if I get off 1 missile barrage and it deals half it's damage to maybe 40% of the fleet. Then I have to run it out of the gravity well before it dies. So seriously if this get's nerfed, you can pretty much toss Marza out fo the game, I'll stick to Kols.[/quote] And if there's more than one significant battle going on simultaneously? Does the player essentially need to ignore all other fronts simply to monitor a single enemy capital

182 Replies 411,222 Views

http://en.wikipedia.org/wiki/Races_in_Revelation_Space#Inhibitors_.2F_Wolves (SPOILERS) provides a quick summary of the Inhibitors I referred to. Interesting foe with a multi-billion-year mission, high technology, and purpose that isn't exactly evil in a certain larger view, but perhaps unsympathetic. RS is worth reading if you're into "hard" science fiction instead of fluffy space opera. The 'blight' ala Vinge's 'A Fire Upon the Deep' would al

118 Replies 391,565 Views

[quote]Well, a thing that i found out was... you can make multiple starbases in a suns gravity well!! don't know how many but i have got up to 4 Tulip starbases going[/quote] Four per player per star, one per player per any other type of gravity well. Well, other than the Vasari player being unable to build starbases in storms with the 'disable ability' property because 'deploy starbase' won't work. The former is known and working as designed, the Vas

47 Replies 129,097 Views

[quote]Make it so that starbases can't jump into a gravity well that already has a starbase. Also, allow each starbase to phase jump just one time. This is just an idea for the Vasari starbase. The Vasari starbase is supposed to take the role of siege frigates but they're useless against enemy Vasari starbases. So the solution is to either give the Vasari siege frigates too or make it so that their starbase can somehow take on enemy Vasari starbases.[/quote] You wouldn't use TEC or Ad

47 Replies 129,097 Views

*blink* They do have the best mobility in the late game, especially with Entrenchment -- a Kostura can create a temporary phase stabilizer *anywhere* it can shoot, meaning that your opponents have to be ready to defend everywhere once you've established a foothold in their system. It's also no fun fighting in next to an enemy nano-weapons jammer, watching your supporting capitals be phased out by Marauders, or trying to fight an Orkulus w/ frontal shield, debris vortex, and weap

32 Replies 130,953 Views

Seems to be moddable, so if Ironclad felt like working primarily on the engine and getting things 'roughly' reasonable and left balance fine-tuning to the players, it'd be more of a logistical problem (getting players to agree on what values should be what, for some 'standard' mod) instead of technical (as in inability to change things appropriately). I've seen this approach taken for other games.

24 Replies 65,601 Views

[quote]So what did the damage? Consensus?[/quote] *All of them*. Why are you repeatedly framing the question as if it was the Mothership's Malice, *or* four carriers that defeated you, *or* merely ten Illuminators, when your ships faced *all at once* ? So you can pretend that ONE of those three groups must be massively overpowered? It wasn't four carriers that were so magically overpowered they defeated your assailants; it wasn't ten illuminators alone; the Mothersh

71 Replies 222,147 Views

One starbase (and any allies of yours can also build starbases there -- limit is per player), perhaps a minefield as well courtesy of your Ruiners. Your starbase could also have a phase stabilizer module if you've done the research to enable defense (say, shifting a defense fleet between wormholes and star), but of course travel through phase stabilizers isn't instant, so if they're quite far away and the enemy fleet is strong enough to rapidly break local defenses you may still have

12 Replies 22,007 Views

[quote]It's like a giant mine...useful if someone gets too close, but basically against a skilled opponent not much more than space decoration..[/quote] Wormhole. Star. Cooperation with an Advent ally using Repulsion to bounce enemies to your starbase. Defense in depth so that an opponent doesn't want to run smack into your next defensive line with loss of 30% HP and 100% AM. An Advent ally base built only to Mass Disorient a fleet so it can't get out of range

24 Replies 10,953 Views

SOP -- Standard Operating Procedure. See the TacOPS series for a game with an implementation. Alternately -- 'Dark Reign' (adjustable sliders, per unit, regarding willingness to pursue, damage tolerance, independence, if memory serves, plus preconfigured settings like 'Harass'), or the 'Space Empires' series (targeting priorities on a ship class basis, certain behaviors like 'optimum weapons range', 'maximum weapons range', "don't get hurt"; repair priorities as an ordered list of com

9 Replies 3,798 Views

Being able to augment offensive power without burning more command points (and thus leaving the points for either RA, or not having the points and instead having a more efficient colony) might also be nice.

47 Replies 129,097 Views

Facilities, perhaps. Planets, I doubt for large colonies -- too much scale. You'd be better off threatening general societal breakdown by orbital destruction of critical facilities, rather than trying to overwhelm a planet's worth of hostile population with ground troops. Ships I'd also doubt, except for ships whose engines have been disabled. In the middle of combat, they're going to be moving as unpredictably as they can... and the ubiquitous use of energy weapon

7 Replies 5,435 Views

Yep. The CC companies are the ones putting up the money, so if the customer disowns the transaction and refuses to pay, it's now the CC company's problem to resolve the dispute. Incidentally, regarding buying physical media, it -is- possible to purchase online and use Impulse to archive the download to a file, which is then burnable on as many backups as one pleases. You'd probably want to keep a copy of Impulse around too, so that you can use it to reins

18 Replies 43,024 Views