The allergies people have to mobile bases is fairly odd. 1- If you're going to build a large, expensive, militarily useful platform... figuring out how to make it *move* is an obvious step. We build aircraft carriers as mobile airbases; we build armored vehicles instead of gun emplacements, unless the gun is so huge that anchoring it to the planet improves accuracy. Mobility is central to warfare. Unless there's a physical or logistical reason why it can't mo
ShadowyGoat
Ships blithely waltzing through known minefields shouldn't happen; it breaks immersion unless we suppose that everybody's devolved into technically-gifted idiot savants. Thinking about mines in space: - Space is big. - It is not particularly logical that an expensive space-faring warship wouldn't be bristling with sensors -- detecting various forms of radiation, both passive and emissive. And since even small objects moving at high velocity might b
For what it's worth, the Advent 'Domination' ability (Rapture, lev. 6) seems to continue working even if you don't have enough fleet supply -- you'll get the ship and have negative remaining points.
If this not-yet-purchased-beta observer might make a suggestion -- if the modeling of individual mines is bogging down performance, perhaps abstracting them would be a logical solution. Instead of attempting to achieve 1:1 representation of individual mines, denote regions as minefields (spheres, 3-D sectors, the details don't particularly matter) with volume, density and mine type. Denser fields take longer to clear (assuming the use of point-defense-type methods and not 'massive
There's "should" based on mechanistic explanations (i.e. what is the mechanism that the mines would use to conceal themselves, would their attempts to detect possible targets reveal themselves, et al) and "should" from strategic POV, as well as from balance POV. Not having the beta, I can't read the in-game flavor text and deduce anything about mechanisms. However, I'll note that real-world minefields do have a function even when the locations are known -- they can slow down an
Spending money to influence allegiance -- with effects that should probably not be guaranteed -- might be interesting. Very Cold War-ish. Money for intelligence (fleet dispositions, economic data... communications intercepts and forgery ;) ) might also be interesting. It can be taken too far (SE:IV was a bit extreme in that a strong espionage lead could be used to achieve the defections of fully-functioning warships, even while they were in transit, turn after turn; likewi
If colonies took longer to build up, and were more fragile, it'd be more valuable to defend them. This does not seem unreasonable; for a high technology, multi-planetary empire with FTL drives, flinging asteroids at planets or using large-scale radiological or toxicological warfare or so forth is likely to be far easier than repairing the resulting mess. If a colony has been essentially obliterated with nuclear bombardment, and perhaps subjected to hypothetical nastiness like engi
Might also note that some planets will have bonuses such as 'Weapon Test Facility' that can increase slot counts. You can't build, wreck or move 'em, but they're nice to find and have. Regarding pirates -- be aware that the very first capital ship is free once you build a cap ship factory. A single cap ship should fare well against early pirate raids unless it's been already badly damaged.
The example of the Kostura Cannon does point to one command type that does not appear to be present in the UI, and whose omission seems fairly hard to logically ascribe to spacefaring races with both FTL communication and FTL drives -- the ability to synchronize operations using something more sophisticated than a stopwatch and reflexes. It should be possible, for instance, to select a unit and given a movement order -- but delayed until the point where starting it would be expected to
'k, thanks. Yeah, was thinking trade ports -- the trade ship production had me wondering whether there was an intrinsic limit because, say, maybe a single port could only handle X ships of traffic per unit time no matter how many other ports there were, in which case (assuming that X were actually low enough to hit quickly) building more ports. Or if there were a cap on how much any sector could export (e.g. limiting factor being production, not transport), in which case may
Just wondering. I rather enjoy the game so far, but there seem to be at least a few questions that weren't answered during my perusals of the manual, tutorials or in-game pop-ups AFAICT, like - What happens if a fleet is in transit via Vasari phase stabilizer, and one or both of the endpoint PSs is destroyed (or, in the case of a Marauder's temporary PS, expires) or temporarily disabled (by special ability, e.g. another Vasari player's Kostura Cannon)? &nb