I would have suggested "Raider" but when the announcer says "Pirate raiders are on the loose/have departed" it would imply its just a bunch of corvettes coming for you. edit: oh, and needs more spikes
stein220
[quote who="Teun-A-Roonius" reply="1" id="3119015"]My problem is that the AI practically stops assaulting other players' planets after a few hours. It just sits there and does nothing (except building capital ships and titans). Also, I would like to see the AI build larger fleets instead of spamming capital ships (which are easily destroyed because of their low levels) which contest of different support cruisers combined with vast amounts of frigates and corvettes. That is what the AI use
i'm wondering if the AI might perform a little better if it had dedicated research and combat goals, especially with the new aspects of the game. I'm not sure how much it does this now, but it seems like the AI favors super-weapons above all else. Here are the suggestions for enhancements: Aggressor favors ships, ship production facilities, and maybe some ship upgrades, much as it does now. good, old fashioned fleet spam. Defender f
[quote who="XubXub" reply="52" id="3116730"]I see where you're coming from, Yargnit, but if they were really that concerned with having a high quantity of testers, while still getting the data they'd want, there's an easier solution. Just make this an open beta and keep the factions restricted. There'd be a significant influx of testers that way. [/quote] I think Yarlen said somewhere else that the reason the beta is restricted is that people who pre-order have an
IMHO, Advent's sin is that of vengeance, making the current TEC pay for the Trade Order's sin of forced exile 1000 years ago. The Advent wasn't wrong back then but the TEC isn't in the wrong now so fighting isn't going to help. The Vasari are slavers even to this day (unless one of the factions has removed their slave techs). Whatever is chasing the Vasari isn't just destructive, it actually drives them insane.
[quote who="GoaFan77" reply="5" id="3115969"][quote who="Mr. Haze" reply="4" id="3115962"]Would it not be possible to have their homeworld be a Dead Asteroid so they quite literally have nothing?[/quote] Sure, but I didn't bother because it's probably overkill. I don't see how it can possible be a problem honestly.[/quote] it would just be out of cruel spite, and i'd be ok with that.
playing less-finished factions against more finished ones could also distort opinions of what is overpowered compared to what, and consequently, distort the balance feedback as well. I get it, though; I really want to play the Advent Loyalists and Rebels.
I think a campa...er, set of tutorials could have guided new players on how to make the choice midway through ..maybe.
if you get enough of them, you have a higher chance of applying their debuff to targets and it appears they do stack. I was able to destroy a retreating capital ship because my loyalist corvettes had increased its phase jump time by 40%
in .61 it seems like the ability lasts for much less time than the tool tip states. while hovering over a targeted ship, the infocard stated the enemy ship was taking the proper amount of damage for about 3 - 4 seconds, as opposed to 10 - 13 seconds (depending on level) so it was very difficult to get the timing right. I was able to capture 1 ship during a game against the AI but that's it. Admittedly, when the beta first came out, I had an incorrect understanding of t
i always scout the system so I don't come in near the mines and typically have my main fleet hold position away from the planet's defenses. take care of the defenders, then have a separate group of scouts jump in and either let them go on their own or manually direct them to minesweep. if i don't have enough fighters, i'll split off some flak frigates to follow them. if there are mines all over the place, have a bunch of scouts and flak frigates jump in a l
one thing I've seen other games do is have a "handicap" setting on top of the base AI difficulty level consisting of various percentages (80%, 90% 100%, 110% etc). If Sins difficulty primarily affects income and some tech cheats, a handicap modifier could affect base weapon damage. Or you could have different modifiers for income, damage, healing/restore rates, etc., and the Easy - Vicious levels could consist of base combinations of modifiers that can be changed in the g
[quote who="Pbhead" reply="8" id="3108757"]I agree. It should. wethere or not it does or not... It prolly shouldnt be castable when the enemie's shields are online too. but.[/quote] that might make it more likely to capture target ships instead of just damaging them. depending on how fast shields are regenerating, shield strength below a very low number might be acceptable.
i'm wondering if pirates get credits for doing planet damage similar to Pillaged War Chest. if so, there might be a a reason to keep bombing since, as pbhead stated, the planet hp will try to come back up. instead of bombs, think of them as very noisy looters.
boarding parties should ignore armor and shield mitigation because they are inside the ship. I don't know if that's how it actually works. i suppose the bulkheads could have internal armor and shields but that's not really what we're thinking of.
If you can't bomb these neutral colonies because of Truce Among Rogues but want to use the in-game map designer (NOT galaxy forge), make sure the militia strength slider all the way to the left so they are as weak as possible and don't have their planets colonized. you have to do this for every planet group. i believe this is the setting that regular random maps use so you should still see terran and desert planets guarded by kodiaks. having neutral colonies
you need scouts to make mines target-able, whether by strike craft or anything else.
This actually does bring up some interesting issues with the classification of objects in the solar system; issues that are still being worked out. There are many dwarf planets that are rounded by their own gravity but are actually smaller than our moon like Pluto, Eris, and Ceres. While there are differences between these bodies in terms of composition and location, the main difference between them in terms of classification is some orbit other bodies and some directly orbit
i really like the advent music (listening to it now actually. yeah, the TEC and Advent corvette voices need some work or I'll have to see if i can replace them with the scout voices (and maybe their creation sound with the static from the TEC broadcast center). just because the ship is small doesn't mean the crew has to be.
maybe phase missiles will get a cooler animation?
ok, here's something out of left field and it's a little involved so bear with me (or not). light frigates die horribly mid-late game so include with their special ability (sabotage reactor, steal anti-matter, and interference) an ECM package that significantly reduces their chance of being hit by any weapon. This would increase their survivability and allow them to retake their hunter-killer role against support cruisers. Give corvettes a stackable "tagging" abi
There is room to krosovs over in the tree so they only need 1 lab.
I think you can just hit the "keep playing" button to get the satisfaction of destroying it's structures and bombing its planets if you're so inclined.
I'm starting to wonder if the AI thinks all of its capitals are "flagships", even if that victory condition is not enabled, and letting them hang back to protect them. I actually did have an unfair AI attack me during one game with some decent sized fleets (killed my level 1 ankylon when it caught me off-guard) but no enemy capital ships were present.
at the very least, there is room in the policy sub-tree to move the new policy techs to tiers 1 and 2 instead of 3 and 4. I'm referring to Pillaged war chest and Savage Fury for the rebels and the fast shipbuilding and Field promotions for the loyalists. I don't think they are so overpowering that they can't be researched right away.