Addendum: the orbital building buttons should have an indicator if that building has been built/queued so you know you already built it, or haven't lost it. Perhaps a green checkmark in one of the corners? [quote who="Waza88" reply="2" id="3622309"] Suggestion number one is a solid one but I do not agree with the rest of the stuff. What I would like to see is the ability to drag build stuff like quatun relays and fatories.. Maybe Have extractors work the same
ste1nar
But what were your radioactive values at? Couldn't that be because you're producing units that also require radioactives, but since the radioactives is depleted and negative, it stalls the production so the production does not use all of that metal? I mean, that's what I thought it was, but maybe it is a bug? As for the health, doesn't it display the health of the entire army, so your dread actually has less hp than you'd think? Add a couple of hostile anti dr
[quote who="eviator" reply="4" id="3622322"] I'm also not sure they want to do something about this. [/quote] Exactly, it's not like I know what their vision of the game is. It's perfectly fine to have these aspects, to have to build every single resource extractor. But it doesn't really go hand in hand with a "focus on combat" philosophy. Look at any 6 player map and the amount of resource points they have and you just know you have to build on every s
For a game which is marketed to focus on strategic and tactical combat, there sure is alot of base building annoyances. Having to select an engineer, select the correct extractors and place them over and over (since there are many tiny expansions). The extractors are so easily destroyed by air that I have to re-check them very often. Engineers gets destroyed, having to queue it all over again. I find myself focusing on base building 90% of the time spent in a game, mostly because of these res