John Doe

John Doe

Joined Member # 649830
0 Posts 0 Replies 11 Reputation

I am a software developer, not for games unfortunately, but for business. If you release a product, and then not support it, then that product will fail in the marketplace. Post-release, a few product modifications, can make a huge difference in how a product is accepted. Computer gaming industry culture is sometimes amusing. While it often has the latest tech, the development and support areas are well behind the times. I would imagine that this is because everything is built fro

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"Yes, yes I know the strategy of getting colony ships early by leasing and using starbases to increase range so that your colony ships can reach stars faster but doing that (especially the starbase part) can be totally crippling" I tend to use colony ships to extend range. Settle on a poor planet, set production for a colony ship, use another colony ship to reach a good planet, then pull all the pop from the first planet. Leapfrog.

22 Replies 718 Views

I tend to agree about the "evolutionary, not revolutionary" nature of the tech tree. My first game, I kept looking for an effect as exciting as the descriptions. I would love to be able to build a star gate - to teleport ships accross the map. Basically the ability to change the rules of the game as you advance through the tech tree presents interesting shifts in strategy. As the game currently plays if becomes simply a more is better proposition. More planets, bcs, ships, and hig

44 Replies 2,217 Views

Probably already listed, but a suggestion: Anomalies: I would like to see anomalies displayed on the mini-map and/or the tactical map. They are often hard to see, and it can be difficult to spot the closest one, or where there are clusters of them.

689 Replies 30,216 Views