Seriously Karma, the fighter is absurdly weak against the capital ships... and who says those are regular bullets... maybe they are very simple direct launched missiles.. maybe they have plasma charges built in, maybe they are sabot rounds for space... maybe they have tiny black holes in them... I could go on for a while and say maybe they have fluffy rabbits. It is completely believable that fighters can hurt larger ships... and in fact one of the nicer aspects of Homeworld was that fi
Gauntlet03
Its simple. Considering the volatillity of space and the availabillity of capital ships. The TEC and other intelligent races, simply don't bother having ships with weapons incapable of at least hurting larger craft. Also one could argue that since even the smallest vessel needs a antimatter generator to achieve phase-transit, its not hard to use some of that power for weapons... They really are not carrying pistols... if you are facing nothing but tanks, you equip your men wit
Im not a fan of the idea either; I want orbiting structures and moons, but I dont really want to manage completely open area for this game... I Like phase lanes.
Meh, screw current terms Ive never liked the idea of Destroyers being smaller than 'cruiser' personally I think having more than 1 type and its own shipyard is a bit much to balance right now; more importantly I want one unit so I can say THE DESTROYER. Another limitation would be it cannot bombard planets.
So; I have been jonesing for a Destroyer now; something pretty high on the tech tree, between capital and Cruiser; and probablly should be the only one of its class. Combat wise, I think it should be a smaller adaptation of the Kol; IE the TEC's second scratch built combat vessel... maybe one beam, with a much tighter arc, and 2-3 turrets. Maybe a very expensive upgrade giving it a fighter capacity of 1. Cost would be pretty high, maybe just 1000 credits less... in combat, I would think
Boy I hope/wish you were refferring to my space elevators... Don't know where I should put this, but it seemed more technical then game-play... I think for those of us who make maps it would be useful if we could define new planet types In the Map File for use in the Map; this way we could share special maps with special homeworlds and such without modding the core Galaxy scenario definitions. Im finding that I could make some really great small scale skirmish maps wh
I like that!
I dont think its an exploit Ron, and many ships will not be in range of the Gauss, besides they probablly need to be able to be that close otherwise I would build 1 Guass turret; maybe 2 tops. Karma- I think you will find people are more interesting in killing the planet, especially if its undefended... even one guass turret near the planet can slow/save it from a siege frigate raid. I myself like 3 smallish fleets each with 4 Siege frigates... I bypass defense systems and just
I proposed the Conquest Supply system a while back; not many thought they would be interested, though it was brought to my attention that this should be relatively easy to mod into the game. Personally I think we could have military bases that grant our ships a 2-3 system away supply bonus; ie no penalties... if you are 4 jumps away from a military base, then you begin to degrade in weapon quality and eventually even speed. It is a simply way to install a in-depth concept. I al
UPDATE: So I've been playing too much Sins of a Solar Empire to mod much; I am reinstalling the game and planning on playing with earnest this recent 1.7 patch, in the mean time I just finished up to portrait 85... when i play I will play with a human race and build/design a new ship set that will be similar to Halo's UNSC.... Yeah i read the other thread, I have been on a Halo 3 kick too, so I see no reason not to throw in some UNSC ships lol. Who knows maybe I can rig up a co
My damn space elevators still disappear after loading save games.
I want the ability to que ships even if I cannot afford them; that way; when I CAN afford them they automatically get ordered up; IE Give me Sup-Com commands. Infinite build would also be nice.
how about if you control every system in a star you may then build at the star?
http://rapidshare.com/files/59602727/The_Badlands.zip.html That is a link to the rapid share download; I would like to try/attempt to play this tomorrow IE Tuesday at 7pm Eastern. You can email me at [email protected] for info/help installing/uninstalling
In depth profiles that always set your capital to X name and your Flag Ship to Y name would be fantastic.
Its more like the 'combat' strategy techs that you could switch between, IE ground Warfare, Air Warfare, Defense... it cost money to invest in one, and time to switch it to anything else afterwards, but it let you enhance one strategy over others for a cost. What Ron was suggesting is more like how the leveling works, but more general; instead of choosing between abilities it would be choosing between one stat and another per unit group or perhaps your entire empire. Its not a
Which is probablly smart of the AI; they are just not really viable on the front line
PS- dont get me wrong; you were overall quite screwed, and 3 FFA is rarely going to be a balanced experience. I try to avoid it in board games too; but I still feel it was better than no game at all wouldn't you?
Which you could have avoided via discussion bribes etc. instead you had a fight with Happy over territory and you sicked a nasty pirate fleet on me. You had a Dunov and some frigates... you were adding some over time; had your cannons been up front I would be getting shot as I ran past them as well as by your mobile forces; the LRMS would jump in out of range perhaps; but your mobiles can go straight at them with ease; while my sad front ships swing around; perhaps bypassing the system,
Frankly I think the Ceilo shield restore should be the tech for the Hoshiko, and give the Ceilo targetting ability a more general effect to the fleet; and give the Ceilo the timed explosive abillity as a upgrade. Their roles would be better suited this way; the Hoshiko can be upgraded to be the ultimate fleet restore/repair ship; while the Ceilo is basically a 'Commando' Cruiser, all around deent, with a nice bonus to regulars and the ability to quickly take out a building or two... IE
that has just about nothing to do with this topic...
Yeah if you cannot afford/get Hangars though Ron you may want to place those cannons forward more... I don't think you enjoyed me simply sitting outside of range waiting for you and blasting away with LRMS for fun. By simply sitting outside I could wait for your mobile force to come to me, or just go around and leave going deeper... reinforcements changes the battle of course; but defenses should at least get to fire. But thats me; my defense is 3-5 turrets up front; backed up
I like the idea for an advanced gameplay option. It would shake things up to discover new lanes... though i don't think it should take too long, just have it be a tech you research and then perform an ability in system using Allot of anti-matter... that ought to slow total exploration down a bit.
You didn't read the post well; half the asteroids have more than normal resource asteroids, your home base has 5 alone, and many of them have pirate loot if you explore. Also I should have mentioned you start with roughly double money 2000 Creds, 600 Metal, 200 Crystal ... Why rapid share? Well Ill post tomorrow with a link
Hi everyone; so this is my second map: The Badlands; The Star of Tortuga is a vicious hive of scum and villainy! All of your homeworlds are modified pirate bases; with 25 pop, pirate loot,a bit more logistical slots (up to 20 with upgrades) and 5 resource asteroids! (3 Metal and 2 Crystal). The map has 3 planets, an ice on a faraway spiral arm accessible to one player only; but further out from the ice is its own angry Pirate Base; Darkside Only accessible from the Re