hmmm thats disconcerting, but the only units I would do this too are the Cobalt and Flak frigates. Granted the Cobalt has a wonderful ability later on, but that is a small sacrifice.
Gauntlet03
great idea
Ah well fair enough then.
... why? if they were a regular asteroid you get the same tac slots + more resources?
It is quite effective to run a blockade system with 4 Krosovs, and say 10 Cobalts, maybe some LRMS and simply run two systems deep kill a planet and then find a new way out killing more planets.... have 3 fleets like that... Psssh you don't really need to fight the main enemy fleets if you just kill his planets.
Ah so some play testing yielded a small change, too little population for a good quick match, so the Pirate Home has 25 now instead of 15 and upgrades to 50, for 250$ less. Notably a wierd error came up with the Akkan and a dead asteroid... something about ability 0 and upgrade menu cannot overlap? Wierd.... might take out dead asteroids if it persists, it didn't crash the game though.
4-6 is a magic number for going in quick and killing the planet and leaving. They are excellent as is, you just have to micromanage them to much... an AI problem. Though i agree mines should be weaker.
Well that would be awesome... here is a pic of the map called 'the Badlands' everyone has a pirate base for a home system, which has 5 resource asteroids... notably the map uses allot of random planet/asteroid choices... every asteroid is actually a random choice of 11 possible designs I made, some have more asteroids some have less then normal, some have the magnetic cloud or plasma storm abilities, all have a chance of having pirate booty found on them! Some absolutely have high or low gravity
Something akin to that would be a kickass feature for fighters/bombers
yeah Im pretty sure if all the files are correct it will work. the only file that needs changing is the game scenario and everything else is Adding Files... not too big a deal.
I didn't want to highball the numbers too bad, so I just doubled a typically load out... should be fine, I for one am mostly happy in MP so this shouldn't be a big deal. That being said I need to look into hosting arrangements for my maps now.
It is exceedingly easy to make new planet types... it would not be hard whatsoever to add in some major variants. I decided to make a Home Planet Asteroid; it has 15 pop to start with instead of 10, and upgrades to 25, and it has 12 civilian slots upgrading to 20... 2 Crystal asteroids and 5 Metal... obviously this is just for fun and not really balanced... but we could have more liberal small map games by creating maps with fewer planets but greater numbers of Resource asteroids... I als
Basically it assures balance and its easy to calculate for a first map or two. I don't plan on doing too many more perfectly symmetrical maps. I designed the map hopefully to force battles on either the various clouds or the gas giants... or the occasional asteroid field. It could be quite interesting as a 2v2.
Hi guys, so this project is my first map and it was originally a binary star system attempt, which failed miserably. You cannot connect planets to planets that are technically belonging to other stars. You also cannot connect a planet to two stars... So after allot of work later I have this map... the storms in the middle used to be in between the two red giants and it was much cooler... still it was a learning experience. you start with 2000 Credits, 600 Metal, and 200 Crystal. More im
Strategy eh? 1. I build about 3-5 scouts total; and maintain this number, 1 is for the star and he will hang out there and avoid enemy contact, as a result I always know when pirates are out and about. The second will similarly observe any important neutral zone, while the other three will be constantly going back and forth to enemy border systems. Basically I just que up orders to go to the front enemy system and then back to mine and then back to his and so forth. As a result i have t
You could try to mod it... but I wouldn't want to play it personally. Besides, supcom wasn't slow in movement, it was just a scale issue... and currently we have that. 100 planets and 10 stars makes allot of area!
Very true, I had a great game the other day, I and 2 allies against 2 other allied players, who notably were out-economy-ing us I think. At any rate, north attacked 2 planets, I used a small fleet to come in as well. In the south my main fleet attacked another planet; the north was the main defensive/offensive area so they quickly responded with their 2 big fleets... at no point did I see them split their fleets in two. When it became apparent that north couldn't do much damma
This was a great help! I Should have my first map made by the end of tonight
I like this idea too, but I also like the current model... perhaps if you could circumvent the requirement up to 1 or 2 stations... so a civ with one military research station simply can never get insurgency but could get tier 2 or 3 just at more expense AND time.
A very cool game mode/feature for MP would be as such: Host loads a random map, and it shows the star lanes... each player in the game then gets a random shuffle of planets, evenly divided, so 4 players, and 12 stars, each player gets 4 planets... players then get 4 randomly assigned points on the map... they can place any of their 4 planets in any spot... That would be pretty fun! Anyone ever play the epic boardgame Twilight Imperium, its basically galaxy setup from t
Well name calling aside, the novalith is extremely Supcom... super long range very expensive turtle gun... in supcom thats okay because we have so many wonderful alternatives and counters.
While I was waiting for a response I came to the same conclusion that making new fighter entries that are the equivalent of Frigates would be a better solution. It could be a very neat way to play, would save time and effort reinforcing, but I would need away to prevent or slow replacement of these ships in a combat zone. Oh and to get rid of the fighter magnet ability! lol
why would u wink for that... thats depressing.
what if I said I was impressed... just thinking outside the box. Though it could have been stated in one sentence, but the range issue is interesting, it would be nice say for example if the Gauss turret had a longer range against slower ships... they dont bother firing on ships they have no chance of hitting so the current range of say lets call it 1 will apply to frigates. The Gauss would then be able to hit cruisers at 1.25 because they are less manueverable and in the curre
then I should shut up and wait for beta 4 then