Gauntlet03

Gauntlet03

Joined Last seen Member # 847148
67 Posts 757 Replies 2,484 Reputation

you may want to try a smaller area, there is probably a set max and min. You almost certainly cannot add planets to the same gravwell by overlapping them, you will probably have to wait until they make it possible to have 2 planet or more systems?

14 Replies 11,105 Views

sounds like its working good enough then, and Im happy to hear that you like the races... the Asgard tend to take allot of space, but then get it taken away lol its that big speed bonus they have

9 Replies 9,308 Views

Your absolutely right Ron, and frankly thats not my point,I addressed that, the New PJI makes it more suicidal and foolish to raid deeper and bypass. It encourages frontline assaults much more so, whereas before it did both. Honestly I think your money and tech time is better spent on more ships/hangars to chase and kill raiders, as opposed to building inhibitors. Which cost quite a bit in tactical slots as well as resources and investment time; and now ammount to little addition for st

70 Replies 63,832 Views

-Okay this is an attempt to summarize my entire argument concisely and clearly, because I think I’ve repeated several points several times. Notably at the moment, the majority of opinions in this thread support either the old inhibitor or a compromise. Few have supported the current system. To be clear lets define the current systems: The Old: PJI blocks prevents any attempt to leave the system by the enemy. The New: PJI only blocks attempts to leave the system via int

70 Replies 63,832 Views

Yup; frankly a key improvement to this game would just be terrain, more planet types, more effects based on gravity and terrain. Empty space gravity wells... both large and small. Asteroid fields and nebulas with wierdly shaped gravity wells. Medium sized systems with 2 planet asteroids, perhaps a few 'stretched' grav wells... the ocassional twisting of gravity based on the shape of the planet. Not to mention it would be cool to have moons, and the occasional planet in the same system/w

10 Replies 13,455 Views

So you have no problem with hit and run attacks, but a viable counter strategy to that is just poor form eh? Thats pretty darned silly. I think raiding is a fun strategy and should be FURTHER encouraged, right now it isn't. And it won't be encouraged by making inhibitors a neutered three legged dog. Thats a different issue though; I think Major Stress has hit upon the best solution so far. But instead of limiting the range, to which the enemy could leave and still make it to th

70 Replies 63,832 Views

my goodness you mean that my enemies might not succeed if they came unprepared and didn't scout my system and may have inadvertently walked into a trap. We certainly can't allow that lets change how inhibitors work or reduce their hp to 1. Thats what I'm seeing here regarding the inhibitors; silliness and reduction of strategy. They have very little point now, much better to invest the time and money spent on them simply building more traditional defenses such as fleets and hangars.

70 Replies 63,832 Views

hahaha excellent an opinion. I'll see what I can do.. glad to hear the asgard are liked... sorry to hear you don't absolutely worship my Terran Sovereignty ships haha! PS- Do the AI place the ship components fairly rationally on these designs... believe it or not, but I havn't actually sat and played for longer than about an hour in well... since I started this mod lol

9 Replies 9,308 Views

So I was think it might be cool to have asteroid fields generate a gravwell and be connected via phase lanes like a regular asteroid planet... the difference being 1. you can't colonize it? (Some no man's land would be nice) 2. Due to the size and length of the debris field a oblong/ovalist or even fully curved gravity well results. This could be a well smaller than a star's but bigger than a planet's and most importantly its position could really create more interesting situa

10 Replies 13,455 Views

There currently is the ability to traverse the Z axis. You can use it, its just very un-user friendly at the moment. Thats why what I said is not a circular argument. Considering how strongly you seem to feel about these things perhaps you should spend a few hours reading recent posts and such so that you can become re-acquainted with the issues and the current system?

150 Replies 168,608 Views

The way you speak of things you seem to envision that each star contains a massive 3d environ where planets and such revolve around it. This isn't the case currently. Each star or planet is stationary and is connected by lines (phase lanes) to other such planets. Each planet is surrounded by a bubble of playable area. Depending on the mass of the planet/star this increases or decreases the bubble... IE the Gravity Well. The total area we are playing at any given time is actuall

150 Replies 168,608 Views

Okay in the beta stages its not very sporting to tell us we should be happy with the possibility of modding in features we want. Its a beta... I don't want to mod these features I want them in the game. Personally I like the idea of a very slow orbit for buildings and asteroids. The collision issue can be fixed by ships simply having more than a bad pathing AI. the game's in system tactics are just too basic right now, its not challenging, even when it is, its not ver

150 Replies 168,608 Views

Okay, well I think your both making plenty of good and bad points. Firstly I think it is unfair to define this game's main selling point as orbits/gravity and 3D movement. I never thought of it that way, nor saw any mention of the sort. It is about 4X and RTS combined. Everyone seems to have agreed that 4X is woefully lacking at the moment. The general opinion on 3D right now, is that it should be in, the problem as I see it, and many others, is that with the current set up it

150 Replies 168,608 Views

Do you like the idea of command range being limited by a building like I suggested better? You would only need 2 for the majority of the game, what with its range giving you a 3 system umbrella of safety, by the time you might go further you really ought to have colonized some new holdings, thus making the issue less important. it wouldn't massively alter or slow the game, but it would add more depth. The Command Cruiser's only fault is it is just too darn easy to kill and it j

14 Replies 4,162 Views

Hi, I was hoping a few people might chime in about my Race Mod and the upgrade package. I am now working on the fifth version of the mod, and wanted to talk about what is planned. 100 race images (I'm at 80 so far) 100 race logos (the current total is 75) 50 total minor races 25 custom races -----each with a ship set, custom homeworld, and some with custom planet textures. -----new dialogue from the aliens, probably an extra 5 dialogue sets if possible (Daleks!)

9 Replies 9,308 Views

This idea came up in a thread regarding command cruisers, but I really liked it so I felt I should say it here- Ship Range Limitations: Basically your NON-Capital ships (meaning capital ships are immune to this) would have a limit to how far they can move beyond your controlled space without incurring a penalty. Fleets in adjacent uncontrolled/enemy system = no penalty Fleets more than adjacent to controlled territory = 1/2 antimatter regen and 1/2 dmg Ne

595 Replies 420,247 Views

I love the restricted movement idea, that is really good... simulates supplies but is easy to maintain, I would do it as a ship though, instead I would expand on the range via a 'military supply base' or techs. Though a base would be better! you can move up to 1 jump away from colonized systems with frigates/cruisers, but if a base is at said system you can go 3 jumps from it. No stacking. You should be able to move farther even without said base, but your anti-matter regen, and rate of

14 Replies 4,162 Views