Some thoughts for the game

Hey guys,

Just some more thoughts:

I am currently playing a game where I have two galaxies, one is mine, and one is more than half mine. The remaining CPU team has over 70 caps, hundreds of frigates and a whole bucketload of money. How can this happen? They have less than a quarter the population that I have yet they seem to have almost limitless resources. What's more odd is that they don't attack me.
So they don't attack, and I have no way of drawing them out to take on smaller groups. I can attack two of their worlds but the one I was hoping to draw them out on now has a force of frigates and caps that I couldn't take on unless I sat and built up forces for a very long time, and that isn't fun.

So apart from perhaps AI adjustments;

I would like to see the battles conducted from further apart (ie more range so also make the planets and grav wells bigger). Have the UI also show incoming projectiles somehow. I would also like to see the relative power of caps and frigates increase, and I would like to see them become more expensive to reduce the sheer number problem. Make it HARD to destroy one with fighters and frigates. They currently go down far far too easily. Less ships would also make it more strategic IMO. It would also alleviate the packs of AI ships that occurs (they have a 2D mind).
I'd like to be able to jump into a system and then be able to take the time to plan a strategy.
Also, I would like to see manuevering and speed quicker on the outer edges of a gravwell than the inner. That should allow decent transit times and give attacking and defending a planet a better intellectual challenge.
I'd also like asteroids and planets to be able to be used as cover.

As for jumping: I like actually having a 'front line' with ships having to jump from the lane points, because otherwise I don't see the point of lanes. If there is to be no lanes, then let ships jump from outide the grav well provided that they don't jump through one (ie: need LOS to dest. free of grav wells). If they go through another well, they have to transit it. Also give them a range based on their antimatter. If they can't make it, have the UI automatically map the nearest well in between to allow them to recharge. That should solve the issues with defensive engagement, and speed of the game.

Also the galaxies are too flat. Please guys, allow the galaxies and the 'orbit' areas to have a vertical component to them as well.

Just my thoughts....to be honest I was hoping for something a bit less 'structured', but the game certainly has high potential.
6,185 views 11 replies
Reply #1 Top
Hey

You should read some stuff on the forum, as every thing you said have been disused.
Yeah i know, then you would need to read over 100 posts

So heres a few things in short form
-Its beta 1, was only ment for preformance and stability test. Beta 2, that will arrive within this month, will be a gameplay beta, so thats where the fun begins.
-The galaxies are solar systems..
-There will always be space lanes.
-And the AI will be alot better in beta2
-As i remember it, there were some talk about the use of antimatter for phase jump. Cant remember what the conclusion was. But i think it was that ships will only get a % penalty on antimatter for a short time. And the ships will always be able to jump.
Reply #2 Top
I am currently playing a game where I have two galaxies, one is mine, and one is more than half mine. The remaining CPU team has over 70 caps, hundreds of frigates and a whole bucketload of money. How can this happen? They have less than a quarter the population that I have yet they seem to have almost limitless resources.


If you haven't updated lately, then it's probably the infinite trade bug (which was fixed in one of the more recent builds AFAIK).
Reply #3 Top
Righto I admit I have been out of touch a bit. Beta 2 seems to improve combat a lot as well Happy now
Reply #4 Top
Well I think if there is space lanes then there should be 'nodes' from which one must jump from. I hope you make this an option as I prefer it over the quadrant method in the latest Beta.
Reply #5 Top
the nodes method wouldn't really work , as there are 3 different races, do they all use this node technology? if so, how did they all get it?
Reply #6 Top
Awww... I wish my enemy would have so many ships instead of a few bombers and light frigates )_=
Reply #7 Top
Well I think if there is space lanes then there should be 'nodes' from which one must jump from. I hope you make this an option as I prefer it over the quadrant method in the latest Beta.


This was tried in the last build of Beta 1 (requiring ships to jump from the lane end specifically and not just near it), but most people seemed to agree that it slowed travel down too much.
Reply #8 Top
HERES SOME MORE THOUGHTS


[ Removed by Mod - Please do not repost things from other threads all over ]


Reply #10 Top

Oi! ....

Drop the post and put your hands on your head.




ditto, I've seen that 2 page post like 10x now.....
Reply #11 Top
Yeah, gang, there's no need to repost things in multiple threads.