1.1 suggestions

Been playing for a little while now & I have a few sugestions.

Suggestions

1. Planetary Logistics

a. 2 for culture
b. 4 for Labs & Frigate Factories
c. 6 for Tradeports, Cap ship Factories & Refineries

Vasarri out of Phase special abilities should be invisability not invulnrability.

SuperGuns should be limited to ONE per System!

Advent Supergun seems to be way underpowered.

Vasarri jump gates should be limited to two gate per research and one research per civ level up to the start of the pre-RA researchs.

These jump gates should have reduced Logistics.

Returning Armarda should produce 1 frigate per gate at level one and 2 frigates or one cruiser at level two as pre-selected by the player. with rally points!

Civ research shouldn't change.
Military research should be reduced in cost (25%)
Ships Costs & Fleet Logistics Cost should be increased (25%)

Siege Frigate Damage should Double!

LRM frigates should have less hitpoints. (Keep shields)

Jump Inhibitors should wolk better?

I guess thats about it for now, but basicly less ships/fleets but more variety with em.
21,438 views 15 replies
Reply #1 Top
& remove you from the forums?..
Reply #3 Top
Suggestions

1. Planetary Logistics

a. 2 for culture
b. 4 for Labs & Frigate Factories
c. 6 for Tradeports, Cap ship Factories & Refineries

Vasarri out of Phase special abilities should be invisability not invulnrability.

SuperGuns should be limited to ONE per System!

Advent Supergun seems to be way underpowered.

Vasarri jump gates should be limited to two gate per research and one research per civ level up to the start of the pre-RA researchs.

These jump gates should have reduced Logistics.

Returning Armarda should produce 1 frigate per gate at level one and 2 frigates or one cruiser at level two as pre-selected by the player. with rally points!

Civ research shouldn't change.
Military research should be reduced in cost (25%)
Ships Costs & Fleet Logistics Cost should be increased (25%)

Siege Frigate Damage should Double!

LRM frigates should have less hitpoints. (Keep shields)

Jump Inhibitors should wolk better?

I guess thats about it for now, but basicly less ships/fleets but more variety with em.
Reply #4 Top
My there are so many arrogent flamers here.
Reply #5 Top
Sorry I ment rude,
everyone is entilted to their opionons.
Reply #7 Top
So says the guy who created seven clones of the same topic.....
Reply #8 Top
you created 7 threads with just slightly different wording..
Reply #9 Top
Repeat after me:

Spamming is bad
Spamming is for immature 12 year olds
Spamming is bad
Spamming will give you an ulcer
Spamming is bad
Spamming annoys everyone that sees spam
Spamming is bad
Spamming will get you banned on many forums.
Spamming is bad
Spamming will get you're "valued parts" removed
Spamming is bad

If you ever feel to urge to spam again, repeat the above again.

there, aren't we one big happy cloned Vasari family now?
Reply #10 Top
Seriouslly
i don't think he is spamming, because the forum has a delay/lad/whatever, and because of this, create multiple topics, posts, etc.

but, now he edited his topic with better explanations.
Reply #11 Top
clearly we should all board the "OP is spamming!" bannedwagon without regard for how slow and screwed up the forum is half the time
Reply #12 Top
The logistics will be probably rebalanced 1.04 or after. But not the way u suggest probably.

As far as super weapon is concerned, the Vasari one is neat. They don't need it to win however, it's most useful vs another Vasari. Also Vasari problems are not related to the super weapon at all. The fact that their super weapon works like it works does not mean they are underpowered as a whole. Subverters are very very powerful, so they don't need a super-super weapon, just one that serves it's purpose.

Why is limiting super weapons bad? They are not limited to 1 per planet, there are planets that can hold 2. But overall game could use less super weapons, not more.

Your other suggestions make little sense, and appear to be snippets of some ideas floating about.

Over all your post is in bad form. You appear to have ADD, since you started the post in one format and changed the format halfway through.
Reply #13 Top
The logistics will be probably rebalanced 1.04 or after. But not the way u suggest probably. As far as super weapon is concerned, the Vasari one is neat. They don't need it to win however, it's most useful vs another Vasari. Also Vasari problems are not related to the super weapon at all. The fact that their super weapon works like it works does not mean they are underpowered as a whole. Subverters are very very powerful, so they don't need a super-super weapon, just one that serves it's purpose.Why is limiting super weapons bad? They are not limited to 1 per planet, there are planets that can hold 2. But overall game could use less super weapons, not more.Your other suggestions make little sense, and appear to be snippets of some ideas floating about.Over all your post is in bad form. You appear to have ADD, since you started the post in one format and changed the format halfway through.
End of quote


You've gotten better than me at this..
Reply #14 Top
Astax actually i played a game where i got a few desert planets with 40 TS and was able to build 2 on 2 planets. Although they were bonuses that came with the planet and i was very lucky in finding it and finding 2 deserts with said bonus. I havent beeen able to play the game much cuz of 1.03 but hey its just minor glitch.

The Vasari imo s well balanced and some of the tweeks the dev have been making seem to be making these guys better. Cant w8 for the next patch though to get back into the swing of things
Reply #15 Top
yes there is a special, 2 even, that increases the tactical slots. One reduces trade income, the other reduces planet pop as side effects.