What they did right....

lets give credit where its due

the beta forum has bee filled with all the faults people find with starbases and mines (Im one of those voices), so i thought id start a thread about what i think they did right with Entrenchment from the start. Some of this might be from 1.1 but ill point it out anyway. First off. Little changes. Most of the ships have autojoin fleet on not exept the ones you wouldnt want. when you add more ships to a fleet it keeps the jump togetther setting so you dont have to keep on hitting it when you reinforce. having pirate and rescorce control on the main screen is great (from 1.1 i know). The defensive upgrades for exsisting strutures was implemented flawlessly and the abilities fit perfectly with the tactics and styles of thier given race. I have not found a one that i didnt find usefull. Seriosly star/clad bravo on that part. Now give this same kind of visual uprgrade system too ships and we'll realy be cooking. Starbase abilities. save for one these turned out great (the advent kill the planet your around ability is atrociosly useless). I thought all of the abilities went well with thier given race both tacticaly and stylisticaly. The visual upgrade indicators on the SB is also great (realy would like to see it on the vasari sb too hint hint) since it lets me know what im up against when attacking. The new artifacts are also spot on. Usefull and well done. The TEC and advent anti structure ship have taken alot of flak ( no pun intended) but i actualy like them and find them very usefull when used right. They are ballanced well but they need beter AI. Right now if you attach them to a fleet they dont automaticaly do what they should even with autocast on and they should (ie when i have siedge frigs attached to my fleet they auto bomb the planet while my fleet does its thing). I also like the subtle changes in the superwepons to make them more tacticaly sound, like the vasari one creatring a node at its target and the TEC one permenantly reducing the possible population on a planet ( i didnt see anything added to the advent super but maby i missed it) Anything i missed fellow beta testers?

1,861 views 5 replies
Reply #1 Top

The new explosions r great.

Reply #2 Top

ya especialy the tec base explosion that ones amazing }:)

Reply #3 Top

I've played the beta for a while and had a game where the advent superweapon was used. Too bad that it didn't work it was used on me and my culture spread didn't reduce nothing happend.

 

Grtz,
Flipkik

Reply #4 Top

I really like a lot of the new defence upgrades and structures. I.e. Making the humble TEC gauss platform nasty with extra cannon and rockets, and the hangers able to shoot down bombers etc.

I also like the face that there are a number of interesting options with the TEC starbase that allow it to function beyond it being a large weapons platform. i.e. repair, trade etc Means that these functions are being looked after by the station and alows you to focus on the more effective use of your limited tactical slots etc.

Margor

Reply #5 Top

Quoting Margor, reply 4
I really like a lot of the new defence upgrades and structures. I.e. Making the humble TEC gauss platform nasty with extra cannon and rockets, and the hangers able to shoot down bombers etc.

I also like the face that there are a number of interesting options with the TEC starbase that allow it to function beyond it being a large weapons platform. i.e. repair, trade etc Means that these functions are being looked after by the station and alows you to focus on the more effective use of your limited tactical slots etc.

Margor
End of Margor's quote

I think the starbases should have options that you cant get elsewere. Trade,repair,hangers are nice and no slots, but there has to be other exciting powers they could use. Auxilary govt is one fine example, we need different starbase only tricks. I also think bases ARE built way to fast,and there should not be one in every system. Thats why I beleive that bases be able to be deconstructed and built elsewhere.