delta leader delta leader

A vote i say! I need lots of post to be effective

A vote i say! I need lots of post to be effective

on things i've seen suggested.

Heres how it works, im going to list things with numbers. You vote yay or nay beside the corresponding number. If you vote nay please provide a brief reason. At least answer the first few.

1. All races star bases move

2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%

3. Revamp Mines on Advent and Vasri

4. Starbases take more money and time to construct in exchange for more firepower

5. On Planet defenses (Planet to space weapons). Extremely Expensive.

6. Planetary Shields for starbases.

7. More than one starbase per gravity well

8. Interplanetary Star base travel.

9. Mine cap limit individual of tatical slots.

10. Space Ponies

15,757 views 37 replies
Reply #26 Top


Heres how it works, im going to list things with numbers. You vote yay or nay beside the corresponding number. If you vote nay please provide a brief reason. At least answer the first few.

1. All races star bases move

2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%

3. Revamp Mines on Advent and Vasri

4. Starbases take more money and time to construct in exchange for more firepower

5. On Planet defenses (Planet to space weapons). Extremely Expensive.

6. Planetary Shields for starbases.

7. More than one starbase per gravity well

8. Interplanetary Star base travel.

9. Mine cap limit individual of tatical slots.

10. Space Ponies

End of quote

1. nay the races should become the same

3. yes but for every race

4. dont know let the designers deside

7. yes but limited

8. nay not in a life time, whats the point, its a stupid idea

9. yes or another option for the mines

10. yes who could disagree:p

 

Reply #27 Top

*deleted*

Reply #28 Top

I'm just voting on 1 & 2; Nay on 1, not all should move, Nay on 2, not a PJI, but a "Jump Gate Barrier" or "Phase Jump Nullifier", high lvl def tech to research, expensive, takes up a slot, stops all jumps to friendly planets by enemy (uses Antimater).  Even if SB range is trippled AND they could all move, you can still skirt your fleets around them with minor losses, not a great "Space Cork" for 17k. . .

Reply #29 Top


1. All races star bases move

disagree.  Vasari SB feels strange chasing down scout ships. I would have to vote for range on this one, or some sort of ability that forces the enemy fleet into close range. the latter might be tricky to implement.

2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%

disagree. jump inhibitors are good because they can be targetted separately.

3. Revamp Mines on Advent and Vasri

agree. mines need to be put in their place.

4. Starbases take more money and time to construct in exchange for more firepower

I thought upgrades were supposed to take more time/money for firepower.

5. On Planet defenses (Planet to space weapons). Extremely Expensive.

disagree. I'm not sure the game mechanics can take this kind of change. If I can place planetary weapons (which should be orders of magnitude more powerfull than anything you can put into space) then you risk making other tatical structures redundant.

6. Planetary Shields for starbases.

maybe. Lets not place all of our hopes on the SB

7. More than one starbase per gravity well

disagree. This may sound good but turtling players would not be able to control themselves. :P


8. Interplanetary Star base travel.

moving starbases, now phase jumping!? why not just make a flagship class ship. a few times the size of a cap with some special abilities for large fleets of ships. one per empire.

9. Mine cap limit individual of tatical slots.

You could try to limit the amount based on the number of tactical slots available. so for 10 tatical slots the planet has you could place 10x5? something like that. but there should be a limit because my poor quad core gets upset with me when mines are abused.

10. Space Ponies

I'm not entirely sure what a space pony is. everyone else seems to like them. I just hope the vasari were not running from them.

 

I hope my input helps. Entrenchment is great so far.

 

Reply #30 Top

[quote="Dealta Leader"]
Heres how it works, im going to list things with numbers. You vote yay or nay beside the corresponding number. If you vote nay please provide a brief reason. At least answer the first few.

1. All races star bases move

[/quote]

No.  We have many other defensive tools that we can build to support our Starbases/Planets

[quote="post"]2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%

[/quote]

Yes, but needs to be adjusted so its not overpowering

[quote="post"]

3. Revamp Mines on Advent and Vasri[/quote]

Disagreee.  Each different style of minelaying makes each race more different and fun to play.  CAn the TEC Starbase be upgrade to build Mines?  If not then Yes TEC needs to be changed so that like the other races it can build mines on non-colonizable gravity wells.

[quote="post"]4. Starbases take more money and time to construct in exchange for more firepower[/quote]

Agree

[quote="post"]5. On Planet defenses (Planet to space weapons). Extremely Expensive.[/quote]

They already are that.  If you are playing a tough game it would be tough to save enough money to build them, because each sidee will be raiding the flanks.[/quote].  In larger maps it makes more of the differnce, but even then if your not attacking your enemy then, the player deserves to get killed by the interplanetary weapons.

[quote="post"]6. Planetary Shields for starbases.[/quote]

Maybe, but isn't that TECs warfare Philosphy(SPL) only?

[quote="post"]7. More than one starbase per gravity well[/quote]

No, there is already enough defensive measures, including mines to make defending a planet much easier.

[quote="post"]8. Interplanetary Star base travel.[/quote]

No, star bases purpose was only for defensive needs, hence why would  it want to leave a gravity well when cap ships can do much better or for that matter a better welll balenced fleet?

[quote="post"]9. Mine cap limit individual of tatical slots.[/quote]

No, as the mines have a different quality for each race.  For example lowering the mine cap for Advent tp 60 per gravity well is fine, but Varsari and TEC Mines do NOT Home in so more mines NEED to be placed.  Maybe if the cap  was advent 70, Varsari and TEC 125.  Until Vasari mines and TEC mines are homing it is NOT a good idea to put a cap on mines.[/quote]

[quote="post"]10. Space Ponies[/quote]

You have the achievement.  :)

 

NOTE:  Can someone tell me why my quoteing isn't working right?

 

Reply #31 Top

NOTE: Can someone tell me why my quoteing isn't working right?
End of quote

Remove the ="who" portion in all of them and they'll work fine, albeit not linking to the original post.

First one flubbed because it doesn't have the # in it, but it really should have linked back to the post.  Interesting.

Reply #32 Top

1. All races star bases move

YAY

2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%

YAY

3. Revamp Mines on Advent and Vasri

YAY

4. Starbases take more money and time to construct in exchange for more firepower

YAY

5. On Planet defenses (Planet to space weapons). Extremely Expensive.

NAY

6. Planetary Shields for starbases.

NAY

7. More than one starbase per gravity well

NAY

8. Interplanetary Star base travel.

NAY

9. Mine cap limit individual of tatical slots.

YAY

10. Space Ponies

Um...NAY

Reply #33 Top

Space ponies. Space whales. These are great ideas. Other alien life forms roaming around like pests which could get in the way accidentally of missiles or lasers, or eat away at mines, or could interfere with ship abilities, or be used as temporary shields against enemy attack would truly make the planetary systems come alive. Just get ready to upgrade your rig with a new videocard and more RAM.

Reply #34 Top

1. All races star bases move

Star bases should have the capability to affect the majority of a gravity well, if not all of it. Moving is one way to affect it.

2. Phase jump inhibitor built into star base.

Phase jump inhibition should be part of starbase, but the blockage should be based on culture. (Discussion here)

3. Revamp Mines on Advent and Vasari

I expect IC to change the mine mechanic anyway because of their spammy nature.

4. Starbases take more money and time to construct in exchange for more firepower

Starbases should be cheap. Upgrades should be more powerful.

5. On Planet defenses (Planet to space weapons)

No.

6. Planetary Shields for starbases.

Perhaps a version of the regular planetary shield would make sense as an upgrade for the TEC starbase. This ties into question 1 in that starbases should be able to shoot at any ship that is bombing the planet.

7. More than one starbase per gravity well

The current mechanic - one per player per well - I feel works well.

8. Interplanetary Star base travel.

No; then they are no longer star bases - they are capital ships. Whether or not we need beefier capital ships is another topic.

9. Mine cap limit individual of tatical slots.

Same as before: I expect IC to change the mine mechanic anyway because of their spammy nature.

10. Space Ponies

<3

Reply #35 Top

1. nay, vasari should remain unique, the starbases need a range buff, not movement (or a way to force combat, like 2)

2. aye

3. aye

4. aye, absolutely. that was the whole point of entrenchment!

5. nay, unnecessary, especially if 4 is enacted

6. nay, again, unnecessary (esp with planetary gov upgrade, assuming its fixed)

7. nay, too hard to beat with 4

8. nay, that makes them uber-capital ships. our current capital ships should just be buffed

9. aye

10. aye!!
as a matter of fact, i have found space ponies exploring a planet before, it provided a 25% price discount, or something like that

Reply #36 Top

1. All races star bases move

Having only one race with a starbase that moves is kinda neat, but it should be balanced by the other 2 races starbases having a longer weapon range to compensate for their fixed position.

2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%

This would go a long way towards justifying the production/use of starbases so i agree. Probably somehwere in the 500% range would be good, and possibly stacking with any other jump inhibitors built in the system.

3. Revamp Mines on Advent and Vasri

More along the lines of "revamp mines totally, by limiting the amoutn each raqce can  have deployed at once" woudl go a logn way to fixing the mine spam issue. Letting us turn them off during game creation (like we can with pirates) is also a must for large map games)

4. Starbases take more money and time to construct in exchange for more firepower

I somewhat agree, altough having soem more research options to increase the firepower fo the base would be better, sicne they already take a fairly long time to build.

5. On Planet defenses (Planet to space weapons). Extremely Expensive.

Excellent notion, and brings to mind the siege of Hoth in Empire Strikes Back. Planets that aren't entirely helpelss makes perfect logical sense.

6. Planetary Shields for starbases.

Maybe not planetary shields perse, (too powerful on a starbase) but someting similar would be nice.

7. More than one starbase per gravity well

hmm... Depending on what changes are made to the weapons range to the star bases themselves, or if they all become mobile. I'd say 2 max per system maybe, but only if the firepower/range etc.. isn;t increased any more then it is currently.

8. Interplanetary Star base travel.

That sort of makes them super captial ships then  doesn't it? Since you could send all your  bases to a single system as an overhelming show of force and cause conflicts with question #7. So in short, no.

9. Mine cap limit individual of tatical slots.

I agree some sort of limit on the amount of mines each player can have deployed is a must. It makes them a mroe strategic weapon then instead of a spam based one. (also shoudl speed up the game processing and cut down on desynchs)

10. Space Ponies

Not sure if you mean leave them in or remove them? I'd say  make them something worth while to discover given their rarity. (perhaps a temporary boost of +500% to research speed -50% to research cost for the next 5 minutes or something)

Reply #37 Top



1. All races star bases move - Yes the current stationary ones are to easy to by pass.

2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700% - Yes

3. Revamp Mines on Advent and Vasri - Not really sure

4. Starbases take more money and time to construct in exchange for more firepower - No like them as they are

5. On Planet defenses (Planet to space weapons). Extremely Expensive. - Yes

6. Planetary Shields for starbases. - Yes

7. More than one starbase per gravity well. - Yes

8. Interplanetary Star base travel. - No they are not death stars

9. Mine cap limit individual of tatical slots. - Yes

10. Space Ponies - ?
End of quote