Something that was mentioned in the Shack review I fully agree with: some techs names are somewhat obscure and unintuitive. Of course, you get used to it after a few games and it brings a unique touch to the game, but it's still a unnecessary mental gymnastic to remember that "Quick Pulse Streaming" is basically Pulse Gun Mk III (Galciv style). [i]Some tech Mk III[/i] may sound a bit bland but it's a no-brainer, and that's all the better in a game where there's so much to do in my opinion.
Seboss
I think scenari like the ones the Civilization games have would be nice.
Ok, that's great. What level is the AI in that case?
Zerg rush!!! kekekeke
Quits should be logged and displayed on player profile but not be converted into "Lose". This would be a good way to spot "serial quitters" without penalizing people who have to quit from time to time for practical reasons. Btw, when a player quits, is his/her empire taken over by an AI or does it just vanish ?
Or you could just be happy with a great MP sandbox game.
The game should have a "Use no Siege Frigate" achievement :CONGRAT:
I think we're going to read that question a lot.
Ok, maybe the siege frigate spam strategy is viable. But the AI could use some improvement when it's targetted by such strategy. I made a test today, spammed as much siege frigs as possible right off the bat and sent them to the neighbouring enemy capital. The poor thing sent a handful of light frigates that were easily dispatched by my carrier capital flagship that was supporting the siege frigs. Then, instead of trying to build up a force of missile and flak frigs, it built up a small flee
Buffing existing turrets or adding heavier turrets may jeopardize the whole game balance. There ought to be a reasonable solution to the siege spam issue, if the next few days of MP game confirm that this *is* an issue.
For me, the matter is not "does siege spam strategy break balance" or "what is the best anti-siege spam defense" or the lack thereof. It just doesn't make much sense that a bunch of siege frigs without any escort or support of any kind can take the heat for 5 min while turning a planet into cinders, or worse, just seat behind the planet where the turrets can't reach and stay out of harm. Ever watched Starship Troopers? I'd be happy if planets could have anti-siege weapons. Something like
[quote]Do you realize how hard it would be to defend a planet in RL space? *shrug*[/quote] Especially if this planet doesn't even have ground-to-space nukes as a last line of defense #AHEM!# ....
I suppose that reducing Siege frigates HP by a noticeable amount should help. The problem with them is not their cost or damage in my opinion, but the fact that they can withstand 30s of defense turret fire. They're not a main force unit or even a front line unit. They should be more fragile. That should pretty much kill the Siege frigate only strategy and force the player to add quite a few support ships to the bunch. And that needs more research, more ressource, in short, more strategy and
And what about the digital version?
Hyperion by Dan Simmons without a doubt.
When is the 'Talk like a Pirate' Day? We should adopt it on these boards EDIT: September 19th is the day. Shiver me timbers!
One should not be able to build anything in the gravity well of a recently captured planet until one have not completely eliminated previous owner's buildings. In my opinion.
great point; I would be far more 'appeased' if this delay meant that us betaers would get our hands on something. unfortunately we've been as good as wipped away from the whole beta process (bug off, we gave you the beta) so I'm certainly not 'appeased'. How could you think that? The beta tester suggestions and remarks certainly influenced the decision to increase the production cycle length to some extent. Of course they will rely on beta-testers again
You've got to have randomness - otherwise, you're playing space chess. It might still be a good game, but once one side gets an advantage, the battle becomes predictable. There is a similar dichotomy in boardgames: Random (Axis&Allies)vs Pure number crunching (A Game of Thrones). Randomness or not is a matter of tastes really and I won't discuss that. But when you say that a game without randomness becomes predictable and thus, dull, I have to obnject.<br
Notice the stranded purple carrier at the very bottom I should try to drop the "spam scout frigates" strategy and work out a more elegant and cost efficient one. So far, I barely used any static defenses.
I would have to disagree with you lordkosc because in WWII some ships that did well in battle became famous and the enemy often tried to hunt down and destroy these ships. Hence Multianna's comment: yep i agree, only thing we should be able to see, is its name
Here are the pictures: What a mess.
I see... I see... an unseen faction... wall formation... megaships... jump gates... Holy cow! Game pushed back for 6 months?! Well... it seems you guys want to rework a lot of things considering how advanced the beta is.
It would slow down the game significantly if you apply this principle to every systems. If you apply it only to fleets entering *hostile* systems, I think it's bearable, but highly artificial :\ I wasn't hostile to the phase lane principle in the first place but the more I play this beta, the more "the choke point+phase disruptor" argument looks bad to me. Paradoxnt is right about the stalemate issue. Sooner or later, the game boils down to throw as much cannon fodder as possible a
Hmm, nice fleet formations on the third screen. Me wants formations !