[quote who="PaxTerminus" reply="27" id="2785480"] Well, I get it that there is not enough money to go around for maintenance. But when you have let's say an extra 500 credits and don't need to buy tiles. At least in the demo there is not much I can do with it to actively progress my game...[/quote] you can upgrade your military units, pay off city states to gain friendship with them, or buy buildings/units for your cities outright, saving you turns of production. overall,
yars
[quote]This should significantly increase teching, and therefor reduce game duration, yes?[/quote] no, the game isn't won by research. this change just ensures that the players will all have everything researched by about 2/3 the way through the game.
disregarding the siege nerf which was completely unnecessary, this is a terrible change: -Research subjects queued in different fields can now upgrade in parallel. All but guarantees everyone will have everything researched by the end of a game, removing any difficult decisions as far as research is concerned. Also, I'm mot thrilled with the pji buffs. Have it cost more, have it be less effective, just have it cover the whole well.
it is pretty pointless to use it, and that's not a bad thing.
yeah, they're worth it. cruiser carriers on the other hand aren't really worth it. they should be able to carry two wings, and have their cost and supply increased slightly to compensate.
1. If you don't like the gathering trees, don't research them. I think the benefit is probably a little lower than it should be, but I see no reason why they shouldn't be in the tech tree. 2. Crystal tends to be the most sought after resource, but not to the extent you're suggesting. Metal is more important for ship building. Crystal for research. If you're low on crystal, focus on building up your fleet instead of research. 3. If your fleet is seven jumps away, you sh
[quote]If not both at full speed, then maybe be able to start the second one at a heavy penalty until the other one finishes....something besides completely blocking, at least if the two separate lab types are going to remain.[/quote] It's pretty much always a bad idea to alter good game mechanics in order to improve theme. Right now if the research mechanic has a problem, it's that it's far too easy to get all of the techs in a single game. By the end of the game, all of the races h
[quote] 4) Seconding something mentioned above in another post - let us have at least one civilian and one warfare research going at once....I don't see any logical reason why working on one type should block the other, especially if we have to build two different kinds of facilities. More than one of each type going at once would probably be unbalancing, though maybe a (very) small boost in research speed for going beyond the minimum number of labs for a particular tech might be nice. [
[quote] if u actually ever played coh with the expansion u would know how diverse each faction is compared to sins.. [/quote] if it took an expansion before coh had unique factions, then you could at least do sins the courtesy of waiting for an expansion before passing judgment on it.
a coh fan complaining about the lack of differences between the races?
[quote]Doesn't the current setup force you to intelligently expand your empire more so? If I'm not mistaken, the foundation for this complaint is that renegade fleets bypass defended planets, and head for those that are "undefended" in player territory? Are you telling me that by constraining attacks to primarily front line planets, and ensuring that enemies can't reach other planets in the rear of the empire, that you'll be as concerned about expanding your empire, or leaving planets undefended
tracking turrets always seems like a silly thing to complain about.
[quote] in the last game the other guy refused to quit after his partner got destroyed, and set his captial ship to phase around the universe, just to troll us on a useless hunt when we already had every planet in the game. This reminds of me the infamous game sore losers would play in StarCraft called "Hide the depot." [/quote] we called it "hide the farm" since i don't know anyone that actually called supply
pirates would be better if their timer and strength were doubled. or even tripled.
antiverylight damage only does .25 against very light armor?
Tech trading is a bad idea, since it'd be pretty hard for different races to trade with each other, since they have different trees. Also, it just makes it that much easier for other players to gang up and take another player down.
[quote] Honestly, forcing to people doesn't sound more strategic, it sounds more convenient to players who don't want to deal with the stress (lets be honest) of pursuing enemy fleets. In terms of strategy, the current setup is definitely more strategic (it can't even be argued). For one, it allows one to split enemy forces, results in the enemy leaving certain planets vulnerable, and allows for ease of raiding. In the setup you're requesting, players will simply have to fight through d
I don't agree with the way kharma argues, but I agree with his point. A game where choke points can actually be held is more strategic and in most cases better than one where anyone can run rampant through your empire. The complaint that super weapons become a problem with the better pjis is a problem with the super weapons, not the pjis. Include counter technology to the super weapons, and this won't be an issue.
People always set their sights so low on topics like these. I want a new race in the next patch. In the expansion I want forty new races.
I think it'd be nice to be able to defend choke points, so I don't know that pjis cutting off travel would be too much. I wouldn't mind seeing a system where you need a pji on both ends of the phase lane to cut off travel. If this is too powerful you could balance it by increasing the cost and tactical points of pjis, and/or give them paper thin armor. If that's still too powerful, I'd at the very least like to see pjis cover the entire gravity well.