Also I noticed that the main lobby sees all the conversations from games that are being setup. Not sure if that was intended or not. I guess it is nice talking to the guys in the lobby while you wait to get your game going. That's a makeshift work around to make recruitment for games easier until a more advanced interface has been made.
Vandenburg
'Shield Mitigation' seems to wipe out any High Tech advantage?? Is there a real affect. Quite the other way. Because of shield mitigation, the shield techs are very powerful. I didn't do much research in this game (partially because I had to feed my AI ally a lot of money and resources), but in the next game I did a military research strat to show the viability (LRM's backed by Hoshiko and Cielos with a small harassmen
Battle Cruiser.... A capital ship is already called Battle Cruiser.
Because that is the real question of this, will the Kol use its beams offensively if the enemy unit is in the weapons range but not in their targeting arc..? Of course not. Every weapon is only used when an enemy is in firing range and in the 180° firing arc of that weapon (but then it's used always.) Or do I understand your question wrong?
Destroyers would be a combat orientated ship. It would basically be slightly larger than Cobalt frigates, but 2-3X more powerful (firepower & armor) and 2-3X more expensive. Cobalt Light Frigate: MaxHullPoints 600.000000 MaxShieldPoints 350.000000 HullPointRestoreRate 1.000000 ShieldPointRestoreRate 1.000000 BaseArmorPoints 2.000000 9.5 dps Kodiac Heavy Cruiser: MaxHullPoints 1050.000000 MaxShieldPoi
in multiplayer allow players to share technoligies, teams can collaborate on researching and sharing or even selling techs. also trading and selling of planets as well & ships, so one could consintrate on using tech slots for reasearch while another devotes itself to being aboe to build lots and lots of ships very fast and sell then or give them to team mates or to others... like the old lend lease program between the USA and Britian in 38-42 Wouldn't wo
I think an in-system fog of war would make sensors like this viable. Not going to happen. The grav wells are much too small for this.
Easiest case in point: capital ships. Vastly overpowered to every other non capital in the game, but it's not their pure resource cost (except in small/early games) that makes them balanced, it's the 40 fleet supplies per ship (and to a smaller degree the need for research stations). Nah, what makes capital ships a bit balanced (they aren't actually balanced though, a high lvl capital ship is overpowered) is the need for crew research and it's hig
Ok, I've tested it with the Kol Battleship. Jumped in to a grav well, gave an attack command for a pirate ship which was quite far away. While flying towards it it attacked every pirate that came within weapons range with all weapons including the beam.
From my experience, kryo is correct, if you tell the Kol to attack a specific target, it will turn to it and hit it with the beams, it will not use the beams on any other target while turning. I've never seen it behave differently. Hmm... that would be quite strange. Need to test it later then. I really thought it would still fire at targets which are in the front. <img src="http://images.stardock.com/gc2/T_DL/smiles/Hmm.gif" border=0 align="a
hangars already let you hit things as soon as they come into the system that is simply not an issue as long as the dammage is relatively medium to weak IE fighter scale. Bomber damage can be quite high. But the reason why this is ok with fighters/bombers is because you can blow them up easily with flaks. So you can remove that threat pretty fast. To destroy the missile turrets you would probably have to fight yourself through lots of gauss cannons (and p
Or you could rename the current cruisers 'destroyers' But to balance them, they should be less powerful. The current 4 cruisers are: - a heavier version of the light frigate - a light carrier - a repair ship (with an (imho) useless combat ability) - a shield refiller (with an (imho) useless targeting ability) How do you want to make them weaker? Remove the one squadron from the carrier? D
Well, my forum avatar is the eye of a turtle, so, no, I don't dislike turtles. But I really dislike turtling in games. There's a simple reason for my opinion. If turtling is impossible in a game, playing against turtlers is boring. If turtling is possible in a game, it's very likely that the defenses are just imba. Turtling as defined as: staying in ones starting area (or at least not moving around much, thus giving the enemy map control) and building up mainly defense
It does, but AFAIK a Kol will only use its beams on the primary target, so it'll keep on turning until it can get a firing solution. Nah. Every ship will use every weapon on every enemy as long as something is in range. It's just that the primary target has the highest priority and that the ship will turn to face it (or turn for a broadside).
The AI is "wasting" resources by using Cobalts as scouts, then not using their superior combat abilities when appropriate (e. g. its scouting, finds a world with a trade post and no defenses and doesn't engage trade ships or trade post, just continues on its way). It's even using flaks as scouts. The is now not wasting it's ships on defenses anymore. I
Where would ships drop out of phase space when arriving? Either in the middle of the light blue area when not specified by the player or if set by the player inside the 45° zone outside the grav well. Ie. a player could choose ships to jump in (and out) anywhere inside the the light blue area.
I want to know what it does too. It gives more and specified information about stuff. At least that's what we were told.
more importantly Kryo... People LIKE defenses. People love to make fortresses; catering to that isn't a bad thing. So we should change the game to turtle heaven.
The pirate's Cutthroat uses the wrong model. Picture and icon is from a pirate LRM, but the model's a pirate siege frigate.
maybe one beam, with a much tighter arc, Not possible, since all firing arcs are 180°. in combat, I would think one of these backed up by a Dunov of say Level 2, should be able to barely scrape by/kill a Kol level 1 A lvl 2 Dunov can already kill a lvl 1 Kol... The abilities i have in mind would be a 'anti missile' missile system or pin-point laser, that would signific
You won't get it. The old inhibitors were changed because they made "deathtraps". (Even though you could scout, thus making those traps traps no more.) You're jump inhibitor ship would be even worse, making a possible deathtrap in every area. (Even though you limit it to one only, it's enough since it would make fleeing impossible from the enemy.) Giving it strong shields would make it even more imba, since you would then get a sure kill at weaker fleets.
For those who are interested in the changes and don't want to look them up themselves: [code="xml"] gameSpeedData taxIncomeGameSpeedScalar:Slow 0.0 taxIncomeGameSpeedScalar:Normal 0.0 taxIncomeGameSpeedScalar:Fast 0.20 resourceIncomeGameSpeedScalar:Slow 0.0 resourceIncomeGameSpeedScalar:Normal 0.0 resourceIncomeGameSpeedScalar:Fast 0.0 researchRateGameSpeedScalar:Slow 0.0 researchRateGameSpeedScalar:Normal 0.0 researchRateGameS
That sort of info should really be on the infocard. Agree wholeheartedly. Much more infos need to be on the info card and on the pop ups.
I hate to disagree, but capships do frequently escape if only because of the ability to jump out while other ships are firing -- combined with high HP, that means they tend to get a nice little lead once in the next grav well. Its not much, but given the paucity of neutral systems... I should have been a bit more precise. What I meant was more like this: If you're in a fight and see that you're loosing, it's very hard to retreat with your c
Change log updated. Patch due out sometime today. Oh nice. I suppose Blair can then finally go to sleep, eh? Ships no longe