Why? Development time is a resource, a very very valuable one. Why spend time making a campaign when you can improve the core gameplay? I think the game is more designed for multiplayer.
Demonic Spoon
As said before, you simply need a defense fleet. I wouldn't be opposed to PJIs being more effective, but the core issue is you sent -everything- out and are complaining that you had nothing left to defend. Siege frigs aren't so strong that they can wipe planets before you can respond, especially if you have a small defense fleet.
1) We don't need any stupid artificial limits. Mixed fleets should be a good idea because the units' abilities synergize well. 2) I'm not really sure this is a huge issue. Every ship can be countered, every ship has a weakness. Maybe LRMs need to be higher on the tech tree, I don't know..but "Ship spamming" is something that can be solved with good ship balance. LRM spam is really nothing. A fleet of light frigates in front of some carriers with fighters + a capship in support
Will probably work fine.
[quote]all the influence/culture tech is near worthless (except for actually getting the broadcast centers to start with) [/quote] Nope. It means you culture spreads further, faster (Increasing allegiance, decreasing that of your enemy's). IT also gives you a bonus when you're fighting in your culture.
Alrighty. I noticed many players completely forego light frigates in the later stages of the game. Light Frigs are dirt cheap (No crystal cost!), do good damage for their cost against most targets, and have awesome special abilities. The Advent light frig drains the antimatter from enemy ships and hands it over to your own ships-awesome beyond belief. Heavy cruisers are powerful. Very, very hard to kill with general ships, due to their Very Heavy armor type. However, LRM ships
1) Fairly slow, but nothing too bad. Games will take a few hours, but they're very exciting. 2) Multiplayer all the way (The AI sucks). MP Games are epic. MP games can take hours, though, so it's best to meet some people, exchange contact info, and play so you can save and pick it up later, etc 3) There isn't too much in the way of tactics (there is some though) as the game is overwhelmingly strategic. However, this doesn't mean it's simple. It doesn't mean you just ru
[quote] So if you fire 50 damage worth at a ship with 10% shield mitigation it will take 45 damage. it has nothing to do with how many ships are firing at it.[/quote] Not true. Shield mitigation changes based on how many enemies are shooting at it.
I don't see the issue. I played against an LRM spammer and used just a Radiant battleship backed by disciples and drone carriers. With about 6 groups of fighters, a massive LRM spam (that outnumbered me, by the way) was thoroughly trounced.,
Keep in mind folks that developer time is a resource. Every thing you add into a game has a cost. Yeah, they could have added a campaign, but it would have meant one of a couple things 1) They don't have as much time to polish and perfect the MP game or worse, they make concessions on MP/skirmish gameplay for the sake of the campaign. 2) They spend a lot of extra time on the game. They lose money, 4x Games and Stardock are less able to fund their next game. <b
I read on these forums that shield mitigation was designed to discourage focus fire. I'd like some confirmation. What I read is that the more you fire on them, the faster their shield mitigation goes up. This means that focusfiring all on one enemy results in massive shield mitigation, whereas spreading out your fire results in very little. Can anyone confirm/deny this?
Or, OR... YOu could Wait for it. Waaait for it... Stop using capships as your whole force and support them.
[quote] thing is ... you couldn't "just as easily" build a harassment fleet yourself at that price. not for 2000 credits and not to mention it costs credits + resources to build attack ships. my last game on a 1000 cred bounty i won i spotted the pirate raid that was sent against the AI. i counted approx 12 ships. imagine 12 attack ships for 1000 creds that is crazy mathematics and imbalanced. [/quote] And yet if you make your own ships, you can prioritize targets better, a
I put up two broadcast centers and it was only raised 10%.. I thought it was 10% each? And how do you use culture if he doesn't have any planets adjacent to you?
Alrighty. I read in the other forum that fighters get a damage bonus against LRMs. Is there any place in the manual or online that states which units are good against which?
Isn't that your Allegiance stat?
Alright... So the Advent fighters/bombers are better than the other races? That's good, Ilove using them. How does culture work? Do you just build it in one system and watch it expand? What if there are nothing but uncolonizable nebulas and stuff between your and his planets?
Alright, I picked up SoSE , did the tutorials, etc...and I have a few questions. a) Why is it that it seems like my capital is the only planet that ever shores out a decent amount of resources? I can't seem to get any other planets to give somewhat close to the amount of credits...even if I upgrade my other planets, they're giving like maybe +1 or +2 credits/second compared to +12 or so on my capital. Hell, even the metal/crystal mines seem to be more lucrative. b) how importan
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