Pithlit

Pithlit

Joined Member # 2473694
28 Posts 136 Replies 506 Reputation

Oh and i forgot, this was the best case scenario for the smaller ships: no additional research done! The more researches you do the larger the gap gets between smaller and larger ships as the upgrades do a % bonus to the thing researched and whatever it may be the capship has the staying power to benefit from it much more than many small ships! So the more the game progresses, the more the gap i have pointed out will spread and caps will get more superior (even further by advancing

130 Replies 25,991 Views

There really should be a low-tech solution to take out an capship that is cost effective. There is, although not quite in the early game. Bombers make awesome capital ship killers LRMs are also quite good capital ship killers, they have a pretty hi

130 Replies 25,991 Views

I think the real problem here is that you can only counter capships with other capships for the same price. Of course the max ammount of capships is capped through the crews you have, but that still doesn´t fix the problem that anybody who has a capship advantage usually also has an unfair fighting advantage. There really should be a low-tech solution to take out an capship that is cost effective. It should be risky to pull off (avoidable if you look out for it) but rewarding for the

130 Replies 25,991 Views

I don´t think exploration should be free. It has a price since its a tradeoff of some res for something nifty, sorta like roulette. But now its kinda russian roulette, since the bonus you get from the exploration is not big enough. Keep it at a price so it is a research you want to do, but still make it a gamble.

14 Replies 3,495 Views

I really like the Boni you can get by exploring a planet, but as of currently there is either none or the jackpot (a huge permanent planetary bonus) Why can´t we expand the search function to the whole system and give some more different stuff and also some consolation prizes. Lets collect our ideas for additional things to be found here "Derelict Ship" Everything from a small frigat

14 Replies 3,495 Views

I agree that the current situations with the flagship and the loss of yours in the early/mid game spells simply death. As Flagships are very tough for any non flag and with the 4 cap they cost you can never wage them up with normal ships. I think empire at war did a very good job at this, allowing small bombers to be dedicated capship hunters and that way be a soft counter for that. As it is in almost every space game missiles and torpedoes are better against larger ships than smal

130 Replies 25,991 Views

Well, i have suggested it to an [IC] guy in the lobby already, but i´ll also say it here: People in the lobby playing, hosting or in some other way not availiable should get a tag behind their name automatically, like nick-playing- or nick-afk-

6 Replies 3,273 Views

I really like the idea of these asteorid belts, makes much sense and would be fun to play with. This would also give you intercept spots for enemy fleets ands tuff. I´m all for it! You should make a new topic for this one so it doesn´t get mixed up with the pirate one (its really only a tangent to the pirate issue!

44 Replies 12,787 Views

that would be awesome. Homeworld cataclysm had something like this and it was totally rad

14 Replies 4,380 Views

As many people said they are not really pirates right now, they are mercenaries. Pirates would not start from a single point in the game, they would pop up in the middle of your empire try to capture/destroy something and then vanish into thin space again. Mercs on the other hand are hired fighters and should have every asset they can afford to buy from the black market, not just stealth craft.

44 Replies 12,787 Views

And then there are the people that turn the planet or asteorid into one huge mine by filling it with explosives and the whole system goes BOOM!

34 Replies 6,836 Views

It would also be nice if pirates attacked ANYONE that has bounty on his head if a raid occurs, not just a single empire. But the the size of the fleet he had to face is dependant on the bounty. With the current way its easy to steamroll the enemy by outbidding him and then attack at a second front when the pirates jump him. As you basically got a free fleet, there is not much he can do against it. But if all players would have to deal with the pirates it would stall conflict the

44 Replies 12,787 Views

not alt q either... god i hated that in war3 i think the one i preferred the most was what med2 has, alt tab, right click on the window thingy (somebody please make this make sense) and then hit alt f4 and it would close That is not really a shortcut And why would anyone hit alt F4 in a regular game

12 Replies 4,190 Views

It would be really cool to have this key combination working to quickly terminate the game if wanted, or at least put up a quit prompt at any state of the game. Always ending every window and returning to the main menu to quit is a bit tedious!

12 Replies 4,190 Views

I think it would also be cool for pirates if they would get a capship for their raids in the later part of the game, when they have accumulated enough bounty. Or maybe a capship or two to defend their base. Its ridiculously to overtake their base once you have a medium sized fleet and two caps! They should be a threat through the whole game and not only in the very beginning.

44 Replies 12,787 Views

It would be cool to have an extra build in option to set tech speed: As we current have it there is slow medium fast there should also be a button to set the tech station requirements to high or low, so you could set it on a small map if you like to play a full tech game More power to the people!

18 Replies 11,874 Views

If not inhibitor, what about delayer? Adding like 5 seconds to the jump buildup would give your fleet some time to pummel or close in on the fleeing enemy. You would have the possibility to catch up a little The is alreay a research that decreases jump time, why not make a ship that can increase it for the enemy if activating one of its abilities?

26 Replies 5,943 Views

I wouldn't expect more defensive structures, myself. Better than defenses anyway is to just build more ships (and you can take them elsewhere when they're no longer needed there!). More types of defensive platfroms doesn´t mean that there will be more turtling (as the ammount of tactical points availiable wont increase) Its a good thing to have more types of defensive options so people can make diverse d

57 Replies 12,837 Views

I sort of like this idea, could also work with capital ships, or all ships as well... Ifthere are combat ships in your system much less capital ships, jewels of the empires navy, im sure the system would feel some love lol The problem with making it with ships aswell is (although i would like the idea) that for example fleet supply and such a coupled with the allegiance. That way you could fly to a f

5 Replies 1,986 Views

Mhh, it seems that this idea pops out in pretty much any game at some point ^^ When i was making a huge mod for the spaceRTS Haegemonia (prophecy mod anyone) i had the same idea and also implemented it to test. To cut things short: it can work but you seriously have to revamp the research system: -Techs should no longer cost money, since they already have their own res: time -Techs have to be balanced in their effectiviness -> research time (very hard) -tech should scale

25 Replies 6,290 Views

Having played a nice game through all the tech recently i had an idea: Shouldn´t planetary shield gens positively influence the colonies allegiance behind it? Another 10% would be nice if you invest in this expensive technology. This is only logical in my eyes since the people now feel much more protected by your empire and are thus more loyal to it. Its a very late game tech so it wouldn´t change the midgame, only help the empires in their late bloated form with allegiance

5 Replies 1,986 Views

Wow, this is awesome. With the higher speed settings the game is so much more fun now! I hope they adapt the game to a speed setting about your normal one as a standart setting. On the other hand: I don´t really like the reduced research needs, lets you tech up to fast in small maps without really expanding. Higher tech should be reserved for huge empires not small factions. That (and the higher amount of monies, although cause of the allegiance factor not so much) is t

18 Replies 11,874 Views

Actually sea mines were heavily used for subs, not actually ships And the reason you don´t have airmines is that they can´t float or are easily to spot. Mines only work if the enemy can´t see them and they stay where you put them. In the air this is simple not possible but in pitch black space a black mine with only passive sensors will hardly fail!

34 Replies 6,836 Views

Yes, i had deleted everthing. Now i updated from 0.83.027 to the new 0.83.029 and it works again Whatever you giys did with the exe in this minipatch solved my problem! Thanks a lot

6 Replies 2,287 Views