This thread is interesting and fun, but unrealistic. Im not trying to burst any ones bubbles but i will bring some science to the discussion. I study astrophysics at the University of California, Irvine. So I know alot about this, And as a personal position, i would LOVE for humanity to go beyond our solar system and colonize other worlds... but... [quote]lord draco, Although einstien was one of the smartest men ever to of lived he could not accurately predict anything about space tr
thetraviler
[quote]it would be better if OP would remove the Official part, as this initiative is not by the developer nor the publisher[/quote] very true
I appologize if this has already been gone over somewhere but in my searches and in the intro guide it didnt say. and i cant figure it out on my own. How do you put specific planetary bonuses on a specific planet in Galaxy Forge. I see how to set a general probability of there being bonuses in the system as a whole. But not specific ones. I want to make a cirtain planet have a smaller mass for a smaller grav well. Or a different one have reallly high tra
The Birth of the Federation ships for each faction are as follows: Federation: Oberth Class Miranda Class Constellation Class Defiant Class Galaxy-X Class Galaxy Class Ambassador Class Nebula Class Sovereign Class Edward Class London Class Klingons: B'rel Class Scout May'Duj Class Destroyer K'T'Inga Class Cruiser K'Vort Class Cruiser Negh'Var Class Strike Cruiser Vor'Cha Class Battleship Ll'wl
Oh and BTW. Birth of the Federation would be an EXCELENT resoures. I bought it back when if first came out. And recently torrented it again to play it some more. Its easily available if you search isohunt. If start a game with a specific faction, then left click and go to the science screen, then select the data base button. It will have a place that lists ALL the ships that that faction can get with shilds and armorment details. I can check when i get home just wich classes each faction
I deffinitly like the idea of have the same ships surving different perposes. My only concern would be recognizing them as different when playing. I wouldnt wanna select a carrier thinking its a heavy cruiser and accidentally get it blown to bits. In general though i think its a GREAT idea. However, i think the galaxy class is best left as strictly a capital. Since the Fed has way to many ships i think as many as possible should be used. But with the other factions making different version
Maybe i just wasnt using them right but flak frigs never seemed to work right for me. According this this they were over powered, i always thought they were underpowered and a bit useless so i just gave up on them. I would have like 10+ flaks with my fleets and would still get them torn apart by strike craft so i just put the ephasis on building more fighters rather then flaks...? if this is wrong, what was i doing incorrectly?
essentially thats exactly what they are. But i would like to see a STARBASE personally... But i guess that totally goes to what your deffinition of outpost is. I personally consider an outpost to be a small starbase. others may disagree freely ;-)
where do you go to school? and what are you studying?
I agree that there is the possibility of spamming now. Iv never been a big fan of having rediculous amounts of fighter in a battle. I tend to agree with the star trek idial that in space the bigger your ship the more room you have for shields and weapons. Small craft are simply not as usefull as big ships. BUTTT this game is set up differently and this all kinda worries me... As far as the HCs having flak guns... absolutely not. The only real counter you have right now for them is s
haha MCVs nice... man, i miss the good old days
ok so my idea isnt exactly on this particular topic, but its my oppinion on how to implement the outpost idea...
First, i thought somewhere in those 700+ posts on the star trek thread was talk of making out posts and starbases both options to build around planets. An out post would have some combination of maybe a research station and a fighter bay with 1 squad or maybe a trad post instead of a civ research. It would take both some logistics and tactical slots and would be able to defend its immediate area with its weapons. A starbase would be MUCH bigger, have probably a civ, a military, and a trade po
I realize there is alot of other stuff the caps do, but im just worried that being able to get the extra squads from a cruiser will make it less economical to use sovas. They are huge and take ALOT of command points. BUT ive been around for long enough to trust ICs judgment. I just hope they dont screw up the balance with having that many fighters. I really am looking forward to seeing what they got for us.
haha well he may have but i havent :-P however im not gonna lie. I got about 3 weeks untill i leave for New Zealand for 2 months. So while id LOVE to get some gaming in with a new clan between now and then, i will be completely DEAD while Im down there. They are all still on dial up down there... kinda sucks for keeping in touch ;-)
... will the carrier capital ships get more squads? this just seems unfair to them. Kinda makes the sova a lot less important? which is sad because its one of my favorate ships in the game...
I too am looking to start playing again, i have been playing since the begining of beta 2 and was a part of the Space Ponies. I stopped playing for a while, but now that 1.1 is comming out i want to start again. If some one is looking for an experienced (though some what busy) player... let me know.
"-Carrier frigates rebalanced to have 2-3 squadrons and be relatively less expensive per squadron." -from change 1.1 beta change log First question, are Carrier Frigates referring to the Carrier Support Cruisers? If so, did they just become more valuable then the Carrier Capital Ships? It says they are rebalanced so i trust IC to have balanced this some how. But it seems a bit intense to have those ships have 2-3 squadrons. If this is not referring to the
very interesting indeed :CONGRAT:
i read that its in the works some time after 1.04 but thats about it. I got the impression that there would not be a 1.05 instead it would be 1.1 but that was a while ago, before the demo was even out. so i dont know what they are thinking now.
i think i recall something being said about derelicts being considered. I dont know if it is actually planned or not. But i know it is an idea that is at least on the dev's drawing boards.
Damnit, not my kidney!
I think the killer thing really is that even with a level 1 embargo you can still steal all 100% of his income given enough time. It just keeps casting on top of itself. I think if they made it so level 1 could only grab 40% and level 2 only say 70% and it would take a level 3 to get all 100% that would help ALOT. its just not fair for a level 1 capital ship with only one upgrade to embargo to be able to sit and steal that much income. Just a thought.
bump... what?!? where?!? i felt no bump ;-)
[quote]Please for the next games, do some beta testing. Just a little is enough.[/quote] Obviously you dont really know what your talking about... Many of us on this forum have been a part of ICs EXTENSIVE, year long, open, beta process. im not saying i like the way things are. I personally cant host either, wich sucks. But do alittle research befor making a smart ass comment that makes your whole post look un-credible...