specifically raiding with one or two caps to level up tends to work for me...
thetraviler
... wow... as amusing as this all is... some one really should just delete this thread. Annatar11 & Destraex have the right idea... nuff said On second thought, some could see deletetion as an infringment on free speach, in wich case we should take some responsibility and just stop posting in this thread all together... I think the whole community would be best served that way.
Just for the record. The term "Flag" ship came from the fact that back befor radios ships communicated through a searies of different colored and shaped flags. The commanding ship would spell out its orders to the other ships using these flags strung up from bow to stern across its masts. it wasnt just the ship that carried the "flag" of the commander. though he may very well have had his own special "im a badass commander" flag
how easy is it to controle possition in the z-axis in the map creator? it would be freekin awsome (however unrealistic) if that gas giant were directly above the sun with a connection to both (or all four) dead astroids. then youd have to jump up to the giant and drop down on the sun from above... or slightly off to one side if it was too confusing to controle battles. what do you guys think?
im not... but i am reading. and this idea has deffinitly be talked about befor, especially in conjuction with possibly giving your flag ship some "intimidation" bonus. like if you jumped into a system and saw your enemys FLAGSHIP staring you in the face, you would probably poo your pants... because its their FLAGSHIP!
either way the, pseudo science can be created to explain any game feature we want. So from a game play perspective, what are your thoughts? do you like only haveing a single entry point? it really is the ultimit choke point. however maybe its alittle too ultimit, especially with the increased antimater. I do like the idea of the game board becoming more connected in late game. MAYBE this should be a TEC only tech for late game. Yes they are less advanced. but according to the Lor,
i actually like the idea of jumping to and from a Gas Giant. this would be a nice tach for later on in the game and it will add some nice significance to gas giants. right now they are kinda useless. Nice asthetics but unless your gonna plan a complicated ambush, there is not really a whole lot else they are good for. I say thumbs up!
history is deffinitly cool! that would add some cool character to caps to know all the battles it has engaged in
[quote]The one function that i miss that this game is lacking is the "Guard" command. That would make life so much easier. [/quote] there is kinda a guard command. you select a ship then click on the ship you want it to guard. it will follow this ship around and shoot at anything that attacks it. I love using this command, however it is REALLLLY annoying when you forget to ONLY use the hot keys and accidentally manually select a group of ships either with my mouse or clicking on the
yeah... it deffinitly looks good, but like said. It seems rather then having to fight through all a players worlds to get to the "heart" of his empire, you kinda run right into his empires cap. with all his other planets protected behind his most valued planet. but then maybe that was the idea I look forwerd to an interesting game! good work
[quote]One suggestion -- which I believe they took -- is consistent tactical grids. I. e. instead of having the grids spaced X% apart, they'd be spaced Y units apart and have more/less squares with the size of the grav well.[/quote] well if this is true, and i hope im wrong, then its very decieving in the latest beta. It sure looks to be, because i play with tac. grids on, that a star has MUCH bigger squars then a planet or astroid belt.
i cast my vote for a tabellaric screen of such! i really like the idea!
[quote]Well I suppose you could make the Gwell for some anomalies smaller, its a matter of taste though, I personally think they are fine the way they are. Though I would personally love irregular and oblong shaped Gwells for various asteroid fields, comibined with jump points, it could make a very interesting battle arena. Too advanced a feature for this late in development though.[/quote] yes, but this has been talked about since at least beta 2... if not earlyer.<br
[quote]Actually, the current setup "makes sense" -- a facility designed to build smaller ships wouldn't even fit a capship in it... and think of all the wasted space if you used a capship builder to make a frigate.[/quote] well if they were really this advanced, then with in the same structure they would have facilities for building both. say a massive Cap ship building bay and a smaller frigate bay on the side. Im not saying they should implement such a thing, but it [I]would[/I] wor
well you know technically the astroids around those planets ARE moons. a moon like ours is increadibly rare. infact those astroids are more like real moons then ours is. Ive herd several conversations among profesors and grad students here in the Astro-physics deparment (were i study and research) of actually renaming the Earth-moon system as a Binary planet system ranther then planet-satalite. Simply because its so increadibly unlike any other planet-satalite system weve seen or that our th
im curious to know how the prices are set exactly. i dont want to criticize the "black market" with out understanding it... but i do have some beefs that id like to voice. can any one explain it to me, or point me towards a past thread that already did.
[quote] I have a good Idea I think... Lets say a basic asteroid produces at a rate of 10... have this eventually run down to say 5, but it stops there and is inifinte... This way you have an infinite resource collection, but your economy does peak, decline, and then stabilize, it would make the refinery more useful, and reduce the spamming a bit, but without dropping the infinite potential. [/quote] why hasnt any one replied to this idea. i thi
oh and also, another aesthetic thing. if any of you have played with the tactical grid "on" youll see that the grid spacings are different for planets/asteroids/stars. Right now it seems the squares around a star are much larger then around an asteroid or planet. this is an easy tweak to make the size scales seem more realistic. make the grid around a star seem vast compared to an asteroid field. right now it seems as though they have the same X by Y numbers for all grave wells rather then
im all for anything that gets moons in game. though i suspect something along these lines is already in the making for the final release.
A simple idea to make the scale seem more space like: Make the atmospheres on planets smaller. if you shrink the visible atmosphere to maybe half its height right now it would make the planets seem bigger. its simple aesthetics i know. but think about it, our atmosphere is only about 10 miles high... while the earth is roughly 16,000 miles in diameter. just a though, and i know its a game. what do you think?
very nice... its exciting to know how vast the modding capability of this game is
**jumps around dancing with hands waiving in the air like a compleate lunitic** I want febuary here NOW!
[quote]I just went through the list, there are actually a few new TEC things. But the one Craig is talking about is the coolest one [/quote]
one of my most favorate things about Rise of Nations was the Co-op mode. i cant tell you how many hours me and my friends spent in lan parties 4 of us playing two teams. it really is a GREAT addition to games that arent scrictly RTS. when you have an economy to worry about it makes the game SOO much more enjoyable. This game is on a scale that simply demands it. I realize it most likely wont make it into the original release. but i do hope and strongly urge the devs to implement it later.