Kinidian

Kinidian

Joined Member # 2516521
5 Posts 52 Replies 604 Reputation

[quote]After testing this about 6 times last night, capturing the two adjacent systems is almost always a bad idea. For example, if you have:D-V-TH-A-TD=Desert V=Volcano TH=Terran Homeworld A=Asteroid T=Terransurrounding you, then you would likely be better served colonizing the desert planet before the volcano. The "buffer" volcano problem may not actually be much help in your defense depending on the actual location of enemies and pirates. Moreover, it will cost so much to settle that you will

85 Replies 27,561 Views

I think "research" should also make the fleets more effective in supplies higher the level you go. Using set costs would be great instead of %'s , Maybe cooldowns would work too? Like after 5 minutes if you don't have your fleet back up to that supply level it could drop down to the next lower %. Plus being able to SCRAP DIFFERENT UNITS would be great!!!! If Diplomacy worked in this game compared to other games this all could work perfect. During long peace times fleets are usually smaller in

56 Replies 48,795 Views

What I usually do is capture the 2 surrounding star systems FIRST. Then, send scouts out. Like other strat type games you wanna have a perimeter around your home area. After you explore you have a better sense of where you want to colonize to cause bottlenecks while expanding. By the time those scouts get 3 jumps ahead you have a general idea where your going to send your front line fleets.

85 Replies 27,561 Views

Cap ships are ok on firepower. A better hull repair rate and or more armor would be better depending on race. I agree on the level cap should maybe be increased to 15 or 20 with adding in a level 4 of the abilites. The other problem with the current lvling of ships they don't gain really anything with hull points , shields, mitigation overall. They just gain firepower. A lvl 10 cap can be nasty firepower but will still pop like a lvl 1 ship. Most space type games that have ships

17 Replies 30,684 Views

50% should be your infrastructure cost of the upkeep of having in theory all the fuel and supplies for that size of a fleet. he other 50% should be some formula made to figure out x amount for 1 supply. Maybe another idea is to change the planet infrastructure to add in half the logistics supply cost as research and make the classic other 50% towards ship maintance being hardcoded.

56 Replies 48,795 Views

I have spent a good 5 hours creating the general star trek universe. I went by different Star Trek sites gathering Planet names and general areas of interest due to Episodes. A preview of things : At the moment 7 players going up to maybe 9. I have over 110 planets in it with 2 stars to make things simple. It would be kinda silly to pretty much put one star with one planet each overall. The Borg are by themselves with a star over with more planets

3 Replies 8,821 Views