AragFore03

AragFore03

Joined Member # 2517599
6 Posts 22 Replies 8,380 Reputation

Frogboy, I think the challenge is making the content meaningful. The more expansions or micro-expansions you have the greater the risk that the product becomes stale. Not to mention that I think that you as developers may lose some degree of innovation when constantly working on the same product for such a long period of time.

145 Replies 122,012 Views

To follow up on my previous and, it should be noted, hastily written, post about the interface... The overall interface could use a bit of an overhaul. I recall commenting on it during the Beta as well. The look and feel of the icons don't look very sharp and are larger than necessary. There is a lot of information on the main screen. Especially on the left hand side. It would be nice if we could simply hotkey or toggle through different types of information for that section versus havi

23 Replies 23,915 Views

Craig, The interface takes a lot of room on the screen and there is a lot of information. It may simply be a case of my play style over another's that's making me feel this way. The information is good I think the way it's presented is what's mostly annoying. The left bar can eventually become extraordinarily long. I know you can customize what you want pinned on it but there is some information you want quick access to. Also, aLap may have a bit of a point in regards to the way the int

23 Replies 23,915 Views

They do miss. I've seen it. The only thing that I don't believe i've seen miss is lasers. All other weaponry I've seen has missed. Also, don't forget... your target's are mostly stationary. Makes it kind of easy.

4 Replies 3,559 Views

Yeah. Good review. My gripes are: 1. The interface. Still looks clunky to me. 2. Lack of an overall story. Don't get me wrong. I'm not looking for a single player campagin. I want more depth to the overall universe. It would be great if the maps we were given were parts of the overall war that we're playing out. 3. The pirates. Annoying... 4. Customization. We are sorely missing some customization. The game easily becomes who can get the best tech fastest. Ga

23 Replies 23,915 Views

I wish the pirate implementation was a bit... different. I understand all the arguments that have been made so far but still think it's a bit off. It's tiring since pirate attacks are on a clock. Then the bidding war ensues to make sure you're not the one attacked. It just doesn't work for me. Not to mention that you can't alter a relationship with the pirates, or any of the game's empires, in any truly meaningful way ala Gal Civ II.

11 Replies 21,295 Views

I hope I'm missing something on this one but... When i set a rally point for newly constructed ships to go to the first one will always follow instructions. However, once the second ship is built the first ship then leaves the rally point and meets up with one of the nearby fleets around the planet. This is a pain when trying to organize your fleets and requires me to have to micromanage each ship as it's built. Is there a workaround or fix for this? Maybe I'm missing a setting that I c

4 Replies 3,756 Views

Effectively, if I send a fleet out against an enemy I want to make sure of a few things 1) Bombers are protected 2) Capital Ships with limited defenses against fighters are protected I typically hold these units at the back of my lines till I have broken through an enemy's defense. I therefore set up a formation that would support these two goals. Last thing I would want to happen is to see the fleet's formation fall apart as soon as a move order is given or if a squad of f

9 Replies 29,072 Views

One beef I've always had with RTS games is that often I will organize my fleet a certain way but that all goes to hell either when the fleet starts to move OR as soon as we get into battle. There are many times where I will simply want my troops to hold the line. How will formations work in this game if at all?

9 Replies 29,072 Views