Did you upgrade the planet infrastructure? Planets are a drain on your income until you upgrade a certain amount of levels.
BlackMage11
It feels like a delay, but I don't think it's the damage being applied late, but rather the damage being applied as soon as the ship fires, as opposed to when the lasers/missiles/rounds reach their target.
[quote]a few smart ones[/quote] [quote]unexceptable[/quote] Oh you.
If you think an 8500 is DX10 capable in any capacity other than the sticker on the box, you're delusional. Vista isn't that bad. I have it on this box that I built two months ago, and I like it much better than XP.
[quote] What's happening here is quite literally partner with someone. Develop a lop sided strategy to stack the odds and find unwitting dupes to be on the the receiving end of it nonsense. [/quote] And here you find the essence of all strategic thought in the history of humanity.
Build orders will always exist. Why? Because given a finite number of options, the best player will pick the most efficient ones.
I'm not sure how it decides them, myself.
That white line represents your longest chain of tradeports. The longer that chain, the bigger the multiplier on all the tradeport income in your empire.
They trade lulz.
Did you correct for shields and mitigation? A level 3 gauss shot at 57% mitigation will only do 456 damage.
I found the first half of Crysis to be very entertaining. The sandbox gameplay was well executed, and the nanosuit gave me options at both a high and low level. It was rather fun playing through the game like Splinter Cell.
The Jack of all trades is Master of none.
EMP Charge the group, Ion the Mothership.
If you are 'rushing' for RA, then you're turtling.
If you catch a fleet that doesn't have sizeable anti-strikecraft, such as several capships (and only certain caps have flak, such as the Kol) or loads of flak frigs, you can clean up. Bombers are excellent.
The devs have confirmed that the AI does not get any flat bonuses to resources or production.
Even if you lose the ships, the logistical infrastructure is still in place and cannot be easily dismantled, which is the idea behind having it as a sequential tree. That being said, there is a problem with large endgame economies being handicapped by fleet logistics.
You betcha.
TEC can get metal from "other sources" through Pervasive Economy.
Multiple victory conditions could also help in MP, so that people don't think it's gg just because they lose their cap early or fall behind economically. More options can level the playing field.
It may not be in your best interests to focus fire, as shield mitigation reduces the effective dps done the more you do.
Remember. On the internet, even the hottest chick can be a dude.
I would like multiple victory conditions. It would help that slippery slope mentality, where if you lose your cap early, or have an inferior economy, you can still compete, as well as give the player more options, which should be a maxim for a game this size.
Easy fix, and something that makes this game an RTS with 4X elements rather than the other way around. Multiple victory conditions. Give the player who doesn't win the first cap skirmish or loses the colony war another way to win.
The majority of a fleet's dps comes from it's supporting frigates and cruisers, not from capital ships. Frigates are cheap, fast and do a lot of damage, especially LRMs. Capital ships are meant to support fleets, do reliable dps to high value targets, and to be large targets to soak up enemy dps while your fleet picks them apart.4