No no, I do agree that 40 frigates can destroy capital ships, but I don't agree that 40 frigates will still be 40 frigates after they clear out a system. Capital ships stay relatively intact.
Inert
No dead planets. That's just cruel. Unless we're talking about Vasari. Then that's okay.
If you have giant warships and nobody piloting them then you have a serious problem. I don't think fleet capacity should be upgradable (it should depend on your total population), but they are better then none. Now people can't build 400 Kodiak's (like I did). It just raped everything; platforms, hangars, capital ships, whole systems in under a minute. Then I send 10 siege frigates to wipe out the planet. And expansion is an important part of the game. That's the whole point of t
What level were your capital ships?
I'm talking about the TEC having access to railguns before lasers guys. Lasers have some utility functions (cutting up asteroids, pointing), while a cannon... well... I guess we can launch people out of them? There's no use for a cannon outside of war, which would explain why autocannons are so rare.
But I mean, there'll be one icon for the Arcova (scouts), Cobalt (attack), Garda (anti-air), Protev (colony), and Krosev (or whatever, siege). For TEC frigates alone.
Now that's more interesting; abondoning a colony. I could find a use for that.
Lasers for cutting stuff up. What good is a cannon?
Yes I spend most of the time zoomed out. But when I know everything is okay and I'm just waiting for a battle to finish, I zoom in really close and watch everything blow up. It's quite satisfying.
I think pirates are getting a little mixed up as mercenaries here... I want them pillaging my tradeships and unguarded planets (running at the slightest trouble).
That looks easier on the eyes but Sins has so many different functions for so many ships I don't know if we have enough shapes (or if it'll be practical). All I see are squares, circles and triangles, but in Sins we might have to crack out the dodecahedron.
I don't see a point really. If I was the other guy I'd run in with my fleet while he's distracted with the pirates, not demand a planet. I already have enough resources, that's why I'm winning! You'd have to list some more usefulnesses.
I'm kind of disappointed in the amount of logistic support we get too. I've gone through a period in my game where I've had no construction capabilities in favor of trade ports and refineries! Talk about regression.
I get depressed everytime I find a dead asteroid system (because I love colonizing asteroid systems, but don't realize it's dead until I killed everything around it). I always thought that dead asteroid systems held artifacts, which were the main reason I colonized them. Some planets have them as well... so now I just leave them empty. I might colonize them if I feel like it. There certainly shouldn't be any pirates around them, that's for sure! Having a nebula vein ru
Mx, repeating what you said does not help, espcially for those who have not played Supreme Commander. Perhaps you can provide a screenshot or an example of how they did it in Supreme Commander? Because I have no idea what you're talking about.
Make it bigger.
Some of the ships such as the Arcova and the Akkan look excellent (somewhat ugly, but excellent in that they keep to the lore). The Arcova probably hadn't changed much in terms of pre-war status; it was probably a scout ship designed to track minerals and resources. It has a fragile look and is barely armed, which is nice. The Akkan looks more like a luxury liner that ferried passengers to and from planets. The guns are not too obvious on the ship, and at a distance it doesn't look like it could
Technical Problems 1. When one uses Embargo on a planet, and hovers the mouse over the planet to see the info card, the Embargo text is cut off . On the other hand, if one clicks on the planet itself, the Embargo text is properly displayed. Gameplay Whining Problem: Frigates and cruisers are very weak. Cruisers are nearly identical to frigates in terms of health and armor. Suggestion: -Increase healt
Sorry for double post. Inquiries (not problems per se) 1. Structures are capable of being destroyed at 0%. Is there a way to make them invincible or queue them up without making them destroyable? It's kind of annoying when I'm queueing up a bunch of platforms only to have them mowed down before any frigate got to them. 2. Tier restrictions were removed (now it only depends on the number of research stations). If this is the case, then it would be ridiculously easy to t
I'm sure that'll be helpful Angros. I made this one a while back because the gameplay feedback thread gets so clogged up with random replies that sometimes things might get overlooked.
Beta 2 - Technical problems 1. The planet upgrade's exit button hotkey is set to A ; it should be set to G . 2. The planet upgrade's upgrade ship capacity hotkey is set to A ; it should be set to R . 3. Ships still shoot through asteroids. 4. I think missiles (from missile frigat
I would like to bring this up again. Since time is drawing near. Remember Beta 1'ers, you have to uninstall it completely before you install Beta 2!
He means applying a multiplier to a certain aspect (such as research, or build time). So, if you wanted a slow game, you'd keep it the way it is. If you wanted a fast game, you'd set research to x5, production to x3, resource collection x10, etc. That would be an interesting option, but we've yet to see how they handle multiplayer so I can't really say much.
90 degree method sounds good and logical.
9. Saving over your game causes the game recording to break up into parts (I think) instead of being one continuous file. 10. At the end of the video recording, the game locks up.