Inert

Inert

Joined Member # 2601079
8 Posts 231 Replies 404 Reputation

7. Sometimes ships, when jumping from system to system, jumped in the middle of the gravity well surrounding the sun. I don't know if this is fixed by the "gravity well no-jump" code but I would like to bring it up before the patch is fully released. I do not have access to the screenshot until Sunday night, but I assure you it jumps well inside the gravity well. 8. Ships seem to travel at normal phase jump speeds until after a point, where upon they speed up nearly 500%. Not sure if th

40 Replies 15,711 Views

I actually won the game with the computer as my ally. The alliance lasted nearly 20 - 30 minutes. Shortly thereafter it broke alliance, but I already had fleets set up around its planets.

20 Replies 4,788 Views

Learning curve for economy - a few days. Learning curve for combat - five minutes. Just build everything you can, and find out what everything does. Don't avoid building structures just because you don't know what they do, build them and watch!

3 Replies 13,897 Views

Yet, in order to assume the gameplay can be easily grasp, one must try and make it logical for players, even if in some cases it is clearly wrong. Making strike craft a completely seperate entity that doesn't rely on it's capital ship or hangar makes them, more or less, "costless" frigates with little defense but large attack power.

41 Replies 76,490 Views

5. The hotkey for exiting the menu for building fighters in hangars (and possibly capital ships, too?) is mapped to "t", and even says it is mapped to "t", even though it is in the "g" position. Not sure if this is a bug, but it was confusing for half a second. 6. The turrets on ships do not turn even though the muzzle flashes is not aligned with the turret. Is it because moving turrets are not

40 Replies 15,711 Views

Strike craft are powerful, and if you insist on keeping them in their state, then you must limit them to poor armour and short range. It doesn't fit a logical order to have strike craft right up there with frigates in terms of firepower. Fighters are smaller, naturally they should do less damage. Giving them the chance to freely engage planets outside of their capital ships removes the check on their power.

41 Replies 76,490 Views

You misunderstand. I say there is no possible defense against jump craft when you have about 20+ systems. I say this because it is ridiculous to have to build a defense that spans 20+ systems to avoid a relatively small number of squadrons, give or take, of strikecraft. I acknowledge there exists defenses, but I insist that applying it to a large number of systems is annoying. "Overpowered" is perhaps my perception, but when a squadron of bombers can deal more damage than

41 Replies 76,490 Views

Please keep in mind I am talking about, possibly, about 30 systems in two galaxies. There is no way to have a defense against everything, including jump-capable strikecraft when you own about 20 planets. It's ridiculous to build that much defense (flak frigates, fighters) just to avoid getting hit by 15 squadrons of "jump craft". As you have pointed out, strikecraft are powerful ; nevermind that they are overpowered . 15 squadrons (say, 9 bombers/6 fighters) can obliterate a

41 Replies 76,490 Views

Adding jump capable fighters are not necessary. If your opponent has the exit point of his gravity well covered with a powerful defensive force, Phase Space capable strike craft could go in first. They would punch through the defenses, and force the enemy defenders to pursue...reducing the total enemy firepower covering the exit point. If the enemy doesn't bother to follow your Phase Space strike craft away from the exit point, you can then destroy all vulnera

41 Replies 76,490 Views

Well then I guess it was intentional. I figured there could be a global light set in as the background lightning, but seeing as how I don't understand how different "galaxies" are created (new backgrounds in each galaxy; I assume it's a sphere per galaxy), I can't recommend a way to attach a global light for the background (but I guess Ironclad doesn't intend to anyways). Thanks though.

40 Replies 15,711 Views

Well I guess that was kind of vague; let me show you another example: pretty big picture A planet becomes very obvious because there are lights on the planets when there's little or no light source shining on it. The first picture shows the light source coming from the star, which creates a very normal effect; light coming from infront doesn't shine on the back. But after doing a 180 de

40 Replies 15,711 Views

Yes Wraith. My name was longer at some point but I shortened it. Playing as Som-taaw was a lot more specialized, but I loved playing as the Beast where sheer amounts of units was the way to go. Unless you intended to have a long game, which was where the IAFs came into play. Right now the

35 Replies 10,349 Views

3. The light map is affected by the background instead of the stars. The hull still lights up from the stars' light but not the lightmap. Click for full picture. As you can see, the lights glow (on the bottom), I made sure of this by rotating the batt

40 Replies 15,711 Views

Nice find! This will be helpful later on. Glad you found the solution to your problems too; I had no idea how they made the chrome either. :/

14 Replies 14,769 Views

@momo - should we add a large cannon at some point too? If so, we must include a subversive identity, probably biomechanical in nature. But yeah! That sounds like a more plausible idea: a mobile platform with modular capabilities. That is something a mega ship should be, not a bunch of weapons! I don't think it's possible right now, but it's alawys addable (or so they say).

35 Replies 10,349 Views

There is no strategy involved with building a megaship. Games would become "wait until whoever gets the megaship first", or "my megaship is better than your megaship" and it'd just be megaship vs megaship any time beyond that point. There is too much power around a megaship that it'd be disrupting to the strategic gameplay.

35 Replies 10,349 Views

Your screenshots slightly reduce the pain of not having Sins this year or the multiplayer beta soon! I wish to express my disappointment. However, I also express disappointment in the build so far. It is good to hear you guys are still thinking of new features to add, but I haven't seen any of the [more important] features that were promised yet, either! So your news is met with mix

132 Replies 135,507 Views