can I just say that the biggest annoyance atm , is that if you have fighters in your battle , bandboxing big ships to attack bigships becomes cumbersome because you will accidently select some of the fighters , and they will start attacking bigships. Offcourse rapid clicking can solve this. Id rather not resort to that.
P5y
so should we make a hugh community mappack? all maps - one place - one installer?? easier then downloading one at a time and unzippin My map editor is out in 2 days. - Full grid graphics - Full auto-compile to .galaxy
Ill make a separate thread on my editor just to show what it can do
maybe there needs to be some sort of AI code whereby they get more aggressive against you if their worlds are being culturised
Im kinda not too sure about the randomisation of planets on some fixed scenario maps. A map like Kharak Cross , has the 3 planets near the sun randomised between Artic/Volcano/Terran/Desert . I think this is okay because whatever the planets are , its still fair for all 4 players as they are equally contested. However there are some fixed scenario maps where the randomised planet is just going to be colonised by one team , so its unfair if one team gets a terran on one and the
Just wondering how many UK/Euro players we have , I was thinking of arranging games more suited to GMT time so I dont have to play past midnight.
Having an AI next to you in a FFA is a hugh bonus. To me ,killing the AI is good cap expierence
I chuckled... Luckily I spotted who was posting it
If you have too much time and you are bored perhaps you should ask for more strategic content to fill it up instead of wanting faster action. Agreed and here is an idea... There should be an additional resource called Science Points or something similar which represents the scientific resources of your empire. Science points are generated per tick like credits and are generated by research stations. The more stations you have , the mor
Am I the only one who thinks this topic thread which is very important to gameplay ,is drifting towards something completely irrelevant?
Bombers are awesome as they are. Overpowered bombers , because fighters can counter them. Its good balance! Wow, stationary bombers would rock. They would effectively be missile platforms. I do hope by the time of the final release, Ironclad makes the bomber missiles actually smaller than the bombers themselves. Hey, does anybody else find the bombers still a tiny bit overpowered? Maybe faster fighters would balance things out. I t
Whether or not Caps are too easy to get, decisions should not be made until we are playing multiplayer. Play against a skilled human opponent on a small viable multiplayer map* , and then ask yourself if the Cap ships are still as easy to get. In Supcom forexample , its easy vs AI to get experimentals out. I would therefore say it might be too easy. However play a human opponent and id probably think its alot harder to get. Some people however will only play
Credit ,Metal and Crystals , what is the strategic importance of each. Lets say you have good crystal production but not very good metal production , what can you gear your building strategy towards which favors higher metal use? Stuff like that. Bear in mind that using the blackmarket to exchange should(?) be less appealing then just spending your stuff appropriately. Atm , im only noticing a few things - Cobalts dont cost Crystals - Research Stations cost quite a bit of crysta
Bombers Bug Bombers set to fire within weapons range , sometimes can sit still and fire on a target which makes it more effective. Guass Platform Icons Guass Icons are too big imo , theres alot of cluttering when you put them together.
[quote] A moving target in space is no harder to hit without sudden, erratic movement. That movement would put it at risk of hitting other friendly vessels, their fire, or even space debris. Missiles, lasers, are impossible to miss with in space without the intervention of countermeasures. Kinetic weapons move too fast to miss unless you had poor aim to begin with. Like they wouldn't have computer assisted aim. If a star destroyer can shoot lasers at a co
I wonder how save games will work.. If you could savegame to an online server ,that would be even sweeter
One thing ive thought about in regards to fleet movement especially the cobalt is to increase the number of weapon ports on the cobalt to about 9 turreted guns , rather then 2 frontal weapons. And then code it that only 3 will fire at any one time. This means that it has an almost 360 deg angle of attack , much like the flak , but because only 3 guns will fire at any one time this eliminates the problem of units finding the optimum firing position or the actual player complaining that t
P5y, that is some very cool work! Do you have experience in map design? We'll try those out internally and see how they work out. Who knows, a couple of them might form the basis of some beta 3 multiplayer test maps... Thanks! <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" bord
These are some designs ive been thinking off for maps in Soase 2v2 short-games. I like to give a bit of a variation with some fast maps , some slow maps etc and all the maps have a distinct flavour and approach. Some require more teamwork then others , some require to take advantage to the shape of the map. All maps should last about 1 hour - 2 hours so can be completed in a single session. Hopefully IC will release a mapmaker ,otherwise they can nick my ideas if they want... Deso
Yea , I noticed that too. But imo , both models look really slick and both could pass as Fighters. People are always expecting bombers to be ugly looking bulky shapes ( blame freespace ).
In the "long games" ie 5-10 solar systems in multiplayer , there could be a game mode like "relic hunter" Although I hanvent thought about the specific details , the game would revolve around each solar system containing a Relic. And players have two choices to win , they can just eliminate all opponents or they can collect all the relics. A 9 solar system map would have 9 relics all together.
Currently Id rate the game 6/10 .Offcourse this is now , and later it will be improved to around about 8-10ish... . + Gameplay Mechanics + Interface and Controls + Fun Factor + Scale + Music + Voice Overs - Combat Sound Effects - Combat Visuals - Combat Dynamics - Automation AI - vs Player AI - Research Tree - Resource System - No Story
The OP has kinda hit on something that I bet is driving the devs crazy. maybe some are thinking..crap we should have just named this game rts , and some are like noo 4x we promised 4x elements! as well as both GC games you can colinize only 10 planets and then sit there and research. Can't do that in this game, that is for sure, at least now as it is. I too , have tried the roleplaying role of controlling only a modest amount of planets, being h
lol he said grammer