[quote] There's no way to reasonably balance the game in such a way that one player can stand up to, let alone win against, two other players who are as competent as he is (or nearly so). the idea is that with double the resources he should be able to counter two players, or at the very least, slow their counters. something obviously impossible when you're outnumbered 2/1 *puts his hands to his temples* ahm.... ahm..
Advalary
[quote] Well, with zoom to cursor the camera focuses on the mouse pointer - if it's a ship, then it's a ship, otherwise it's just a point in space. With zoom to cursor off, it stays focused, you can't zoom out and zoom to mouse pointer. [/quote] Or if it's another star in the very distant distance, that cool battle you were just watching gets left behind in the dust, that's why I turned off zoom to cursor, it kept zooming in on very dist
I haven't seen this one before, but I have seen several others. One, with a fleet, the jump as group doesn't work well, you still get piece meal, but they all wait until they are grouped together before they start jumping, so it isn't as bad as it would be without jump as group (what I mean is that they will all leave the grav well, but not all of them are in a position to charge for a jump before other ships start charging and jumping). Another is simply auto-fleet doesn't a
Same here, I don't even bother with it. I quit my old game and started a new one with locked teams, diplo is a joke right now.
Makes no sense. As it has been stated before, once you researched it, you've researched it. That's like saying because I don't know how a gun works I can't shoot it. Completely irrational, while I understand from a gameplay point of view, it takes so long to research that far up the tree's, by the time they have all of one type researched, they will be so lacking in the other department I doubt they will actually be a threat.
Yeah, diplomacy has issues. Most notably the one where you finally finished a mission to get you 30% approval and his scout shows up in your most heavily defended system, poof, all that work gone with one scout... Can't say I care about what AI buddys with what AI, but most of your other points are quite valid, imo.
It is not efficient to have too many refineries, what that number would be I don't know. I have no idea about tradeports, and that TEC bug has been around for a long time now I believe, since the beta.
My dad did too. Called it the ultimate weapon the enema.
Was he the TEC? If he was, he probably built the novalith canon, and just blasted your planet from afar.
[quote] Dude, that was one of the most clueless posts I've ever seen. How does a huge spaceship dodge incoming fire? with bursts of propulsion, duh You do realise how tiny any projectile would be in comparison to SPACE, right? and how that even if a ship uses the mildest of random propulsion, [B]no aimed, non tracki
Definately firewall. I had this same problem a while back with the beta, what I had to do was allow my brothers ip access to my pc.
Yeah, wait for the computer to give you a mission, you complete it, increase your relations with them, only to have them send a scout to your planet which your ships auto kill without telling you and it drops back to 0. I'll stick to locked teams from now on.
Though it would appear they were wrong on that. I don't trust previews, they tend to hype stuff up too much and release speculation as fact.
[quote] What is relevant is that all the new people who are just preordering/buying the game have their own thoughts and ideas of "Hey, this would really cool", and they don't know what's been talked about in the many months of beta testing or not. [/quote] Well that's two posts now in this thread saying "I know it was shot down before, but maybe making another post will change their minds" including the op. [qu
Not really...
I've trusted IC/SD up to this point, so I'll trust kermit jr here and take his word that final release is more fun, but he proved schod and my point when he said beta 4 and release is THAT different. We now have no idea what the release will be like because the dynamic duo keeps all this info from it's beta testers, people who paid to have a say in the game they already bought. I can only think of a handful of gameplay mechanics that we had a say in, and it sounds like many gameplay mechanics
I agree with schod for once. To all of those of you saying that a solid cap makes for more strategy, tell me this, if I am twice the size of you, how does having the same number of ships as you give any more strategy. It downright punishes me for expanding because now I can't defend nearly as well as you can, much less attack as well. Now everyone will find the magic empire size where attacking, defending and mining are all in perfect balance and a game will never end, and games on large map
That's exactly why I'm excited for this game to be released Craig. I wanted that for GCII but the devs said no, even if we didn't ask for it to be balanced for multiplayer, they still said no multiplayer whatsoever (aside from that cheat that doesn't really do much). So looking forward to this, also have my eye on Lost Empire: Immortals, looks like an interesting MOO like game.
I would think that the size (in terms of targeting) and mass (in terms of inertia) would make evasive maneuvers for most if not all of the non-fighter ships in this game impractical.
And I wouldn't look too much into the lore on this site, it's misleading about the play styles (at least as far as the vasari are concerned) and almost, if not already, a year old now.
I could care less if it was in campaign format, but you can't say some ancient alien race is running from something big and scary and then we never find out what it is, which is what this is looking like.
When it's too late to discover any serious balance issues before the final release. Like I said, I have hope, I just hope I'm not let down.
I do find this disturbing. It's not necessarily putting me off, but like schem, I do worry about diplo issues, fleet formations issues, advent balancing issues etc, but I do have faith in SD, and since SD is siding with IC, I have faith in IC, i just hope it isn't ill placed.
I think we should be able to know which slot goes where in relation to starting positions on the setup screen.
That would a very useful function p5yy. Another one I would like to see is being able to select everything other than fighters and construction frigs. Or to bandbox everything but fighters and cfs.