Lutje

Lutje

Joined Member # 2628966
18 Posts 196 Replies 8,050 Reputation

[color="#00FF00"] 1.- A 3 stage upgrade for slowing enemy phase jumps down between your planet, and a 3 stage high level research for holding enemies and warning you about enemies trying to phase jump through your planets (through the "Threat Report"), as I suggested, is more ideal (and also makes the PJI "super" to use in the later stage of a game, be it a medium or large map). Im all against oversimplified solutions, and deepen the PJI aspect would be good for this game. 2.-

22 Replies 35,036 Views

Ok, here are my suggestions ^^. [color="#00FF00"]- A 3 stage upgrade for slowing enemy phase jumps down between your planet, and a 3 stage high level research for holding enemies and warning you about enemies trying to phase jump through your planets (through the "Threat Report"), as I suggested, is more ideal (and also makes the PJI "super" to use in the later stage of a game, be it a medium or large map). Im all against oversimplified solutions, and deepen the PJI aspect would be

1,040 Replies 556,840 Views

A 3 stage upgrade for slowing enemy phase jumps down between your planet, and a 3 stage high level research for holding enemies and warning you about enemies trying to phase jump through your planets (through the "Threat Report"), as I suggested, is more ideal (and also makes the PJI "super" to use in the later stage of a game, be it a medium or large map). Let's not make this into another Turtle Vs Superweapon type of game (like the first attempt to address "massive" RTS, Supreme Comm

43 Replies 37,175 Views

Even better, the I idea im suggesting would deepen the aspect of PJI with 2 stages, adding another strategic depth/fun factor into the game :) without comming up with an oversimplyfied solution (which the current OP idea is) nor making to much effort ^^ . It would be making SOASE more SOASE. :)

53 Replies 77,384 Views

[quote] Make Phase Jump Inhibitors prevent hostiles from using phase lanes that connect two planets which both have a friendly PJI in them. REALLY SIMPLE - If you choose PJI, you cut off the research for the superweapon. If you choose superweapon tech, you cut off the research for the PJI. This takes care of the concern over turtling with a superweapon (if indeed this was a real concern in the first pla

53 Replies 77,384 Views

[quote] It sounds like the objection to a total lockdown is that it is possible for the defending player to make a very strongly guarded chokepoint, then fire superweapons (novalith cannons, etc) from behind it. I think you could fix this specific problem without making the PJI so weak for its intended purpose, though. Here's two ways: * Make the PJI easy to kill. Simple. * Make superweapons shut down their owners' PJIs for X minutes after firing. <br/

53 Replies 77,384 Views

[quote] why make ships if u can mass bombers then [/quote] Because hangar ships are easily destroyed and bombers are easily shoot down ^^. They are more like a bonus than a unit capable of fighting intergalatic wars themself, like rare and cheap. :) Fighers would of course defend against these. <

3 Replies 11,264 Views

[quote]https://forums.sinsofasolarempire.com/?forumid=402&aid=176469[/quote] Post it in here. In addition to 3 high level tec upgrades for hindering your enemy moving around in your empire I would also suggest that there would be 2-3 levels of PJI upgrade levels which further slowed the speed of enemy phase jumps between your planets, like Azmodean77 mentioned.

53 Replies 77,384 Views

[quote] It sounds like the objection to a total lockdown is that it is possible for the defending player to make a very strongly guarded chokepoint, then fire superweapons (novalith cannons, etc) from behind it. I think you could fix this specific problem without making the PJI so weak for its intended purpose, though. Here's two ways: * Make the PJI easy to kill. Simple. * Make superweapons shut down their owners' PJIs for X minutes after firing. <br/

53 Replies 77,384 Views

"They would have to have a different role than regular bombers. What wbout 25% more damage to logistic & military buildings, while regular bombers had a 25% damage advantage against ships ^^." ... or 50% difference, hehe. ;p

3 Replies 11,264 Views

Hehe, since so many people complain about "lack of movement" in combat couldnt we get bombers that where like 4-6x the size of normal bombers which specialized in bombarding logistic and military buildings? I know these could easily break the game mechanic core if they werent done right, so let's discuss :D! They would have to have a different role than regular bombers. What wbout 25% more damage to logistic & military buildings, while regular bombers had a 25% damage advan

3 Replies 11,264 Views

:"I want the larger ships to move, buhu! :SNIFF!: " Dammit! Why would you like them to move by themself into unfavorable positions? In fact, why does anyone want this? ;:[!?] It would be bad for the gameplay.

12 Replies 15,322 Views

Why was it (like Blair Fraser said: "Full lockdown proved disastarous in the beta so we are exploring a few new ideas as well as time increases.") exactly that the PJI's where a disaster when they fully stopped a enemy fleet from jumping to a friendly planet? Otherwise I say that Azmodean77 suggestion sounds nice, though I think 30 sec is too little, it should be more like 1 min, preventing the enemy from going straight for your main base without you noticing because you where managein

53 Replies 77,384 Views

Game Daily + Columbus Alive= Major phails! " There's also some difficulty in setting up defensive turrets for a system, since incoming ships usually don't jump within range of them, making it possible to bypass fortified buffer zones and head straight for key planets. " Do they get paid for babbling with their keyboards? :HOT: lol, I don't understand, truly a joke. The fact that the reviewer gave it a positive score by only playing like 1 game session shows how easy it is to

250 Replies 393,639 Views

Nothing happened when I tried to roll my mouse over an enemy planet, which I was attacking, to check it's health. Holding the ALT button and then rolling the mouse over the planet fixed this somehow, making it possible to check the enemy planet's health again without holding down the ALT button, but I have experienced this bug for about 3-4 times in the same game session while playing for 20 min today. Hopes this helps :)

2 Replies 9,751 Views

[quote] Bombers do 2x damage to LRMs. That is their counter. You can leave a carrier fleet at the edge of the gravity well out of their range and basically maul them with bombers. [/quote] Where do you get information like this? I read somewhere that fighters are actually better against some ships than bombers. :O

21 Replies 24,818 Views

Ok, here are my suggestions ^^. [color="#00FF00"]1. A similar button to game/research speed set to low/normal/high for unit cap ^^. 2. Also I suggest that there will be moons and space stations, defended special planets with that give acces to constructing special units/research/items and more types of special areas, more logistic type buildings, more research items + tons of more artifacts(not per level, just tons new arftifact types ^^). 3. And of course more po

255 Replies 76,500 Views

[quote] There aren't any diminishing returns to trade ports. Each one just builds its own ships, and they go on trading. The more trade ports you have along the white line (bonus to trade), the more you'll make. [/quote] What white line?

8 Replies 16,212 Views

[quote] Stardock is a class operation. For those who haven't had the pleasure of playing GalCiv, the Stardock people love the games they produce, and they listen to the players as well as themselves. Their heart, soul and care are in the software under their aegis. SOASE is no exception. Remember Master of Orion 3? Many people, like myself, hated the gameplay and many aspects of the game as presented. I recall some defenders of the game responding

260 Replies 231,329 Views