Saturday! And I don't think Multi posted a replay of this one, since it went crashy.
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Wouldn't know, never get a Dunov high enough to get the ability Shield restore and the drain ones always get priority..
Yeah, that ability would be quite vastly overpowered (I hate using that word) compared to any other present ability. It would have to have a reasonably long duration to be useful (because let's face it, docking bombers for 5 seconds isn't going to do much), but that same reasonably long duration would shut the defender down too much. If you want it to have a better anti-fighter ability, a more reasonable approach might be something like: Advanced targeting - The advanced elect
Well I guess one easy way to have the 'concede' effect is to just pop the victory screen up when the last human player leaves. And then you can choose to continue to wipe out the AI or not, but all the stats and whatnot would already be recorded.
lol, with AI on hard I have actully seen ppl have a VERY hard time against it..... The AI is still pretty bad in combat. It can lose its flagship very easily, because it starts retreating very late. With a Sova you can pretty much always kill it early on, and then the AI is much less annoying. I recently played a single player FFA with 5 hard AI and it was a breeze <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" border=0 align="abs
And on top of that, the 5 different capitals we do have on the TEC side are very varied and all useful in different ways. Yes, even the Akkan
The last time we did a random huge with the replay Multi posted, it threw all of us into the same system and the others weren't used.. makes for a quick game to be sure, but then each player can only get 2-3 planets at the start
Otherwise it's an unneccesary RPG element that keeps you from managing the empire and forces you to babysitting your preccccioussss ship Sins has a heavy focus on combat, not just empire building, so having capital ships is far from an unnecessary RPG element. As I've written the difference between an all-new and all-upgraded capital ship shouldn't be as dramatic as it is. Yes, it's good to have a difference but right
But thats the point of the capitols: to be big, powerful, important ships. Thirded. Yes, it's a word.
Hrm the last game probably didn't go longer than 2 before Multi crashed (host). At the rate it was going, it had a good chance to be over in another hour/hour and a half. Everyone was pretty aggressive early on, so even for a 5v5 that was pretty good. As for the weekend, I guess we're trying 3pm eastern? Only time I've heard so far.. I'm available whenever and I'll sit in IRC regardless.
@Ron: I've won before with 3 bomber squads often. Not very many use Sovas for their starting flagship, and I've not once I think seen a fighter wing on another flagship before your Sova That's how it is with strategies.. you stumble across one that works for you, then someone comes along and trashes it, and then you rethink <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0
Or it would of worked realy well if you had the right ships Yes, but that's the point I'm trying to make. Having the right number of the right ships (ergo, counter system) makes it very constrictive and predictable. It's so much more fun when you find a way to pull off a crazy stunt with whatever ships you happen to have, instead of being defeated purely because you didn't have counters for his counters.
Annatar: The Problem is that without a counter system its just a huge slugfest. Except that it isn't if you choose it not to be. Yeah you can just jump whatever fleet you have in and let the AI do the fighting and it'll become a slugfest. But there are lots of neat little combat tricks you can do as it is. Once a player has an advantage he will just steamroll you (providing you both keep playing at the same level of sk
'Tis like I said, high risk/high reward gamble I had pretty much just the same gamble against Ron in our last game. My Sova was almost full health, but I only had a few Cobalts left just after a previous engagement when he jumped in. His Sova was probably half shields and a bit more than half hull, but more Cobalt escorts and he had 1 fighter wing while I had 3 bomber wings with my Sova. I thought if I fo
#2, The Wrath of Kahn I was close! My memory of those is fuzzy. 4 was the best, anyway But hrm, my #3 was supposed to be #2 anyway, I was thinking of the Klingon ones, but now I remember #3 is Spock's rebirth on Genesis, sooo.. Getting back no topic: Moving your capital close to a star works in single-star games. But if you start populatin
I don´t really see why adding other races throws over my balance? They would still use the same classes of ships, of course with other priorities. So you have to use another mix of ships, but the rules essentially apply to all races. This is only an assumption and not a fact. We already know one of the races is supposed to be the 'techonologically superior' race that will use fewer ships but each will be more powerful. That alone would alter
I just hope that at least at some point before release they will let people have games with all races in there. They've stated that Beta 4 will have a second race, but the 3rd will be reserved for release only. Edit: Gauntlet beat me to it
I'll probably write more later (lunch time almost over at work) but for now I'll point out one thing that will make your whole system crash Other races. Your entire thought is based on TEC vs TEC. What if one of the other races has almost no frigates? What if it has almost no cruisers? That would render large portions of your idea useless when fighting them, and you'd no longer have mixe
Revenge is a dish best served cold Star Trek, is it not? Pretty sure it's from one of the original movies with Kirk, but which one in particular escapes me. Either 3 or 6?
u know its funny I had this exact same debate but a little more serious like yesterday or day before..... arguments from authority on the internet where no one can actually Verify your experience are mostly lame... they can support an argument slightly but you are likely going to ruin it by doing so. People don't react well to it, and they shouldn't because you shouldn't trust experts just because they are 'experts' look at how strongly they are scrutinized in
Well, i have quite a bit of modwork under my belt, both as a developer and balance tester, so i think i know what i am talking about. As said i don´t want this to be a rantfest or anything, more as a outline for people who will for example be starting a mod. Balance is the hardest part to archieve in a game if you don´t have a plan, but also the most crucial. Well you see what i mean and my methods, soon, maybe you´ll agree with my views ^^
Well anyways, i think i´ll make an extra topic about balancing and counters, where i´ll try to oxplain to the people how those things work. Most of us have been playing games for quite a long time and are very, very well aware of how counters and balancing works, having seen them in multitudes of games I still have the impressi
the 5v5 didn't spread nice and evenly... Yeah, on the Areolian Sector map, 5v5, populated poorly. One system had 3 from our team vs 2 of opposing, and another system had the opposite. The systems with 2 teammates are at an immediate disadvantage assuming the opposition has any sort of teamwork. It would be much better if it split a 3v3 and 2v2 instead <br/
The AI now isn't as horrible as it used to be.. it's nowhere as good as a player, but it's still better than nothing, it can at least lightly harass the enemy and slow him down a little
There really should be a low-tech solution to take out an capship that is cost effective. There is, although not quite in the early game. Bombers make awesome capital ship killers LRMs are also quite good capital ship killers, they have a pretty high rate of fire, long range.. a pack of 10-15 LRMs can rip through a capital ship quite quick, even a level 3-4 o