Nickname Nick

Nickname Nick

Joined Member # 2665206
6 Posts 89 Replies 259 Reputation

Spies- Most of what you asked for the scout accomplishes, with probes et all. Merc - Pirates, nuff said. I remember reading that the other 2 races were more stealthy/spy-y. Though I agree we need more espionage. I like trading intel reports with allies, but what about buying others' reports from allies? I don't have all the ideas, but more intelligence, more espionage, and possibly subterfuge would be awesome. Maybe (for multi) a ECM ship that prevents the other "emperor" from bein

2 Replies 2,866 Views

I too have tried to discuss fleet movements and how Sin's space warfare in more akin to trench warfare (sit in firing range and shoot anything that moves). But in terms of actually able to do in game, you can manually utilize movement continuously to have attack passes, it just requires total manual control. A lil off topic, but my biggest peeve about ship movement in general (although it has improved with the latest patch) is the fact they move as if in water. For a colbalt facing nor

10 Replies 18,129 Views

The path to communism as written by Marx himself. then he had a wierd way of showing it... creating a philosophy of government that plaster-castes all of society into one mold. I think thats the major part where we philosophically depart REALLY off topic, but you haven't read Marx. Marx wrote of the uselessness of government action to actually help the people, that they only create a state of slightly less despair so the people will be pla

38 Replies 139,587 Views

An evasive "stance" needs to be added. It shouldn't be all end all in terms defense, but in a large fleet battle I would like stationary carries (hopefully others too, but es

8 Replies 4,178 Views

Let's re-re-specify, we want LOOPING way points that ships can divert from if there is an enemy ship to attack and then proceed on the patrol. But it is more than just waypoints, Zero was close. Problem here is that once they arrive at the new position (side of the enemy fleet or behind, whatever) then they are going to be static once more as they try to get their forward guns running. The defending fleet would then move to get the better position. I

11 Replies 6,124 Views

I have read your Cap ship post and I too think 180 firing arcs and spaceships that move like boats in water need adjustment, but I feel I made mention of thinking of this with the Beta as is in mind, and the to not discuss about adding anything new per se. And while I enjoy people agreeing with me, Zeroscape, I think you missed the point of my argument, over which I hoped a discussion would commence. Perhaps I should be less verbose. Currently if two fleets jump in system they move to m

11 Replies 6,124 Views

I want us to discuss fleet battles more thoroughly. Everything I will speak of is current in the Beta and can be done with many clicks and extreme oversight of a battle. Some of this has been said, but I wish to highlight segments to more fully discuss. I also have little to no programming/modding knowledge and thus may not understand the system fully with regards to the code and how all the mechanics are handled. Please correct me if I am wrong, but otherwise ASSUMPTION #3: The fleet

11 Replies 6,124 Views

Is this a bug? Or are ships not supposed to attack other ships in range of the route of escape. I don't want ships going out of the way to attack during movement, but maybe weapons range (within arc) only while moving instead of no firing.

7 Replies 4,852 Views

Preferably there will be templates and/or options (per fleet possibly) to set priorities, per ship type and hopefully per percent of same ships. Maybe I want 20% of cobalts to help destroy a Cap and have the rest attack the cobalts.

2 Replies 13,241 Views

I had a similar situation where I had negative ships in that post game stats. What it seemed to be concurrent with was a lose of a key volcano planet that had maxed ship slots. The max slots fell to lower than my actual number of ships. Again, I could be wrong, but it seems that is what caused it for me.

8 Replies 3,989 Views

Yes, they are good ideas, but how can we implement these ideas, without requiring extreme micro management / fleet maintaining, i.e. click fest. Though formations alone won't matter. Movement is needed!

42 Replies 15,224 Views

I like this idea and wish to expand is further a bit. I would like to not only see more civilians, but have more interactions. Another post discussed more individualized planet growth progressions that sounded interesting. A way to make different planets more or less valuable could add more life. Moreover, risk/reward bonus things could help liven that action. I imagine a special metal/crystal cluster that with a refinery ship can grant bonuses, but will be depleted rapid

21 Replies 37,346 Views

Wow! I just (re(skimmed))read this whole thing. I don't recommend it. A lot of good, a lot more bad. Well.....Fuck it, here I go. With everything pertaining to the beta 2 as is without further wish list bonus features, let's start with ships (in specific order): ASSUMPTION #1: Swarming is bad, combined arms is good. Yes, this should be a high priority, but 100 Cobalts should take out a 45 strong combined armed fleet. But not 45 capitals. So yes equal sized fleet, combined

239 Replies 68,914 Views

Every kind of formation can be made manually. It would be nice if they include pre-made and custom templates for formations. They said they may...but right now with enough micro, you can build formations n set to weapon range. The problem that is only thus far being talked about is stat boosts. Makes no sense to me. Maybe I under stand aim bonuses, but does a cap or cruiser already perform the function? Yes, I want to be able to have my #1 fleet to form a defensive line with caps and co

42 Replies 15,224 Views

All I want to address right now, is the current buy planet upgrade space then buy thing I want to buy. I don't like it. It seems contrived. I'd rather get x amount of free orbitals per planet and then buy extra at a even increasing rate of cost. I wish the buying of space to place the later bought orbital was more behind the scenes, so that I just need to buy the orbital and the space comes with. If that means a changing cost per orbital per purchase, so be it.....?

17 Replies 5,372 Views

To make using such formation useful just make it so the enemy can't fire through the frontline of cobalts, and can't simply fly through your formation, as they're blocked by a mass of ships. Things like Attacking from the rear and sides increase damage due to lack of armour also makes for advanced strategy - if your shooting into someones engines it should do more damage than blasting there front hull plating. <div

42 Replies 15,224 Views

Maybe your post was so great no one needed to add anything and it still got read. But I'm gonna stick to the title. Personally I love lists. Maybe 2 or 3 really easy and categorical list like you speak of. Only thing I wish to add is a easy way of working with the tech tree. Right now I click and line a list that I cannot easily change. Other than that the empire tree does work in terms of macro fleet management and these lists can help easy the need amount of empire management

3 Replies 16,420 Views

As I said earlier above, THIS HAS BEEN DISCUSSED! The problem is not that CRAZY micro into fleets give little to no tactical advantage but rather FORMATIONS THEMSELVES give not tactical advantage. If I have a 40 strong block of colbalts in front of my attack LRMs why would anyone stay information against me. I have thought further and discovered the problem. Formations generally help when tactical positioning is at a premium. This is not so in open ended 3D space. Give

42 Replies 15,224 Views

Frog's first idea is what I was thinking about whilst reading this thread. I think it should slightly reduce the pop. Sure people can just reduce the first planet to nothing and still rush colonizers, but there will now be a strategical reason not too. This will increase if there is some kind of rate of pop change somewhere (either low pops take long to start or high pops take long to fill up). Don't really agree with Frog's #2 now, seeing as conquering to my understanding meant nuking

32 Replies 16,165 Views

This thread is becoming a monster and is exactly what you advocated against Ninja. I commented before so you should have a clue as to how I think on most. Regarding this latest rant regarding the game breaking logistics slots and artificial caps, compose yourself and gimme everything in a new thread. Let's tackle these one by one, because there are too many specifics to be this vague.

69 Replies 16,765 Views