About super weapons... I'd like to see a limited range of some kind. It could be really large, but I think limiting their range in some way would add a bit more of a strategic element to their placement than we currently have. Again, I'm thinking really big. Maybe enough to cover 60 to 70% of a medium system? Edit: Sorry, I was unclear... I should add: Do this INSTEAD of the super weapon cap.
Gerdofal
A fairly simple suggestion really. I love playing Vasari, and don't like any of the other races nearly as much. I think I'm likely not the only person with this feeling. While the factions change a lot of tactics, a lot of the race is still the same. I'd love to see a pre-game option to have the following race choices so the game would randomly choose one of the two factions: "Random TEC" "Random Vasari" "Random Advent"
[quote who="Shadowhal" reply="18" id="1915665"] secondly, I think you are only diagnosing the symptome of the problem, not its origin. sure, the capships are not worth their cost, but why is that? [/quote] You are right, I'm not trying to diagnose the origin. I'm looking at it from a gameplay perspective. The origin doesn't matter so much as the fact that you have a piece here that isn't used. The idea is to fix the piece. If, for example, they real
Considering that Impulse is the new product release program, is there any chat functionality inside Impulse?
So it basically comes down to this summary... Problem - Cap ships are not used because they are not worth the research and production costs. This is true in all game modes, but most prevalent in multiplayer. (In single player, its possible to get such a commanding lead that resources are no longer a problem.) Solution - Do something, anything really, so cap ships are more useful and worth buying. This could be increasing damage, increasing survivability, redu
[quote who="Silveus" reply="5" id="1904553"] Quoting Shadowhal, reply 3 I think you could get enough cobalts around a Kol to block atleast 50% of the fire at first. And if its made that you can still fire at the Kol but the shots will instead hurt the ship that intercepts them, eventualy the cobalts will start to die. [/quote] You've got the scale wrong I think. The ships are tiny, and spread out pretty far, in most maps (compare s
I wonder... when it gives the damage values on the ships... does it take the rate of fire into account? I find that, in all cases, the Kortul does a lot more damage because it launches more missiles and shoots much faster. I'm thinking the numbers given are not DPS. Has anyone checked? But, I think the original poster was actually asking which to build... not who would win. In that case, I'd build the Kortul without question. Here is my reasoning: You e
[quote who="Buttons6" reply="14" id="1896803"]What if: Each phase gate could support 5 ships. The 5 ships would live forever, and move wherever they were commanded, but an individual gate couldn't support more than 5 ships. You get 6 or 7 gates, and thats a good 30 ships, not to bad. If one of the ships died, then it would be replaced by it's gate 5 mins later. You could also give the option to let players choose what would spawn from the gates. I
[quote who="Buttons6" reply="15" id="1896822"] What is destroying one gate destroyed all the gates because they are linked together? [/quote] Unfortunately, it is absolutely impossible to defend a gate from any large carrier force. Vs any player with good control of strike craft, the bombers will destroy the gate before you can defend it.
[quote who="Major Stress" reply="1" id="1892107"]It is useful if you need re-enforcements right now, and have the economy to use it. By that point in the game you "should' have a fairly decent economy so that shouldnt be an issue. I havent compared the cost vs just building the ships, but i figure if you have a key world under attack, and need a few extra ships in a hurry, then use RA. The ships RA spawns are mostly carriers, and Enforcers with a little bit of other frigs mixed in.
Hey all, Okay, I've been playing the most recent beta update. I can't tell if returning armada is at all useful. It costs a lot and gives random (but fairly weak) ships. Seems to me it is more cost effective to buy the ships on your own? Has anyone had any luck figuring out what the average discount for returning armada is? It doesn't seem to be too much. Gerdofal
[quote who="foolfromhell" reply="4" id="1760768"]And dont forget Returning Armada. Get that research and you get Free ships. A HELL of a lot of free ships. 3 Stabilizers/planet are useless unless you are using RA.[/quote] No longer are the ships free. They now actually cost a heck of a lot.