Paradoxnt

Paradoxnt

Joined Member # 2701499
11 Posts 1,209 Replies 845 Reputation

Yeah, I know I just finished writing a huge post here just yesterday, but here are a few more gameplay thoughts. 1. Presently, the AI likes to build Frigates and Cruisers almost exclusively. Reducing AI resources going into Capital Ships probably works to their advantage. I mean, human players will always be better than the AI at taking out Capital Ships. Human players will also always be better at defending their own Capital Ships. 2. In my last Gameplay Post, I mentioned

595 Replies 415,768 Views

Capital ships should be researched and we should get them after Cruisers and Frigates. We should be able to build them in about a half hour (or a little longer) of real time. It would be nice if each capital ship needed its own specific tech requirement costs. This way, we could attempt to focus research on a direct branch that leads to the Capital Ship of our choice. However, a focus research approach like this should leave us unable to build the other cap ships until we research th

179 Replies 35,043 Views

Okay, I've been playing a LOT of hours on the beta since the 76.018 patch came out. I've experimented/recorded battles and observed AI behavior. I've played with all capital ship fleets, mixed fleets, and fleets consisting of only frigates and cruisers. Here are my thoughts on all the problems I've seen (Warning!, this will likely be a long post). 1. Focus Fire is still the ultimate battle tactic. The shield damage mitigation effect just doesn't do enough to encourage different

595 Replies 415,768 Views

Human players are far more skilled at taking out Capital Ships than the AI. So I am actually rather pleased the AI concentrates most of its fleet construction on Frigates and Cruisers. If they were Capital Ship happy like human players, they would be at an even greater disadvantage then they are now.

21 Replies 4,671 Views

Hi Daishzen, I agree totally about your wanting a massive gravity well around the stars with planets within them. I am really hoping that we can mod maps like that. I especially want to use that kind of map/grav well system for the Star Wars mod.

5 Replies 12,637 Views

Hey how come the civilians can travel outside of the gravity wells and phase lanes, but we can't. If I don't get an answer soon, I may have to make an example out of one of my own planets. Veee have vvays of making you talk!

7 Replies 2,815 Views

Pervasive Economy: The Idea - it is suppose to represent your Empire's economic/industrial output spreading into other empires. So a portion of the stuff they buy/build was made by manufacturers in your Empire. If that isn't clear, maybe a real life example will help. Let's say the U.S. builds an Aircraft Carrier. However, the Radar system they decide to use is designed and sold by a Japanese company. So even though the U.S. builds the Aircraft Carrier, a Japanese company i

5 Replies 11,150 Views

Yeah, the general consensus so far has been in favor of larger gravity wells. I would be happy if the present size gravity wells were used only around asteroids. Planets should have a considerably larger gravity well then what they presently use. Stars should have a truly massive gravity well.

5 Replies 12,637 Views

Okay, I am mostly sold. The present Logistics system allows you to build up defenses that can repel weak/medium attacks...or at least buy time. But if you could build up static defenses that could repulse any fleet, then the game would become stalemated. So looking at it like that, the present system is pretty balanced Of course, they could combine Tactical and Logistical, and then halve the resulting number. Then we would have to make some hard choices between logistical ty

11 Replies 30,197 Views

It is okay, Peior just thought that the Antimatter bar on the Inhibitor represented a shield value.

5 Replies 2,411 Views

35 Star tactical points is UBER regardless if you own the entire star system or just a few of the planets. Scenario 1 (A player conquered all the Planets in a Star System in a multi star game): The player builds up all 35 points of the Star's Tactical slots. Then he positions his entire fleet in the star's gravity well since there is no need for it to be anywhere else. Any other player that attacks will have to deal with the player's fleet that is likely the same size PLUS al

8 Replies 3,093 Views

I have to go with Schem on this one. The present inner star/planet system phase lane spiderweb is working alright (a bit more tweaking might be necessary). I also really like the present time it takes to travel between stars. But the Star to Star phase lane system should not be in series. ALL Stars should be interconnected with ALL other stars. Not only does this make better sense, it also prevents needed to jump through several stars to get to your destination.

18 Replies 6,534 Views

I imagine that very soon we will be seeing the capital ships needing to be researched like the Cruisers. They will also need to re balance the prices for these ships because they certainly are not equal in terms of usefulness. I only ever use the KOL, the Carrier and the Arkan Cruiser. I find the other 2 less useful. Perhaps if the AI ever learns to focus fire and not run away from fights they can win, I'll reconsider my take on the 2 'less' useful capital ships.

12 Replies 28,736 Views

SoaSE has the ability to customize the development of ships as they gain experience. I was considering if we will want to use some of this with the Star Wars mod. I don't think we should allow Star Wars ships to get levels of experience. However, we could allow Cruiser sized ships a single Special Ability choice when first constructed (maybe 2 abilities for the largest ships). For example, you've completed construction of your first Imperial Star Destroyer. Right away, you h

1,324 Replies 1,501,142 Views

There was a lot of discussion on this a while back. The problem with Star 'Ownership' and crazy numbers of powerful tactical structures is that the game becomes unbalanced (and potentially stalemated between 2 or more star systems). The developers won't be allowing UBER fortresses in the star's gravity well for this reason. Still, it would be nice to see star's gravity wells become contested zones. One way that we looked at would be to include ships in the game that are equip

8 Replies 3,093 Views