Paradoxnt

Paradoxnt

Joined Member # 2701499
11 Posts 1,209 Replies 845 Reputation
Reply to True 3-D in Beta Feedback

I don't mind the core game being dumbed down for the average gamer in order to increase sales. I want Ironclad to do well. I just wish they were putting a bit more time into the games modding capabilities/potential so even us core space strategy gamers could be satisfied. The two following issues concern me quite a bit. 1. Right now, the 3D capabilities of the game are nearly pointless. Granted, I'd rather the game have little use for 3D movement than NO 3D movement at all.

74 Replies 11,790 Views
Reply to True 3-D in Beta Feedback

Damn, I hope Ironclad allows us to modify the above mentioned abilities in the final release. Otherwise, a lot of modders are going to be disappointed with the game. Still, thanks for checking on it for us Yarlen.

74 Replies 11,790 Views
Reply to True 3-D in Beta Feedback

Well, the developers might target the mainstream and get some extra sales. But if they actually want this game to have endurance, it had better be heavily moddable. Hey Yarlen, speaking of modding, did you have time to check into those two questions about modding I passed by you? It was about the possibility of making a mod where there is a single huge gravity well with entire star systems inside it (thus doing away with phase lanes). 1. Can we mod ships to be able to use Ph

74 Replies 11,790 Views
Reply to True 3-D in Beta Feedback

They already do that if you get enough of them together.

74 Replies 11,790 Views
Reply to True 3-D in Beta Feedback

If we could leave/enter a gravity well on any desired Z level, then there would be plenty of 3D movement and tactics. Add to that the ability to construct in the Z axis, and I think that is all it would take for realistic full use of 3D movement to occur. Yeah, it would of course be nice if planets were on different planes. It would be even nicer if star systems were on different planes. Let's hope that this becomes the case.

74 Replies 11,790 Views

So you could theoretically make a custom map that contains a single ultra huge gravity well? So we could place dozens of entire star systems (planets/stars/asteroids and such) into this single gravity well? That we can do this is huge. Now we are guaranteed to be able to make free movement mods without having to mess with the precious phase lane system. This would allow for perfect Star Wars, Babylon 5, BSG and Star Trek mods. But for this to work, there are 2 (or 3) effects

9 Replies 12,807 Views

Also, there are some of us who are thinking about making maps that would contain a single super sized gravity well. Inside this single gravity well, we could make many separate star systems complete with planets and asteroids. This would be another way to make free movement mods without having to mess with phase lanes. But for this to work, there are a 2 effects that need to be modable in the core game. 1. We need to be able to mod ships to be able to jump into Phase Space w

482 Replies 352,245 Views

Oh, here is a suggestion that is so obvious, but that I don't actually recall anybody having mentioned it yet. For skirmish and multiplayer, we should be able to use custom maps. *If Ironclad doesn't do the phase lanes between stars and free movement within star systems, I want to be able to make my own free movement maps.

482 Replies 352,245 Views

To be fair, constructible Phase gates would be something the AI could handle IF they simply were programmed to link up all their planets. Still, it would be much more simple to allow free travel within star systems and dispose of the contrived Inner system phase lanes altogether. I just hope they allow us to mod in a free movement system or this game is likely going to be average at best.

211 Replies 76,190 Views

To better implement the 'open connection inner star system and Phase Laned star to star movement system', a small game change could be made. Star systems could be reduced to maybe 10 or so usable planets. Also, there will have to be more star systems present in a game. Of course, all this should remain fully selectable for multi player games. As the game is right now, it has very little to do with galaxies and more to do with a handful of star systems. To make the game more about ga

211 Replies 76,190 Views

Statteggi is one of those "I love you just as you are, but....". I am still convinced that open connection inner star systems and Phase Laned star to star maps are the way to go. The completely illogical phase lane concept between planets and their star is removed. This will allow for 'realistic' fleet maneuvers inside systems...which seems to be something most of us would prefer. The fun k

211 Replies 76,190 Views

Don't forget more fun too. The Emperor was all about the extremes. He wanted the simplest and smallest strike craft, but at the same time wanted gargantuan capital ships.

41 Replies 76,400 Views

The reason for class 3 planets having shield generators, and not lesser planets, could be tied to their advanced planetary infrastructure. Only the super developed worlds (lvl 3)can support the industry, infrastructure and power requirements of shielding an entire planet.

482 Replies 352,245 Views

It would be insane for captured planets to be able to teleport enemy troops into orbital installations. As for shields, it would make more sense for them to be part of the planet instead of installations out in orbit. Look at your ships, they have shields but don't have shield generator satellites orbiting around them. Make shields an expensive research upgrade, as well as an expensive Planetary Upgrade that is only available to Level 3 planets. Game balance will be maintaine

482 Replies 352,245 Views

An easier way to limit the jump range of these Phase capable strike craft is to stick with the already implemented death timer. Once jump capable bombers/fighters leave the system their carrier is in, start the basic strike craft health countdown. Since these strike craft are made for long range jump missions, they would carry more life support/fuel than the more basic models = slower health/death countdown than basic strike craft. Keep in mind that these Phase capable strike craft ta

41 Replies 76,400 Views

Hi Inert, try reading what I, 1Spartan and the others have been writing before trying to shoot it down. I don't mind if you disagree with us, but please don't misinterpret or ignore what we have already said about the points you brought up. For starters, you mention something about defenses being useless against Phase Space capable strike craft. Why would that be? For example, my Phase capable bombers could jump into your system, and attempt to fly through your line of capital ships

41 Replies 76,400 Views

Yeah, but a range algorithm would have to be added that decides between proximity and threat priority. Otherwise, you could put a single high priority ship on the other side of the gravity well in order to force AI fleets to move into your defenses in order to get at their priority target.

239 Replies 68,502 Views

I hate to break the news to you, Advalary. Sins already has a 'rock, papper, scissor' system. Here is an example of what is meant by 'rock, paper, sissors' in relation to Sins. Flak Frigates beat strike craft. Strike Craft beat capital ships/frigates. Capital ships/frigates beat Flak Frigates. If the developers add Phase Space capable strike craft, this would add another layer of depth to the game's warfare system. This means more possibilities for the player. A

41 Replies 76,400 Views

Hmmm, I just noticed that my above mentioned Launch Lock Down toggle switch would be useful in more ways than just dealing with Phase Space capable strike craft. Sometimes, you want to jump past a gravity well without losing fighters/bombers to the local defenses...especially if the local defenses have strong anti strike craft capability. Being able to force your strike craft to stay indoors would be useful. A more likely tactical use would involve long battles where you've lo

41 Replies 76,400 Views

You said it, 1Spartan. The more 'paper, rock, scissors' components we add to the game, the more strategic/tactical options are available for players. There is one little problem that the game mechanics will have in dealing with Phase Space capable strike craft. As the game works now, capital ships/hangars immediately begin making replacement fighters/bombers as soon as squad members get killed off. What happens when a squadron a few gravity wells distance away loses a few individual

41 Replies 76,400 Views

Sure, someone could use a large carrier group to continually launch Phase Space jump capable bomber waves against you. However, you could counter with extra flak frigates, fighter squads and KOL Battleships (with flak burst upgrades). You might lose ships and platforms to each attack, but your opponent will need a LOT of time to rebuild those Phase Space capable bombers (Phase Space capable strike craft would require a high level of research and need to take a long time to build in order for t

41 Replies 76,400 Views

Yeah, he will be left defenseless....unless your opponent actually decides to build some ships and strike craft as well. But that is just crazy talk If you notice your opponent using that type of tactic, it is a simple thing to start making a greater number of flak frigates. In fact, by introducing Phase Space capable strike craft, you add a lot more 'paper, rock, scissors' decision depth to the

41 Replies 76,400 Views