Paradoxnt

Paradoxnt

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

As long as they allow Phase Space capable strikecraft to be modded into the game engine, I'll be happy. Imagine trying to make a Star Wars mod with rebel star fighters being unable to hyperspace. Imagine a Battlestar Galactica mod without Raptors or Cylon fighters being able to FTL jump. It would kind of suck, wouldn't it? Ironclad, if you can't include Phase Space capable strikecraft in the basic game, please allow us to be able to mod them into the game engine.

41 Replies 76,393 Views

Phase Jump capable Strike Craft would add an extra layer of tactics and strategy to SoaSE. It would add a whole lot of modding potential as well. As the beta1 is now, the basic fighter and bomber squads that are built on capital ships and platforms cannot leave the gravity well that their 'carriers' are located in. They also suffer from very short death timers if their 'carriers' are destroyed or leave them behind. SoaSE should have additional choices of more advanced fighters,

482 Replies 352,176 Views

Phase Jump capable Strike Craft would add an extra layer of tactics and strategy to SoaSE. It would add a whole lot of modding potential as well. As the beta1 is now, the basic fighter and bomber squads that are built on capital ships and platforms cannot leave the gravity well that their 'carriers' are located in. They also suffer from very short death timers if their 'carriers' are destroyed or leave them behind. SoaSE should have additional choices of more advanced fighter

41 Replies 76,393 Views

Kinda, but once ships are on/in the Phase Lane, they can't be pulled out of it until they reach their destination gravity well. So, the massive voids between gravity wells don't really play a part in the game...but they are still there. Cool, eh?

211 Replies 76,159 Views

The game only has 1 map. Players can focus on different parts of the map and zoom in and out. That means that there are no portals. So, Phase Lanes are kinda like Space Highways where ships travel to and from gravity wells that are connected. As it is, there is Phase Space Interdiction. Facilities can be built that stop enemy ships from leaving/escaping into these Phase Lanes.

211 Replies 76,159 Views

Hey 1Spartan, the 'Star to Star Phase Lanes/System Open Connection maps' type movement that we support does seem to offer something for everybody. If this movement system is used, then perhaps we should reduce the number of usable planets/asteroids per system. This would help out the AI in dealing with conflicts in the open connected zones within star systems. This would also allow the game to include unusable gas giant planets, worthless asteroid belts, and so on...which would add a

211 Replies 76,159 Views

Hey Schem, this might come as a surprise, but stars actually have gravity wells too. Even dense gas clouds can exert a gravity footprint. If you don't believe me, then look it up As for ships needing more time to jump to Phase space if they are low on AM...I like it. Your idea for different exit/entry points in a gravity well seems a bit complex though. Maybe there should be a small ra

482 Replies 352,176 Views

Yeah, sensor ranges within gravity wells would be great. I am a bit disappointed as well that they haven't been included in the game so far. If they used different levels of sensors like in Homeworld 2 (sensors had different levels and ships could be set to require different levels of sensors to be seen), that would open up the possibility of having stealth ships.

9 Replies 26,773 Views

Well, the designers have mentioned that the 3 big reasons for Phase Lanes is that the AI is stronger with them and that players need strategic points on a map to reduce defense stress and encourage a sense of accomplishment/progress. Many space games have an 'open connected' map system that is limited by fuel ranges. So player limitations and strategic map points could be created by using fuel ranges for Phase Jumping instead of fixed Phase Lanes. Unfortunately, I don't know if this

211 Replies 76,159 Views

Thank you Ironclad and Stardock for taking our input into consideration AND for having the guts to push back the release date in order to improve the game. I am happy to wait for what will be an even better game. Hmmm, I wonder what improvements/alterations will be done? Crossing my fingers for the following: -open connected maps. At the absolute very least, we should have open connection ship travel within star systems, and Phase Lane travel between star systems (that would

482 Replies 352,176 Views

Hmmmm, if you destroy a planet's infrastructure without killing it's population totally off, do you get to keep that pop number when you colonize it?

21 Replies 42,836 Views

Well, let's just hope we can give some strikecraft squad types the ability to Phase/Hyperspace Jump. That would really make doing this mod a lot easier. Of course, long range hyperdrive capable strikecraft will also need to have their death count downs reduced to almost nil.

1,324 Replies 1,499,582 Views

Hehe, Schem seems to be extremely concerned about system performance with SoaSE...could it be that he is still trying to play it on his laptop? Schem, instead of Ironclad reducing game features to make you happy, maybe you could buy a decent gaming rig instead. I think Ironclad can get around any performance problems for slower machines by allowing a choice in the level of unit/effect detail and graphics performance in the game setup. There is no need for the whole game to be reduced

68 Replies 99,914 Views

When I attack a pirate held planet, I'll usually jump in a colony frigate just before the fight is over. So even if my ally jumps in after the fight with a colony frig, my frig will reach 100 antimatter first = my planet. IF an allied colony frig jumps in before mine, AND I am still fighting pirates, I'll grab my fleet and retreat. The pirates focus on the allied colony frigate and it will jump out, at which point I return with my fleet and finish taking the planet.

22 Replies 4,589 Views
Reply to jump bug in Beta Feedback

Hmmmm, now that you've mentioned it, I just noticed in my present game that a capital ship didn't jump with the rest of the fleet for some reason.

6 Replies 2,309 Views
Reply to jump bug in Beta Feedback

Strange, I've never seen anything like that.

6 Replies 2,309 Views

I kinda like the Star to Star Phase Lane concept. It could even be explained as some kind of subspace connection/space folding between extremely deep gravity wells...a sort of poor mans wormhole that can be used with advanced technology. You can't go from a planet to another distant star because the planet's gravity well is too small to connect properly to a far away star (or because the planets gravity well is too eclipsed by its star's huge gravity well to be useful over such long distances)

211 Replies 76,159 Views

It is strange that Ironclad had the opportunity to release a separate open connection map beta test. This way we could have all experienced how well or poorly open maps work. We would have been able to say for sure which we preferred. Still, as long as SoaSE offers the ability to mod in open connection maps, I'll be happy. IF SoaSE also offers open connection maps as a special multi player map option, then I'll be ecstatic. I just wish Ironclad would come out and say if they are goi

35 Replies 64,926 Views

It really seems like the 0.60[b].010 update slows down machines. I never had any battles slow my system down until this update. In fact, prior to this update, I was all amazed at how smoothly mass battles ran. Now it seems like I'm not the only one noticing this. I've even used task manager to close down all non essential programs so I am only left with 21 running processes in the background. Maybe it is all in my head, but I suspect this update has a memory leak, wasted processing, p

294 Replies 242,461 Views

It really seems like the 0.60[b].010 update slows down machines. I never had any battles slow my system down until this update. In fact, prior to this update, I was all amazed at how smoothly mass battles ran. Maybe it is all in my head, but I suspect this update has a memory leak or something.

21 Replies 5,866 Views

Wasn't the Interdictor class in the Frigate/Destroyer range? I asked what Imperial Cruiser sized ships or bigger had a specialized role. The Death Star had a huge amount of strike Craft, a huge amount of occupation/invasion ground forces, and a huge amount of ship to ship and ship to planet firepower. It was also set up to be used as a political center. I don't know, but this doesn't seem very focus purpose to me. Still Great Emperor, thanks for mentioning the Interdictor.

1,324 Replies 1,499,582 Views

There is definitely going to be a need for an improved auto management for ship special abilities. We can't manually manage 30 capital ships abilities during a battle, so we will need to trust the AI to do a decent job. Maybe Ironclad will give us some options on auto use so ships can be trusted to not screw up too badly with their special abilities.

482 Replies 352,176 Views