matthewfarmery

matthewfarmery

Joined Member # 2787132
6 Posts 172 Replies 249 Reputation

Sorry to bring this up but, this forum is horrible, I created a new post on the research costs and times, and the post disappeared for a while, I thought it might be my browser but I refreshed it many times but no topic, so I created another post, only for my first topic to re appear, also the forum seems to take ages in updating new posts, and replies, seems there is a lag in this place, its annoying not able to delete your own posts, and not able to edit and delete your first new topi

22 Replies 65,917 Views

Just a quick suggestion. Even though 'dead asteroids' are of no use to your civilian population it doesn't mean that they won't be used by military. Quite the contrary, I'd love to see the option to create 'special' bases in dead asteroid systems (on the asteriod itself) like for example: 1) Convert asteroid to military fortress. By that I mean totally different "colonisation" outcome with asteroid becoming a sort of gauss defence + fighte

28 Replies 9,679 Views

for me, the biggest limiting factor to research stuff is the lack of crystals, I know thats going to be addressed, however, Im wondering if the speed and cost of research should be reduced for small galaxies? and keep the current level of speed and costs for medium and large galaxies, or reduce it a bit for the medium galaxy type and the large galaxy type should have the current game values, as for the custom one, maybe a choice of the three values? the reasoning, on a small

9 Replies 5,391 Views

I think you are probably right about the shields being overkill, and when being attacked byt a lot of ships they don't seem to last long anyway, I will try your range increase out, and see what it is like, buit I do agree a increase would be needed, but if you can have the ability to add missiles to the turrets then the missiles should go to that range, then switch to gauss guns when the target/s move closer, that would be awesome, and may solve a few issues

35 Replies 27,713 Views

I like the model sizes as they are, if you make them bigger they may start to look wrong beside a planet model, then people will start asking for planets to be increased, and the cycle continues,

17 Replies 8,442 Views

I think dead planets should be in as a last resort, it would make it worthless to the attacking player, and would take him a while and resources to change it back, I personally think it should be in the game,

20 Replies 23,014 Views

This is where I disagree. Yes, there needs to be some logistics cap, including all orbitals and ship numbers. Yes, the current caps are too low. BUT, I don't think one should be constantly forced to expand. I like SS ninja's logarithmic-esque cost scale idea, in that with enough wait and resources I can build a force with little expansion. Yes, I think that a smart and aggressive expansion should provide more numbers (for lack o

595 Replies 415,591 Views

I would like to see some more options for custom games. It would be cool if you could edit things like logistic numbers and ship cap when playing a custom game. I mean those are the fun games and the player should be able to make them how they want. If you're a novice maybe you could stop with lots of starting logistics points and fleet caps, while those more experienced players can choose lower numbers. Also it would be really cool if you woul

595 Replies 415,591 Views

I also thing missiles should be added to the gauss cannons, it would increase their range and fire poer,

37 Replies 13,535 Views

scuttling the planet should kill it off, we have dead asteroids, why not dead planets? also it could / should take out the resource asteroids that surround it, therefore it makes the planet worthless to any invading player, I suppose you could transform it back to a alive planet? (minus resources of course) maybe through a tech, terraforming, so that it can be fully upgradable again, and can be a cap planet if need be, but terraforming tech should be pretty high up the tech tree,

20 Replies 23,014 Views

Im not keen on the forcing expansion bit, I've always been a turtle player, its always been my style of play, and this is very hard to play as that style, maybe it should be possible to create different AI styles, that would help a lot

595 Replies 415,591 Views
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or the generator creates more Ice worlds, in the several games I have played I only have come across one or two and usually already taken,

12 Replies 3,235 Views

logistics cap needs to be increased, Im having the same problem but here is an idea, the enemy AI can retreat in battles, but why not your own ships? maybe the devs could implement something like, if your ships suffer X amount of damage they will retreat, you could select this as an option, that will make it better especially if you fighting in another area of the map, and you prized cap ship is under attack you its suffers a lot of damage, would be nice if it retreats to a nearby playe

595 Replies 415,591 Views

I think the capital ship yard should be able to be built at any planet, if you can build it only at a cap planet then it might be a slow journey to where you need them, especially with systems with two or more stars, once the generator is tweaked then cap ship placement as well as light ship factory placement could be more important as for upgrading the yard, not sure about that, as all the cap ships serve different functions, but not really tested many of them, I suppose it could be u

17 Replies 8,442 Views

I think planet giving is a good idea, and would be useful, would be nice if the AI could do it too, just a thought, or could give an AI a planet?

20 Replies 23,014 Views

I'd like to throw out an idea or two on shield FX: A: Shields are display faintly, starting the moment shields drop below 100%, while applying the usual "more impacts - more visible" after that. B: Shields display faintly, whenever enemy ships are in the same system, while applying the usual "more impacts - more visible" after that. At the moment, it's incredibly hard to tell which ships still have shields, and the effects is

271 Replies 223,646 Views

not sure if this is the correct forum but, whenever I load a save game, it keeps resetting my camera to the capital starting planet, it would be really nice if the game remembers where you were when you last saved,

595 Replies 415,591 Views

never noticed that, but I would agree, that is way too harsh, especially as you are forced to expend, I would reduce that to at least half, and only the most distant from the cap planet should have that penalty

12 Replies 6,090 Views

I seem to be encountering this a lot, doesn't really help when you get visited so early on, and you don't have much resources to fight them off, so the generator does need a fair bit of tweaking, to allow the factions to be spread out more, that too will help a lot early game, before you prepare for WAR!!!

12 Replies 7,425 Views

Logistics - barren rocks with 0 logistics slots must go that I completely agree on, Logistics has to be increased, I am finding it near impossible to build stuff like trade ports, light factories and refineries, I seem to keep getting asteroids, quite a few times, overall asteroids need to have a Logistics cap of at least 1, planets need to be doubled, what is the point of trade ports when I can't build them hardly at all, let alone anything el

595 Replies 415,591 Views