Wintermist

Wintermist

Joined Member # 28268
19 Posts 122 Replies 958 Reputation

I started playing a 10 vs all and started getting diplomacy offers, and I went for some. After a while they simply cancel the deal for no apparant reason. Then another faction offers something, and take it back after a while. Tis goes on throughout the game. I was allied with pretty much all of them, just at different times. What's the point of trying to hold a relationship with the AI if they just keep breaking it for no reason? In my book, an alliance might even last throughout an ent

13 Replies 6,172 Views

I assaulted a planet and zoomed in to see how it was going only to find all the units was heading straight up. They was fighting quite a bit above the planet. I'm not sure how this came to be as I wasn't zoomed in while when they arrived.

3 Replies 2,608 Views

I noticed this too. It may have to do with the cultural broadcast, atleast that's how it seemed in my games. Unless I was the dominant culture I couldn't take over the planet, and that's weird as you actually killed all the people on the planet, so who's objecting?

6 Replies 3,768 Views

Well, as every single game ends up like that something needs to be done about it. As it stand it's just boring to have the marauders on. Marauders could be fun if it's more interactive. Building ships to sacrifice to lower bounty is rather tyrannical if you ask me. There's people piloting these ships.

75 Replies 34,245 Views

But i do disagree on the part that the bounty will be lowered if you kill the pirates. Where would the cash go? To pay for all the ships they lose. In theory. But in fact they go nowhere. They disappear. I'm not talking about a 1:1 ratio, but they should be lowered to reflect losses.

75 Replies 34,245 Views

Nah that doesn't make any sense at all. The pirates are pirates, if they lose ships and money trying to get that bounty, they should think again. As I see it they're not there to even out the odds for those who is losing. You lose if you lose.

75 Replies 34,245 Views

It's just ridiculous to me. Every game I've topped the list of bounties as they couldn't collect. I get wave after wave of pirates who just dies. Why even use marauders if you know you're always going to have it like that. I'd rather have them turned of because it's not one bit logical behaviour. Where do they get the ships, how can they afford it if they can't collect the bounty.

75 Replies 34,245 Views

I notice the AI waste a lot of ships by sending too few of them when they're about to attack a planet. The local pirate fleet just keeps killing them off and the AI loses a lot of ships. I think they should plan a bit better by making a larger force before jumpin in to take a planet.

6 Replies 2,878 Views

I've been trying out the new patch and found that the problem of having static (gauss, hangers) defenses that can handle pirate attacks still lets your bounty build to the highest of all races without ever lowering. So I'm the biggest focus for pirate attacks throughout the whole game. So, it struck me. Why not have the bounty reduced as you kill off the incoming attackers. This way you can manage bounties and pirates "think twice" about attacking you as they're just sent to the grinder

75 Replies 34,245 Views

I was sitting, thinking about how to add some mroe features into the game and making it more fun, and at the same time adding some personality. So, here it comes: Spies We should have access to spies that can give us certain information such as where they're planning to attack. What the defense is like in a system we're planning to attack. I'm sure people can come up with some more ideas to this. A spy could get caught, killed and lost. If he's caught he might rat you out, or

2 Replies 2,875 Views

There are repair ships and they would finally be put to good use. And it also adds more strategy and tactics to the game which is what makes the game more fun. Having them be repaired in friendly territories make sense, but in enemy territory where there is no support they would have to lean on repair ships. And if people still want the auto repair there, why not add it as an option. This would please both groups.

33 Replies 17,119 Views

Maybe a Commander, admiral or heroes what ever you wanna call them, could be assign to a fleet. They would require a upkeep, they dont level up or makes the fleet better, but they will be able to be assigned missions by you. So missions could be alot of different kinds, like: protect my bordors colonize known planets attact pirates attact weak defended planets and stuff like that He will also have the option to make a fleet int

18 Replies 34,988 Views

Can't we please get a quick patch that fixes the fighters so they attack bombers first off, and so that the pirates doesn't come in such overwhelming forces. If a game keeps running for a while, I get attacked with like 60 ships. As my bounty doesn't lower due to good defense, I'm the only one they're attacking too. If I need to have such strong defense I have no chance of launching an offensive. This has had the effect that I haven't finished a single game yet.

13 Replies 5,662 Views

Yeah, repairs only i friendly territory is brilliant! That makes sense. Perhaps we can remove the combat repairs? Who in their right mind would send people to repair while the ship's engaged in fleet battle?

33 Replies 17,119 Views

In my opinion they could remove the ships flying back and forth between the nodes on the planet. They just look bad, or atleast give me an option to turn them off. The planets look great as they are. The ships flying back and forth are too big and they fly too fast, and there's too many of them. And at the rate they come out of that tiny node, there must be the fastest parking service in the galaxy.

15 Replies 6,798 Views

Yeah, it would sure help managing larger empires, as well as seeing your grouped units fight smarter. However, it would have to be working a bit different than just repositioning them. New ships would constantly fly into the focal area. They would have to use a sort of priority target and kill it, then move on. If one would really go deep into making a smarter AI, it would be to include knowledge of the own group, as well as knowledge of what's in the planet area. As an example

10 Replies 4,532 Views

Aha I see, and when I set a range this decides how far out they will go from the position they are in when you set the range? And from after I move them they will not leave far from the area where I place them? If this is the case, there's some micromanagement to be needed anyway, to conquer planets on several fronts... Or am I getting it wrong? The general idea was to be able to send a group to a system where they can manage themselves while I manage the empire in general. If

10 Replies 4,532 Views

Yeah. in theory targettable hardpoints would exist, but imagine trying to incorporate that into this game. It'd need ou to micromanage all fleets, unless it's built into fighter and bomber AI only perhaps. Modular ships would be sweet, but making them targettable sounds like a dream we're not likely to see

24 Replies 10,487 Views