I really like (i think) the end game idea! I've never played birth of the federation but that sounds like a really nice idea however its implemented. That would definitely spice up things considerably!
PasDeCharge
This is probably the worst idea ever (fitting I say it then really ) but would it break the game to remove any imposed limit on the number of ships you can build? (other than an overall performance based limit) I'm suggesting it mainly because its the only one i can think of off the top of my head that isnt either of the two SchematicNinja outlined <img src="http://images.stardock.com/gc2/T_DL
hmmmz is anyone thinking cultural takeover a la civilisation? it would explain the inclusion of the broadcasty thingy....mabob
Lol Im not an idiot, I know that gravity wells are a real feature of bodies in space but i was refering to the gameplay mechanic If you could move outside of the gravity well, id be all for varying the size dependant on the body HOWEVER, you cant. What youre suggesting would make it harder to have a massive fleet engagement at a dead asteroid than it would at a gas giant (becuase there i just l
but the truth of the matter is that formation really has nothing to do with these, and adding in fancy buffs and saying "this is why" is rarely a substitute for actually showing a decent change in gameplay what you suggest would merely ahve a spammer putting his ships in formation and then outclassing a non-spammer because there isnt a way around it. so in effect you irritate the problem, not fix it. Im sorry even in conventional navies missle d
I think its more to do with the scale than the computing power sometimes without the icons I genuinely wouldnt be able to see anything there but I do agree that the current ones are annoying
If you refering to what Neskonlith suggested when you talked about 'silly artificial buffs) then I think youre being a bit harsh. "This would reflect the increased effectiveness of point-defense abilities and coordinated firing control that fleets enjoy, thereby allowing a significant advantage over uncoordinated spam fleets." Those arnt fantasy aspects of how fleets work at all and the modifiers hes suggesting for things like accuracy and defence are just a way of factoring t
I really dont see the point in varying gravity wells, while yeah it makes sense that a gas giant has a bigger one than an asteroid, remember that what we call gravity well is actually just the area your ships can actually DO ANYTHING in, so making it smaller is just...silly, and the advantage of making it bigger is? more room to fly around?
I dont feel the same way, there are times when i'll have my cobalts rush to shotgun the enemy with a burst of fire, the result usually have them turning around leaving them ineffective and exposed, then I release the full power of my fleet etc. on them. Well I sometimes have my ships form an all-singing tap line for the enemy to leave them entertained and pacified! However, this has little to do with me winning 99 times out of 99 and a half. You may send
I'm still not %100 sure that Umbra Evitos, Rhaws and my point has really got across (if it has just slap me silly). What were (or at least me ) asking for isnt soo much to do with phaselanes as it is to do with the things the phaselanes connect. Idea being that you take whats currently in game, so one planet surrounded by a gravity well, make that gravity well quite a bit bigger, and put a few mo
Well, as to whether its worth doing it depends on how much of an issue you think it is that there's never any surprise when you enter a planets gravity well the idea in this case would be adopted within the open solar system format, so theyd be more scope for hiding things. Stealth fields are something simillar are another idea? :O
yup yup yup Love it. Hopefully open solar systems would help stave off the boredom im allready feeling at invading a planet, every time its exactly the same!!! EDIT: sorry Yarlen i didnt see your reply, as far as im concerned this isn't a realism issue its a really big gameplay concern as I said in Rhaws thread about this at the moment invading planets feels just like island hopping and gets very v
I think the thought is that compared to the other, equally priced, capital ships you could buy instead, it doesn't seem good enough. Personally I like it for teh lookz but I have to admit i don't build them as much as i could
1) My pirate experience (YAAAAAARRRRRRRGGGHHHH! ) varies a lot depending on when the Uber-pirate fleet attacks :/ I've been attacked about 15 minutes into games by fleets of pirates I just have no chance against, like even if all my ships were there to combat them id would be a close fight. If it's later in the game then woo hoo! fleet combat is fun but if they attack too early its just irratating <img s
Yeah I'd love to see formations but especially as Hadley said, just some option to stop all the faster ships tearing off the second they see the enemy leaving your "fleet" scattered all over the place
ooooh I like that, simple and elegant plus most of the time it's what happens anyway. At least when i play lets blow EVERYTHING up!
Ive got two more little points to add to whats been said, firstly, about the defence of systems: yeah, it probably would be a lot harder but bear two things in mind, a) its ridiculously easy at the moment to completely surround the exit to the jump path/s with gaus guns, it almost goes without saying that youre going to jump into the guns when youre attacking so obviously you'll be packing enough to get rid of them anyway (theyre almost pointless if you see what i mean). b) if youve go
My understanding of how it works at the moment is that when you capture an inhabited planet you bomb EVERYTHING and EVERYONE on it, and that sort of explains why it takes the same effort to capture an (clumsy way of saying it but..) ex-inhabited planet as it does to capture an uninhabited one. I agree though that having other options than just nuking everyone planetside would be nice and feature that you mentioned like resistance would be nice and fun
Nexus was focusng on a management of a small task force (9 ships max iirc) so the ship systems could afford to be more detailed. In Sins we got warfare on a galactic scale, with 10s to 100s of ships present in any given combat. The amount of firepower you can bring to bear on a target completly negates any usefulness of separating out the subsystems. I said that <b
Saying it wont be overpowered is easy but how would you suggest it work? I dont think youre going to be able to avoid making it overpowered :/. Say one game i finish with 20 level 7 battlecruisers: i cant possibly start the next game I play with those 20 battlecruisers! the game would be over in seconds unless my opponent was similarly equipped The only other alternative I can see is that when i DO end up building a battlecruiser, I get one of the ones from the previous game popping out
I know exactly what you mean Rhaw! I was almost going to make a thread about this until i saw yours. To sum up I think the way it feels and plays at the moment is more like island hopping than its like interplanetaty/stellar combat if that makes sense. That's not saying that its bad or anything at the moment, just that it feels off and I have to say I'd prefer it a lot if what is currently represented in game as one planet, was actually a star system in its own right. This woul
Well arn't they kind of allready in? The special weapons of some ships target a range of stuff from (sorry I cant remember the names of the abilities!) that one that completely cripples a ships movement, shields and guns, to the one that I THINK that robot frigate has of hindering movement? I know its not really the same as targetable subsystems but its not bad considering the scale of the game. Also I'm not sure how useful it would be in anything other than one on one or small scale e
Im more for the system-only ships than I am for more varied defences :/ allready as it is a system can get pretty clutted by gaus platforms and most importantly for me its a lot more fun fighting ships than it is fighting a big stationary gun
I'm not trying to take over your thread but its also worth mentioning the price per unit on the black market (selling) is exactly the same for both :/ this doesnt really make sense because as you point out you get WAY more metal than crystals.