No. Some things are like salt. You cans always add, but never take away.
rfusum
The next great leap for empire space games would be a Nexus strategy game. The feel, look, and interface was exceptional. Not only did the ships have turrets, each turret could be assigned to different targets. Maybe I'm behind the times, but the War Craft/laser tag look displeases me considering what was done before. Simulation adds depth and maturity to a game. Ships ought maneuver more like beached whales--no gliding into formation. Ships should accelerate slowly, but have highe
The idea of a command cruiser would be better suited to the improvement of command and control elements of the game, like the ship AI. Perhaps when grouped with a command cruiser, ships might show greater coordination in attacking the enemy, distributing just enough firepower to take out ships relatively quickly, instead having the entire fleet on one target. Or to save processing power and increase the appeal of command cruisers, you could strip ships of its current AI and have that A
Thats silly. Of course your choice of vessels is going to be influenced by how the enemy reacts to them. Thats like saying you don't like the carrier because the enemy is going to focus on killing it, so it should get more HPs. It's not just the enemy, but the ship AI. It's the uniformity. There's more than one way to skin a cat and the AI should pursue these other methods unpredictably. Or they should be manageable. <div class="Article_Quo
Here's a novel idea. Perhaps ship research and design should be a bit more like economic realities. Researching ships designs, rather that granting you build access, should instead reduce the cost of building. A rational player wouldn't crank out a line of ships if he didn't at first invest in the research to reduce its production costs. And the more you build, the faster the production, the greater the efficiency. So should it be for capital ships. Your first capital ship prototyp
Well, the purpose of Death Star wasn't to blow up every dissident planet in the Star Wars galaxy. The purpose was to intimidate planets away from rebellion. If they'd strung Christmas lights on it, I would've walked away from the movie a little less enthused. But sure, if you're a guy that only needs to look at a game's unit data tables to be impressed, then discussions about ship appearance wouldn't really interest you.
The dreadnought should have the range of a missile frigate, which would give it the ability to take out turrets from a distance without entering their firing circles. That would enhance it appeal as an "assault" ship. I don't enjoy the fact that my ship preferences are influenced by the AI target preference. If colony ships weren't such high priority targets, I wouldn't build an Akkan. It's the same with flak frigates and bombardment frigates. I don't build or engage with any of the
The circular UFO design goes against the psychology of a fleet battle where ships close in to engage. The whole spectacle is directional, from the broadsides to the command deck. It's all suppose to say "I'm looking at you" or "You're my target", and we read our ships like a face for that expression or intent. When a ship or any object is missing any semblance of face, it loses our interest and it feels as though we're merely playing with marbles.