I have used the Hoshiko minimally and never employed the Cielo, games haven't really lasted long enough. The Hoshiko seemed to be a waste of space, given the fleet room it takes up and the cost (both for research and to build). It certainly doesn't pay back itself in a combat fleet for 1v1 or 2v2 shorter games. It is definately a ship that you want to hold back in reserve and bring in later to patch up a fleet, however in that case you are likely better off building a repair platform ne
Sinzer
If you multiply all resource rates by 2, then it doesn't change the ratio they're given at all! Credits will be doubled, same as minerals and crystals, so there won't be a "flood" of asteroid resources. The point I am trying to make is that the game will revolve more around selling resources from crystal and metal. I am not talking about ratio's increasing. Example Normal Speed 10c/sec 20m/sec 20c/sec 2x Speed<
Nice thread some good tips
Not very twitchy at all, you get a lot of time to ponder your thoughts. It really is worth trying, it is a very impressive engine even though it is only in beta. It is a fairly decent balance between RTS and Turn Based. Certainly nothing like any traditional RTS.
Economy is expensive. But it also means that if your gamble pays off, you'll be in a position to out build your opponent with your (far superior) economy. How does trade actually work though, does the trade figure indicate how many credits you get with each individual ship completing a trade route, or is it the figure for total credits gained for all 12 ships completing their trade route? The first way means you have to wait for around 10mins t
Once that is fixed, then we won't have much of a problem anymore. I find SP quite slow though, even playing on Tiny maps it takes around 60-90mins to complete a skirmish. Oh, and btw, something you're overlooking is that mining asteroids are effected by allegiance penalties (or, at they very least, are supposed to be so...), and a "double resource patch" would double credits just as much as mining.... N
*WARNING LONG POST!* There is a slight problem in the game at the moment for catering to the SP and the MP audience. The main issue is that games last too long for MP, with slow starts and costly upgrades/ships. I think for most players the SP is ok, I am quite happy to play the game at that pace in SP, because I can save at any point. However, in MP, most players
Your wish shall be fulfilled. ZE GOGGLES ZEY DO NUTHZIN!!! LOL
Arrrghhhh, I thought this was going to be a thread with lots of pictures of random supermodels!!!! Heavenly bodies is far too thought provoking for bored people at work!
Agree with a lot of this Disagree with this 6) Colony ships have a purpose and you have to protect them or purchase the support capital ship. It actually creates strategy as means you cannot go rush a planet and take it over without having delicate support ships to help you consolidate it. 11) Some good strategy games don't use counters. Personally, I prefer the non-counter system. Counters are very difficult to balance. Also, I don't like the fact that you can build
Looks like a really uncomfortable keyboard to use? Is it wireless and you can take it out, now that would have been cool!
They honest to god don't do anything! I have had 3 hour games on FFA with 5 AI players and all of them will just sit there on their homeplanet and build scouts. There is a bug in the latest release that has caused this, it has been identified and fixed, no news on when it will be released. And how are they purchasing stocks I don't understand that but it tells me I am getting money from it during the end game stats sc
Actually strange that you don't need to port forward with SupCom, that is a P2P game as well, and normally throws a wobbly if it even sniffs a firewall!
uh... no rushing only ends the game when there's a big difference between the skill of two players. Exactly, don't want to turn this into a mechanics of rushing argument. But the rush only works against a weaker opponent, a similar level opponent will block it and the game will move into the next tier. I suspect this game will have some elements of the rush on tiny maps and in multiplayer. I am currently trying to look at rush builds. The bigges
Hmm won't let me edit. Should be able to add friends from the lobby. To explain this further I mean that you can right click on their name and get a context sensitive menu to add them or something. Typing in on a seperate screen can be a little painful.
I had sound effect issues, I turned off "Stop Sound when lose focus" this returned all the sound effects Cosmetic Technical issues The exit Ironclad Online screen goes to "Network Error" Ironclad disconnected. Would be worth changing this, as it is not really an error and could confuse a little. Quit game on the first menu screen would be good to have a check box. Accou
An assassination mode would be great, set it to the capital ship becoming your flagship, and if that is destroyed game over. It has to be an option though. The other options are good too, quick start and extra resources. Personally, I like both the building up and the fighting. I think the game needs to be balanced so that the vanilla package (default) is fun to play and doesn't take an age. You can then add all the options to speed it up further. I am not a huge fan m
Ok played for about 2 hours and I got the hang of it, I actually quite like it. Just have to get used to having your mouse the focus of something.
My minimal play with the Beta is about 30mins so far, hope to get some time in today. But I have noticed with the zoom, it works well at slow speeds, so if you click the middle mouse wheel every second or so, it does the job. It is when you do a really fast scroll (as is normal practice) that it goes somewhere completely random!
I dont like the idea of limiting someone from joining. Best thing to do, would be to show the specs in some way. It would be good to have a host option that would limit your game to people with the correct specs to enter. Or you could choose to allow the game open to all. The problem with showing the specs that it ends up in a lot of host prejudice. I have seen a lot of people kicking people because of ping in RTS games, saying 200 ping is too h
So if one person has lag they fall behind? That stinks... Well technically everyone falls behind. As Ron says it is a P2P structure, which generally means that you play at the speed of the slowest PC. From experience in other RTS games, it would be really useful if this game could include some kind of indication of computer speed. It would be great if it was like some of the console games, where they do a connection check and
You've just proved my point. Supcom is tactically shallow and is increasingly flawed the higher you go in the tech tree. Supcom was never designed to be a tactical game, it is designed to be a strategic game. I wouldn't say it is increasingly flawed as you go up the tech tree, as two equal opponents will generally counter each other until one finally makes the breakthrough. The problem is usually that meeting someone of equal skill level in the
LOL I had to create an account due to this thread. I been playing Supcom since release online, and am likely to start playing this in Beta 3 and dropping Supcom for the while. In terms of Superweapons, they do not detract from strategy. The whole strategy behind them is getting them built. Regardless of arguments around Supcom units, the whole basis of that RTS is economy building, there is very little in it that cannot be countered. The only thing that wins 90% of Supcom match