dmjung

dmjung

Joined Last seen Member # 2961292
0 Posts 3 Replies 673 Reputation

I always assumed the limits on the number of ships you could place in a fleet or in orbit was because of the original language/hardware that GC ran on. Why is there ANY limit on the number of ships I can place in a fleet or in orbit? Is there any reason to keep this anachronism and the related research? For reference, the Spanish Armada was 130 sailing ships. I'm not really seeing the need to commit my entire civilization to researching how to give multiple

46 Replies 167,727 Views

[quote who="parrottmath" reply="10" id="3482529"] I would like to see the carriers implemented in the system to build tiny hulls. With the starports they have the groundwork for such a system. Opens up new manufacturing systems all over [e digicons];)[/e] [/quote] I like that--I can see the starports as the genesis of carriers. However, do you think they should be able to actually build new hulls? I'm thinking no or very limited capability to build new hul

87 Replies 224,706 Views

[quote who="charon2112" reply="8" id="3482503"] I still like my solution. Give all starports level one weapons in all three categories. Enough to fight off weak early attacks, but not enough to fight off more coordinated fleet attacks without upgrading. That would at least allow enough time to create a small fleet to protect it. [/quote] I like them all and hope they do more than just "fix" the fragile nature of the starports...the more ways starpor

87 Replies 224,706 Views

I'm not sure what the movement costs are for engaging in combat, but feels like they should be much higher. If I have to drop out of warp (and I won't complain that the little bitty fighter somehow managed to force my whole frigging humongous fleet to stop) and hunt/ maneuver against the opposing units and then actuall

1 Replies 1,480 Views

I've been thinking of this some more...just to recap. 1. Have some shipbuilding capability on the planet, perhaps as a shipyard I have to build on a planet tile. Basically the GC2 way added back. 2. Let a planet sponsor multiple starports. As another thought... Reduce the time necessary to construct a starport. I've been seeing about 3 turns to get one up and perhaps they should never take more than a turn to complete if the world has ANY manuf

87 Replies 224,706 Views

I noticed when mapping a ship's destination through an unexplored area that the path jigged about to avoid objects that were invisible to me. This at least occurred with the new nebulae fields thingie. Didn't test to see if it was avoiding planets or asteroids as well. So...paths through an unexplored area should always be straight and thus blind to the player. Stop the ship if it runs into ANYTHING. Alternatively or additionally, I'm thinking

0 Replies 806 Views

The line connecting a starport and its supporting planets should NOT be visible to other players (other than perhaps with lots of spying or whatever.) As it is, I can use this line to map an attack against an "invisible" starport. --David

2 Replies 1,781 Views

[quote who="DARCA1213" reply="4" id="3482487"] Tell me, if you have to be on the same tile to attack and hulls have inherent sensors, how can the enemy not see you fully in battle? DARCA. [e digicons];)[/e] [/quote] There are always ways to camouflage an object or obscure/confuse sensors, even the Mark I eyeball. The mapboard hex is an extremely large area with oversized objects in them--stars, planets, especially ships are incred

20 Replies 107,178 Views

I'd like to see a Stealth defense module for starships, starports and starbases. And planets. :) The counter for this would be research along the Sensor's tree. Stealth would obviously keep the other player from seeing the object in certain situations as well as affecting the targeting of ALL weapon types. Stealth could also be a mini-research tree like sensors with multiple levels of effectiveness. E.g., my ship with a high-level of stealth

20 Replies 107,178 Views

The invasion and ground combat component in GC2 always seemed overly abstract. I mean, we're able to design a starship down to the nuts and bolts, but invasions are not much more than a dice roll. I would like to see the pre-invasion capabilities in GC2 and whatever else you can dream up separated from an invasion event. I should be able to orbit an undefended world and work it over with bombardment, gas, psych-war, whatever with any appropriate star

0 Replies 1,154 Views

As an opposing comment on trying to eliminate or reduce the camp and blast strategy... If you've lost the high ground and your opponent can nuke you from orbit with impunity, then you are in fact actually screwed so I'm not against retaining this strategy. However, the AI should be able to do it and there should be some reasonable strategy to counteract it early in the game. --David

87 Replies 224,706 Views

It's already been pointed out how easy it is to destroy an opponent by camping and blasting their Starports and this is worse than in GC2. I would like to see the planets retain some level of ship building capability, say only Tiny or Small hull types (and maybe medium at a higher cost.) Build the larger ships in space, but you'd still be able to build smaller ships (and constructors) on the planet. The ability to only construct a single starship at a t

87 Replies 224,706 Views

I would like to see military bases being potentially tougher throughout the game...basically an immoble starship with their own various "hull" sizes and weapon/defense choices. Weapons/defenses could overlap with the ship choices with a few extras perhaps. From a game-play standpoint, there is no reason why I -have- to attack an enemy military base if I can by-pass it and deal with it later...the AI should also do this. But an enemy fleet using the SB for shelter and getting +/- effects can m

139 Replies 36,795 Views

Upgrading a ship wherever it happens to be located seems kind of weird...new weapons, engines and capabilities magically are available the next turn. Perhaps the "idea" is that the ship has some kind of maintenance/construction ability (eg the self-repair ability), but an upgrade to a completely different ship seems beyond that kind of ability. How about adding a ship repair/upgrade module for a Starbase? For repairs, this would significantly speed up the process. Upgrading a ship sh

382 Replies 108,624 Views

My "Ally" did nothing to help me during a war...assuming they declared war on the other position, shouldn't there be some attacking back and forth between the two AI positions? Maybe a bug. In the context of this thread, there should probably be some kind of ability for allied positions to coordinate activities; eg request that they attack a fleet, invade a particular planet or guard a certain station or star system. Let the AI request the same activities of the human player. Not s

382 Replies 108,624 Views

-If using auto-survey, the ship shouldn't immediately head towards the territory of someone you're at war with...it should head to items in your territory first, then allies, then neutral and then finally if nowhere else to survey, into enemy territory. Preferably, just not auto-survey into at-war territory...if I want to survey into enemy territory, I could do it manually. -Ditto on colors as I have a deficiency. The Terran blue is too dark. -Ditto on being able to move star

382 Replies 108,624 Views

From what I've seen playing two games, blanketing the DL's planet with spies the moment the DL event occurs appears to shut them down...few, if any, DL ships are produced and the DL's are basically rendered impotent. In the second game, the DL's asked for peace and I extracted some high-end weapons from them, but I left the spies in place. I think its a game-play design bug.

5 Replies 5,333 Views