[quote] Why? We need to focus on getting the game up to release--after that is when we worry about after that [/quote] I doubt anyones ideas take much focus at all from that. It does get other people thinking regardless of how well it applies to sins... an idea could be modified into a concept
ArtemisEntreri
[quote]On the topic of capital ships, there should not be a limit on capital ships for purely logical reasons. I believe there is a better way to handle this limitation by design. I think a serviceability or some maintenance variant cost that increases based of total capital fleet size after a specific number of ships should be used instead. Such a system would allow for several large fleets for very large game maps. [/quote] I agree with everything 1Spartan is saying here but I just wa
[quote] its to late to add anything into the game sry [/quote] So what? Its an interesting idea, and not without merit even considering the circumstances. Just because it more than likely wont get in at release is not cause enough to stop any discussion of the idea in its tracks. I'm willing to bet that
cool skins dude, what did you edit them with?
can someone make my lazy self a sol like system... with the moon, jovian and saturn systems, the dwarf planets inner and outer asteroid fields and stuffs? please'm? =P yay pants
hey that sounds pretty sweet, I'll be waiting on that video.
[quote] Also...can't you group ships into fleets? ctrl 1-9, and the capitol ships do level up, not only do they lvl-up but you get to pick their abilities!! [/quote] This is truth, but any of a class of ship will be equally capable at the highest level. To me its a bit more annoying to have to choose one ability over another for the moment when I will have them all by the end anyways.
yea... did I mention I had been up for about 32 hours when I wrote this? Which in hindsight was a waste a time for exactly why you said, but I couldn't sleep anyways *shrug*. I had fun thinking about it. I just wish I knew how the new fleet system will work and increase functionality over what is in beta 4.
I'd like to make an appeal to the community for thoughts on what everyone would like the fleet system to include, and if at all possible with current constraints that popular feasible demands be implemented. So to get things started I have outlined a system that I would like to see, and now ask for everyone's suggestions for modifications or complete reworkings, and to point out what you like about mine and others systems. What I would like to see is a simpler way to control(player and
No worries Craig, I've long discarded any thought of having extra lag inducing hit boxes. That was just a tangent to my original request anyways.
I like a lot of your suggestions.
[quote] So how close is this game to homeworld 2? [/quote] eh... its has space ships but most of the game play mechanics are completely different. You would do well to read the game features.
[quote] Basically you can make a cohesive fleet out of any group of ships, with the sub-selected ship (the one that appears in the selection window) being the fleet leader. Once formed, all the ships in the fleet take orders from the leader and try their best to remain in formation around it. [/quote] ah.. but yarlen, isn't this the system that is currently in the game? I was under the impression this was going to be revamped. I'm really hoping it
I meant the latter, even though I do like smaller fleets I just wanted to have any size fleet be more organized. Thats good to know though, thanks. I had previously thought the in fleet group would be be just selection groups. Now my question is do you know(or like the idea) if we will be able to define formation shapes/arrangement? I'd also like to see formations/arangements unique to each empire(of course I dream of my own custom ones). Also, do you know how shield mitigation works?
(repost from RTS vs 4x Poll thread) Thought I would throw this up for scrutiny... I think one aspect of the solution for fleet micro managing is to have fleets divided into strike groups that will coordinate with the other strike groups of the fleet. Sort of like combining units in The Battle For Middle Earth, but combining say flaks w/ carriers or cruisers w/ destroyers. Where how you've decided to form your fleet outlines the AIs actions... a micro managing aspect without frantic
Thought I would throw this up for scrutiny... I think one aspect of the solution for fleet micro managing is to have fleets divided into strike groups that will coordinate with the other strike groups of the fleet. Sort of like combining units in The Battle For Middle Earth, but combining say flaks w/ carriers or cruisers w/ destroyers. Where how you've decided to form your fleet outlines the AIs actions... a micro managing aspect without frantic clicking. Also for in-well fla
perhaps a progress bar could be put on the interface's research button, if nothing else... One thing I have a problem with is that it doesn't list out the ships I have selected so I can get an at a glance fleet strength without finding the fleet on the tree. Also, I'd like to see color coding for the alert messages on the info cards so I can tell whats going on with that at a glance too. Somethings just need to be a little more obvious.
Dropping asteroids from orbit would be pretty destructive... can't we do that? =P