i like the ship icons they look really cool.
ttaargus
i use ico but there are no games going. is it some problem on my end or is there no online play until the final version ships?
i agree with the planet name thing but the order should be based on when you conquered it.
good question. im assuming per salvo.
also keep in mind that the dev team can adjust the resource acquisition rate to compensate for movement costs.
[quote]A cost per jump system also favor the Turtling player FAR too much. It takes a good 50 ships to destroy a well defended planet in a timely manner, even without fleet backup. Now pay 100 credits per jump like you seem to suggest, thats 5k credits to assault a planet, plus the cost of replacing casualties. Penalizing attacking players is a great way to slow down a game. This just doesn't really fit the game. The Anti-matter penalty for jumping already puts defense to a tactical adv
[quote]wow, the quote is MUCH easier to read. They should change the background accordingly. [/quote] yeah thanks again to kenquinn
it wouldn't slow it down it would actually speed it up in someways. it allows you to focus on your relevent fronts and allow you to slow down the enemy. i also outlined a simple ui mechanic that makes managing phaseways very easy. and i also said that balancing cost would be very important for this to work.
thanks for the edit. but are you serious? this plays ALOT like sword of the stars, nodelines/phaselanes, the focus on logistics and strategy rather then micromanagement, hell even the ship icons look similar.
[quote]I think i've gone half blind just by looking at that blob of white texte with black background. Some paragraphs would do wonders for people actually reading that. [/quote] lol, i just stared at it for a moment now im all dizzy:) but thats the plan blind the competition :HOT:
sorry bout that, is there any way to edit posts? also the anti-matter thing only effects the ships tactical situation not the overall map, im looking at the bigger picture here.
ok heres my idea for gas giants. max population of 0 since the population is entirely in orbit. 0 emergency thing ie. low bombardment defense. i see gas giants as being fleet capacity hubs and tactical hubs. they can use the gases from the planet to fuel more ships and to create munitions. the GG's should also have large gravity wells. on the tech side of things you should make it that the tech for GG's to be colonized can be researched after fire and ice colonization are researched first, they
i like to use 4, two kols, one sova, and an akkan.
look at the main page
traveling through phase lanes should cost something, cash definatly and maybe crystals. i see it working like this, jumps to and from your homeworld will be free. the farther from your hw you get the more expensive it is to travel(cost is based on ship type and ship #'s)also your support capital ships should be able to negate the travel expense of a number of ships equivelent to a support ability. it should cost double the travel expense to travel to enemy or unaligned factions planets. i envisi
i preordered yesterday from tgn and got to download the beta you should try that
[quote]Try the z, x, and c buttons. [/quote] thanks but the whole point is to avoid using any keys. i find that in this game especially, where you often need to change your view, messing with keys really slows you and it also tends to zoom to harsh or abruptly.
im using beta 4 and have been having a hard time zooming in and out because the game doesn't seem to recognize by laptops scroll thingy on the side of my mouse pad sensor. is there anything i can do besides remaping zoom to keys? also is there a way to invert the right mouse look?