[quote] I hope this means something like 3x research levels for improving the PJI's slowdown, and a 3x high level research item for holding enemies for like 10/20/30 seconds, and not just X buff to PJI's slowdown or complete lockdown . ^^ [/quote] I'm guessing that rearranging th
Agent of Kharma
[quote] Wow. I have been reading this thread for the last five minutes, and I must say, Agent of Kharma, you need to shutup. You've pretty much drawn a line in the sand and tried to stop any discussion related against your point. This 'your style my style' nonsense is not helpful. [/quote] Hi TarISS. You've got me pegged totally wrong. I have never and would never try to stop any discussion related to anything - in fact I fully invite discussion. Sort of ironic that you
Siege frigates are of course ridiculous, however the fix for them needs to be carefully considered. I have had planets which had reasonable defenses fall to them, even when my fleet managed to make it back to take them on (they got away anyway, even though I chased them through many systems). On the other hand, my fleet (with 1 capship) took out an enemy planet's defenders, and it then took FOREVER for my single cap ship to bomb it down to where I could put a colony on it. An effectiv
The problem with going for choke points is that choke points currently cannot be "choked" - enemy ships can just pass right through.
[quote] And if that crappy asteroid is valuable, in case you mean resources, why is it being left undefended, or prone to being raided? [/quote] It's not. It has defenses, ships, and a PJI sitting on it. The reason the crappy asteroid is valuable is because of what I said - it is in the right location, and has the right phase lanes going through it. With the game you want, an asteroid only has a resource value and nothing else. With the game I want, that asteroid can
[quote] i wanna try the stock up on fighters tactic because i have also had been focusing on bombers. and i have also seen planet bombing problems everywhere, but if you think about it, planet bombing is a very good tatic and you could try using it against comps by using it urself [/quote] I personally used fighters against them in the last game I ever played, and it didn't work - 19 siege frigs waltzed in, took down the planet with fighters buzzi
I apparently don't understand the idea of shield mitigation. I *do* understand that it mitigates a certain amount of damage coming in. What I don't understand what this has to do with focus firing, how the shield mitigation ramps up to high levels, etc. Can someone explain this in more detail? Thanks.
[quote] There already is a slider, in the in-game map maker, at least. Phase Lane Length seems to say how far away two planets can be and still be linked by lanes. Crank it up, and the map becomes a web of interconnecting phase lanes. Move it down, and you'll get planets connected to each other in straight, simple lines. [/quote] Interesting - didn't know this (never played around with it). The next question wou
The problem isn't the AI, because people can and do use the same tactic. "Fixing" the AI so it doesn't use this tactic won't fix the people who use it. The problem isn't countering this tactic either, since at the bare minimum you can simply ape your opponent and send siege frigs at him too, then see who can bomb who out of existence more effectively. The problem is different ideas of what should constitute a siege frigate. Picture a typical RTS - Starcraft for instance. You
SYNOPSIS: To briefly summarize, there is a group of people who prefer more of a tactical, wide-open game dynamic where chokepoints and an effective PJI play no role. There is another group of people who prefer more of a strategic game dynamic where chokepoints and an effective PJI can play a role. These two gaming philosophies are at odds. There are a few suggestions out there on how to make the game work for both groups (my best suggestion is to make units such as PJIs and s
[quote] I for one would hate to see the PJI's cause an absolute block on jumping; the only reason I can see anyone would want them to do this is so they can lock down their system and not have to worry to any great extent about defending multiple fronts. [/quote] You will have multiple fronts to your empire most of the time even with a decent PJI. What the current (non-functioning) PJI does is make every single world in your empire a front. [quote] Fine if your the
[quote] The players have spoken and we have listened. The PJI will be evaluated for patch 3 [/quote] Great news. I leave you with a quote from a very important reference on this game: "Phase lanes indicate the corridors of space through which a ship can enter Phase Space. This is important,
It is theoretically possible that subverters could gate in close and shut down some of those puppies, but the problem is, your subverters would cost you a hell of a lot more than illums would cost him, plus they are further down the tech tree for you, so this wouldn't work. This is what you should do: take a friend, have him play as advent and send 1 illum to your planet, you try one of each frigate type against it, see which one is cost effective to field against it. Then you have you
Hey, I'm not a know-it-all on this game, so this is just a guess, but it's an educated guess: If the fighters are supposed to counter LRM frigates, I suppose you didn't have enough carriers. He had 70 LRMs, you had 15 cruiser carriers to counter them with, plus 30 LRM frigs. That would be a total of 45 ships to counter what he had. I suppose you'd need something approaching his number of ships. Bottom line, it sounds like he just had a hell of a lot of ships. Again, though, this is just a
[quote] Listen, if you want someone to mod it in for you, fine by me. [/quote] LOL - I'm a developer. If I wanted to mod it in, I could do it myself in 5 minutes. But I like playing against humans, and I can't do that online with a modded game (at least that's usually how it works). Look, you're absolutely right - this game was built around what those beta testers wanted, and if they had wanted my gameplay mechanic, that's what we would have gotten. But they voted ou
Thanks Logan. Briefly, in the test game I referenced in this thread, it was simply hangers and fighters, but note that this was simply the LATEST round of testing against siege frigates. In other words, I had tried other things in the past. If you do some checking, you will find that fighters are indeed recommended against siege frigates (at least in some circles, and there are unit statistics to back it up) - that's why I tried them. I will also repeat what I've said several
[quote] No good reason at all? Increasing the time before a jump will enable you to cause more damage to raiding fleets, and thus lessen their numbers as they run through your territory. [/quote] Sure, but my point was, why would someone who advocates the OPPOSITE gameplay mechanic from the one I advocate want a slightly buffed PJI? It seems that they would want it dropped altogether. [quote] Honestly, forcing to people doesn't sound more strategic
[quote] Do you think that by screaming at the top of your lungs and throwing feces around your nursery pen you'll get the developers attention? [/quote] Listen here, you little asshole: 1) One of the developers told me to post on this, and even gave me the links to post to. 2) I don't owe you a damn thing in terms of an explanation. As I told you the other day in another thread when you were standing on my dick, I am here, I will post on any topic I like, when
Remove phase lanes. They are unnecessary, they create the pretense that they are doing something when they aren't, and it would suit the current gameplay dynamic better if they simply weren't there. Any time ships are outside of the grav well, they are in "phase space" and can move around (anywhere) at phase speed.
[quote] Why do you even care? You've gone out of your way to remind us you uninstalled the game. Your observations are based on a single game you played and they aren't worth dick. You just enjoy reading your own posts. [/quote] You are the one who apparently enjoys reading my posts, because you keep reading and responding to them. Why do *YOU* care, dickhead?
[quote] Tell me this isn't true, since he was extremely adamant about not changing the original strength of the siege frigates. If true, that explains a lot. [/quote] It is true.
[quote] In that 1.03 wish list, you really should just ask the devs to remove phase lanes entirely (you think I'm being sarcastic - I'm not). [/quote] In fact, I'll go now and put the request in for you :-)
[quote] Killing off the possibility of raids isn't a good idea, as it removes far too many strategies. [/quote] Killing off strategy isn't a good idea either, which is what you have done by insisting on your raiding gameplay mechanic. First off, there is still plenty of opportunity for your raids - PJIs are on up in the tech tree, and even when people have teched up to them, every single world won't have them all at once - they cost time and money. Second off,
This is just a total guess, so sue me if I'm wrong. A planet's loyalty or whatever seems to determine the resource output effeciency, which makes sense. I believe it not only affects the taxes, but also the crystal and metal, i.e. 50% loyalty would only net you 50% of the taxes you would normally collect, as well as 50% metal/crystal. Anyway, when you lose the planet, I'm guessing that the metal and crystal production has to be slaved to another planet. So either the AI picks
[quote] On the subject of fleets going straight past a defensive fleet and striking deeper within the empire... I'd just like to point out that this is one of the biggest (theoretical) problems with a defensive doctrine in space combat. Space is HUGE and ships move FAST. It isn't feasible in real life to build a meaningful defensive network that could cover a planet, not to mention a whole system, so why should it work out in a simulation? [/quote] Because in this simulation, there