[quote who="eoncommander" reply="12" id="2018531"]the problem with the vasari starbase moving is that it is unfair, it is unbalanced. why should it be allowed to fullfil its purpose, but the other two not?[/quote] The solution isn't to make the vasari SB not fulfill its purpose. Neither is the solution to give the advent or tec the vasari's SB. The solution is to make adjustments to tec, advent, and possibly vasari's SB so that all fulfill their purposes. Also, don't
Agent of Kharma
[quote who="Tridus" reply="9" id="2017717"]Well, I can blow this out of othe water pretty fast.[/quote] You didn't blow anything out of the water. I said there are people who match profile X by their own admission (this is easily proven - I have about 100 of their posts stored in an archive). </sp
10 or 15 mines max in a system would make mines essentially useless, so you've just effectively removed the unit from the game. I had well over 100 mines in a system, and I even put them in the high-traffic phase lane areas where the AI had to jump to to invade me, and the majority of the time the mines still didn't get run over when the AI came in. In truth, you (and many others) just hate mines. That's fine, to each his own (personally, I hate mayonnaise). This is
There is a button on carriers (and I believe hangers as well) which "docks all" and "undocks all." Thing is, I believe they wouldn't automatically undock in an attack because the purpose is probably to dock strikecraft in case of heavy flak.
I really don't get it. Everywhere I go, people are screaming about how unfair it is that Vasari's starbase gets to move while their starbase doesn't. Here are reasons why I think you are wrong in your bitching. 1) YOU GET A TORPEDO CRUISER FOR CHRIST'S SAKE - VASARI DOESN'T! Comprehende'? 2) Gamers always complain that they want more variety in the races so they aren't all the same. So the developers go out and make the races a little different - in thi
I am actually not unhappy with how mines work per se, but I noticed other people made a lot of comments on them, and the tendency I've seen over the years is to overcorrect and do something BAD when an adjustment is made to a unit (mega-nerf it, remove it altogether, etc). I figured an idea like this keeps the mines, keeps their effectiveness (it slows you down as the attacker if you want to spend time clearing the minefield), but removes the tedium and micromanagement. On the sur
This may have already been suggested, or perhaps something similar. But either way, here goes. Take a "minesweeper" unit - let's call it the scout for argument's sake. It has an automatic minesweeping mode which you right click to activate. In this mode it will automatically go around detecting and sweeping mines. Perhaps it can even be coupled with the other button which tells it to operate either in the local area, or the entire gravity well. But here
Like you, I don't think mines are ridiculously overpowered or out of place. I don't want them taken out of the game or uber-nerfed. I think some of your suggestions make sense, and I am all for ways of reducing micromanagement in general. However, I AM NOT for a hit point decay on mines, repeat I AM NOT for a hit point decay on mines. What this will do is create MORE micromanagement for the miner who has to continually lay mines if he wants mines on the field of battle
1) It seems when you update to entrenchment, you lose your original game. Are there plans to make it so your one game can play either original, or entrenchment? 2) Is there a special thread or sub-forum to comment on entrenchment? I take it that beta-testers are supposed to give feedback? If so, where do they want the feedback? Just the "standard" sins forums? Thanks.
I don't see the problem. If you play random maps - sure, but that's why it's called a RANDOM MAP. If you are playing a non-random map, the map should already be evened-out as far as planets, neutral extractors, connecting 'roids, yadda yadda.
The developers have to be very careful to separate out legitimate balancing concerns over mines (and other units) from complaints that stem from a certain gaming preference or culture or mindset. The mindset that I am referring to is an "anti-defensive" mindset and a "pro-wide open gameplay mechanic" mindset. There was a small but hardcore and vocal group of people who screamed bloody murder about the phase jump inhibitor. After questioning these people it became apparent
I really hope the devs are careful about what suggestions they listen to, and how they plan to implement those suggestions. The last time a few people screamed bloody murder about something in a beta, the devs nerfed the phase jump inhibitor into oblivion, and ruined it, along with one of the reasons to play vasari. This expansion is called ENTRENCHMENT folks. Do you know what that means? DIG IN! Now, this doesn't mean I think the game is currently perfectly ba
Which capship (or other ship type) auras stack? Just as an example. would two vasari capital carriers stack their microphasing auras so that strikecraft would have double the chance to phase if within the overlapping auras?
If you remove light carriers then you won't have carriers except for capitals (which you say need overhauling). And since the game is really based around frigs instead of caps, it means you won't have many carriers in the game. Basically, you are saying you want the carrier unit removed from the game. Why do you hate carriers? Do we really need one less unit type? Also, what overhaul needs to be made to the capital carrier?
That's the question. A 2nd, totally unrelated question: If you build multiple trade ports, or multiple refineries at a planet, does it still work? I thought I read somewhere where multiple trade ports would still only give you the income of a single one (or perhaps it was the refinery)? Thanks.
Either I don't know what I'm doing, or the system isn't very intuitive, but I always have problems with fleets. CREATION When I grab ships and select "fleet," half the time it puts the fleet leader as some insignificant ship instead of my cap ship. Then I have to do it over again, or keep fiddling with it until I get what I want, wasting precious time. What's the best way to create a fleet? SELECTION When you own enough systems to scroll off the pag
I'm no pro with this game by any means, so I'm just toying around with it, seeing what works and what doesn't. I decided to build the Vasari Carrier and Marauder to see how well they synergize together. My idea was just to try to max out the performance of the strikecraft, so I got a few levels of the microphasing aura (which I could see working), and wanted to combine it with distort gravity. The idea was to have the strikecraft both microphasing and with a higher velocity/
Sounds interesting, goodgimp. I may retry the game - I'm fully updating it now (apparently there is a 1.12 update, and my version was way back less than 1.05). I have no problem with the classification of "defensive," but it seems to me that we are really talking about "gameplay mechanic" instead of defense/offense. Even an "offensive" player should see the utility in taking a strategic chokepoint. What we are really talking about is "map strategy." It seemed t
[quote who="Orodum" reply="1" id="2006988"]what was the last version you had?[/quote] Less than 1.05, because when I just brought up the game it updated to 1.05.
PJI was bumped 700% ??? Are you sure? Approximately when did this happen? Thanks.
Hi, Bought the game roughly a year ago when it came out. I quickly realized it wasn't quite the game I wanted to play. Too much of a wide-open "raiding" gameplay mechanic, with no way to create strategic choke-points with the (largely ineffective) phase jump inhibitor. So I haven't played the game since. However, I understand that there has been several patches and what not, and was just curious as to what was changed or addressed. My first question is
I actually like the vasari carrier, but not for repair swarm (it will only repair the ship being focus-fired, just as you said). Rather I like the two strike craft abilities it possesses. I will concede, however, that it is not the ship of choice in an up-front fight, and it is also easily countered by building flak frigs.
The stationary phase jump inhibitor was nerfed into oblivion coming out of beta. Why you people think they will give you a mobile one when they didn't see fit to give you a stationary one is beyond me.
I think this is a game more catered to multiplayer than single player. Further evidence for this is lack of a campaign.
You are correct, the core problem is the PJI, although the siege frigate is certainly ridiculous any way you slice it. I don't really care to play a game with no strategic possibilities as far as the map goes. As it is now, you can't make strategic choices with the map, thus you can't make strategic choices as far as which worlds to develop in which way. As one guy said on this thread (oddly enough, he thought this was a good thing) "all worlds must be ringed with defenses to the max.