Agent of Kharma

Agent of Kharma

Joined Member # 3036562
119 Posts 1,400 Replies 24,300 Reputation

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

10 Replies 11,656 Views

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

2 Replies 3,780 Views

[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

101 Replies 75,263 Views

[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,

101 Replies 75,263 Views

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

70 Replies 38,952 Views

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

70 Replies 38,952 Views

[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

101 Replies 75,263 Views

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

105 Replies 71,640 Views

[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

101 Replies 75,263 Views

[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

101 Replies 75,263 Views

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.

1,040 Replies 560,558 Views

[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?

101 Replies 75,263 Views

[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.

105 Replies 71,640 Views

[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 :-)

101 Replies 75,263 Views

[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,

101 Replies 75,263 Views

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

10 Replies 25,806 Views

[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

55 Replies 29,750 Views

[quote] Even with his capital ship having to come from a different system, my 7 siege frigates only managed to deal 1800 hp of damage to his homeworld... Out of 4500. So, 7 siege frigates didn't do jack squat to him. His defenses were 3 turrets near the entrance, 1 of the weakest combat ship and 1 capital ship. I lost 3500 credits and a ton of resources, and he lost some credit income for a little bit of time. [/quote] Okay, fair enough. The game certainly plays differently

105 Replies 71,640 Views

[quote] Just because we don't like the solutions you came up with, doesn't change the fact that developers changed it because of that balance concern. [/quote] Oh really? Then let's discuss why you don't like the solutions I came up with. If you could drop the re-buffed PJI and/or the superweapon from the game in the pregame setup options (one of my solutions), and if you are a player who doesn't like the idea of playing some turtler with a superweapon, you simply do t

101 Replies 75,263 Views

[quote] Agent, why don't you upload the replay somewhere so that I can look at it and see what happened.... [/quote] Hi Durikkan, thanks for the post. I can't upload anything because I uninstalled the game and completely wiped that drive so I could use it for something else. However, it's not complicated - what I said happened above happened, and it has happened multiple times, not only to me but to tons of other people. The problem is well-documented, that's why the devs add

105 Replies 71,640 Views

[quote] 2. The phase inhibitor that completely stopped phasing out was too powerful because it allowed death traps that made the game unfun. 3. Phase inhibitors that would only allow retreats pose the same problems as the case where they stopped all phasing outs. This allowed super turtling strategies until the super weapon. 2 and 3 are not the case. People act as if a phase inhibitor was not even on the field as a building. An attacking fleet can easily include a few bomb

101 Replies 75,263 Views

[quote] Agent of Kharma, not sure if you have had prior StarDock games (or even ones published by them.... [/quote] Hey, thanks for the input - seriously. But I don't want this thread to get wrapped up in all of that (don't want to make it off topic). This guy asked for an opinion on the game (it seemed to me as if he was asking if he should buy it or not) so I gave it to him. If you have your own review or recommendation, please feel welcome to give it (perhaps you already

22 Replies 28,921 Views

[quote] Hey Agent of Kharma, we get it, you don't like the game. Will you please go away now? [/quote] No. I'm not going anywhere. But I'll give you two options: 1) If you don't like my posts, then don't read them, and don't respond to them. 2) If you want to buy my copy of the game, I will be more than happy to send it to you (including the serial number). Then I will "go away" as you ask. If you are interested in this, I'd

22 Replies 42,648 Views

[quote] 15 TEC siege frigates cost 7800 credits, 1050 metal and 900 crystal. That's significantly more expensive than a Novalith Cannon, which kills an asteroid instantly. For the same price you could construct 25+ light frigates or 2 capital ships. [/quote] Uh... your point? [quote] Discounting time to get in position, it takes about 80 seconds for 15 siege frigates to kill an upgraded asteroid. If instead you faced two level 1 Marza Dreadnoughts with Raze Plan

105 Replies 71,640 Views