Now I'm terrified to try a team game [e digicons]8C[/e] I'm sure I'll be "inept" my first several game. . . Better put me on that list in advance [e digicons];)[/e]
PurplePaladin
We have to ask ourselves here in the USA: "Should the son of a garbage man have the same health care as the son of a millionare?". Everyone here has the same right to the police; firemen; heck, even garbage pick up and mail, but somehow medical care is "for profit" here. That's why there are claim adjusters, and that's why claims are denied all the time, to make more profit. That's why most Dr.s will throw perseciptions at you if you come in with a hangnail. God help u
Another thing that has not been brought up: If starbases move, then the range supremacy that Missle Cruisers enjoy is pretty much lost. Most people have said "I never build missile ships", but how many have had a self destruct take out most their fleet? Having half you fleet taken out by a SD, then having to put your flaming tale between your legs and run when the enemy fleet jumps back in to vacume up your crew is a startling stratagey splash in the face; Missle Cruisers can stop
I'm just voting on 1 & 2; Nay on 1, not all should move, Nay on 2, not a PJI, but a "Jump Gate Barrier" or "Phase Jump Nullifier", high lvl def tech to research, expensive, takes up a slot, stops all jumps to friendly planets by enemy (uses Antimater). Even if SB range is trippled AND they could all move, you can still skirt your fleets around them with minor losses, not a great "Space Cork" for 17k. . .
I'm guessing they will at least extend the range a scout sees mines greatly too. And don't worry Leman, there seems to be some bugs in mines that make them "undestroyable" sometimes, it will get ironed out at the Beta goes along I'm sure.
OH! Building them from Cap Ship Factories is even better! That would help even more in making them more "special" than spammable. It did seem a bit odd that something so huge that also turns into a starbase does not have to worry about the "Maximum Clearance" warnings. . . "This is the Starbase Constructor captain calling any Cobolt frigate in range; we are having engine problems and need to be tied to your roof for transport to enemy well. . . " </
Much longer SB contruction (especially in enemy wells) is needed, yes, and would help, yes, but, I can still pull the "Starbase Weeds" trick regaurdless. Make a bunch of SB constructors, send them each to a seperat enemy well at the same time, and even though it would take longer, the enemy still can't be everywhere at once. Two solutions: Increase Fleet Cap of SB constructors to about 20-50 each; that stops the SB weeds right there. And/or, make it so the a SB
There will be multiple patches/updates; double didget's maybe before the final release, so we just have to "try" (and it's oh so hard) to be patient for the next round of beta testing.
I agree Bennett: "Mr. President, we have finally finished construction of the 17 Billion dollar Star Base above the north pole to defend Earth . Unfotunetly, the enemy siege ships are attacking from the South pole region, so we've given everyone living on that side of the planet unbrellas. . ."
Allowing the ability to build SB in enemy occupied wells is going to domino the game into a flasid (yes, I did just write that) exercise; let the other guy clear out pirates, colonize the planet, even spend tons of money/reaseach/time improving it, then all you have to do is build a "defencive" SB in his well, and bam, it's all waisted. No one is going to want to expand after the first half of the game, just gather a gaggle of SB contructors and wait to unleash them on the enemy. <
Agreed, use Scouts or Flak ships to sweep; but slow the fleet WAY down when doing so; just like in real life, you can slowly/safely walk through a mine field, or run through and take your chances (and lumps).
I don't think there is ANY way it's comming out on the first. The beta still has quite a few dings to bang out. And the more of a polished product they release in Entrenchment, the more they are likely to sell the next 2 Micro-Expansions. I'd guesstimate more Feburaryish.
Sorry to you guys who had to work through Christmas [e digicons]:([/e]
I playtested the SB engagement thing in my head for days now; although I do really want longer SB weapon range, it just won't work to make a SB useful or worth the money (for the second half of the game anyway, at first, they'd be perfect to take out scouts and Seige ships or small raiding fleets). Preventing the enemy from using "friendly" jump lanes with a SB is the only way I can think of to ensure engagement, otherwise, they enemy fleet will always just go around it,
We've given up playing anything including Vasari (which we always use to include in every game, because you just got'a have a bad guy to blow up). But the mine spam and micro needed with mines makes playing/playtesting pretty much impossible for us. And if we can't play against or use Vasari, then we are not really giving that race the playtesting it needs either unfortunetly. Hopefully some kind of quick fix patch is needed for Varasi mines; nerf them to death (just for a
You can't take a planet that has that speacial "Goverment" thing built in it; until you destroy the SB. Having a SB block jumping to other friendly planets (IF the SB has the upgrade and UNTIL the SB is destroyed) sounds like the same thing to me; just need a, like, lvl 7ish reasearchable. Also, anybody think of "Tractor Beams", a classic in most any Sci-Fi space battle; the SB can hold 1 or more ships in it; pull them slowly toward it; some can still get away, bu
My brother was pretty spooked by "that Impulse Thing" as he called it. I was going to use his visit here to show him it (and Sins) to calm his paranoia and hope he'd consider getting Sins/Entrenchment; you can guess how that's going now [e digicons]:annoyed:[/e]
Ya, well, could not get it to update yesterday, and now today either. I bet there are a lot of new owners of Sins that are not very happy right now. . .
Poor Stardock, that means working Chrismas eve, or having people who get the game for Christmas not be able to use Impulse; not a very merry choice. . .
Ya, and I'm out of Ridalin. . . With my brother's sense of humor, he will give them all Redbull before they come over.
That explains why I can't update my other computer to play entrenchment via my lan. I hope it works after you get the new server going. 6 hyperactive kids are depending on you to way-lay their "When can we open our presents!" syndrome. . .
Oh PLEASE God, let them fix it soon. I have a half dozen neices and nephews comming over for X-mas eve, all were promised to get to play/try Entrenchment via my lan, but it won't let me update my other computer. If this is not fixed soon, I'll be used as monkey bars all night by annoyed hyperactive disapointed kids till midnight [e digicons]:(O[/e]
Same problem here. My frist game Tec bases seemed to work great/fine, but my second, they never seemed to fire anything. Very odd. My seoncd game was with the hotfix, so I wonder if that's the problem.
So, you jump in a scout only to see that if you jump in, your fleet will die? So how do you ever get into a spam mined well even IF you know it is there? But, it is a beta, so at least they will know this exists and fix it somehow.
I personally like that scouts can see mines, it makes them useful the entire game. I really think their sighting range needs increasing though, double. If they destroyed mines too, that would be great; Flak seems to be made to order to destroy mines, and it would make them more useful finally (after they finish off SC, they usually go lay in hammicks and drink lemonade the rest of the game). At this point in the Beta, I can't (and won't) play against Varasi,