This discusion sounds simular to pirates; some like them, some really disliked them. So, I hope they will at least put a toggle, Mines/No Mines, just like pirates. That's one sure way to please the "Underminers".
PurplePaladin
Great comments; what if they called it "Jump Lane Barriers" or "Culteral Check Points" or "Jump Drive Neutralizer" and add it on for one slot or more use of a SB. 1 Slot could make it work like the Jump Inhibitors, 2 could totaly shut down all friendly jump lanes. Let them be able to jump back if they want (like EadTaes said). A lvl 7 Defence Tech maybe.
I would not have been able to build my 4 Novalith cannons, that ended up winning me the game, if I was not able to build my SB. I had only 5 planets left, 2 of those Asteroids and 2 lava [e digicons]:\[/e] , falling back from a lucious ice planet I just lost. I was going to lose for sure (at least I would have in 1.1), so I spent everything I had on a SB and teched up to Novalith. I put all 4 of them on auto-fire, and spent the next hour trying to hold my planet wi
As for more ideas, the slots could be used to increase range (or put a jump inhibitor in). For example, there could be a "Range Extender" to build in a SB, each slot used increases range by 10-30%. Allow it up to 5 times even maybe, for double (or even tripple) the range.
No mine limit = stalemate. My last opponent put 1000+ mines at the point where you jump in. Not only can you not see a thing, in the grav-well or the Icon-bar on the left, but just jumping into a well can damage/destroy many ships. If he has carriers on the opposite side, good luck. . . . .
Most so far agree, SB range is too short. You can go around it as easy as you would a turret. Some think SB shoud be able to move. Yeck, that really does not sound like a SB to me, or very "Entrenchmentable" (quick, launch the space-tugboats, we have to pull the SB closer to the enemy fleet!). Extending the weapons range of a SB sounds good, but you pretty much have to make it reach the entire gravity well to be effective. At a cost of $17k per SB,
I stopped building mines most the time because of the CSC (Confirmation Sound Cap). Once you hear enough confirmations, your mind hits it's "Cap", and can't build any more. . .
8 hours here so far. I agree, that stargbase range is WAY too short. A maxed SB costs about $16400 credits, and you can still just move around it like it was a turret [e digicons]:S[/e] If only there was some movement inhibitor to slow ships down; put one or two near the starbase and the enemy ships move like they are in the mud. Perhaps make some kind of upgrade to Jump Inhibitors or even a SB itself. Turrets too need more range imo.
Ya, the mines need a cap, bad, my only game so far my opponent placed 1000+ mines crammed into the area where you warp in. If I warped in, my fleet was mega damaged just by warping in. This makes carriers/SC even more super spammable, since if you place a fleet of carriers on the other side of a well, the enemy fleet can't get to you, and your bombers/LRM just wipe them up. If the fleet chargest your carriers, he's half dead due to mines by the time he gets near you. <p
Only 1 game so far. Loved the SB, hated the mines. Had one "empty well" beween him and me (uncolonizable). There were uncountable mines there, right where you warp in. Literally, I'd say 1000+ easy. And having ALL mines show up on the list on the left was just crazy; even stacked in 10s, the list scrolled down forever. There has to be some kind of limit on minefields. I think scouts should just auto shoot/kill mines; minesweapers; that would so
[e digicons]*_*[/e] Is that McNugget guy still out there. . .
You flew there? Bought them Salmon dinners? Got a tour of the place? That explains why no VIP for me: I bought them a box of McNuggets, and I got tour of their parking lot [e digicons]:annoyed:[/e]
I got a copy of the change-logs! Here it is! : --------------------------------------------------------------------------- Entrenchment version change log --------------------------------------------------------------------------- --------------------------------------------------------------------------- Gameplay / Balance: --------------------------------------------------------------------------- -Really huge
Craig, that's almost funny: Compaired to most game companies "Sorry about the 6 month wait for the quick fix patch". I'm sure most survived the blips just fine.
Poor Stardock employees. Probably yawning and stretching after a long day of work, only to hear "mini dumps and 1.12 fail" as they start to walk out the door. [e digicons]:([/e]
Yes, this is great. Perhaps they got that sink bug squished [e digicons]:thumbsup:[/e] On the other side of the coin, take a company/game like Civ 4 Colonization and Firaxis. We've had this game 3+ months, it was released with game breaking bugs, HUGE game imbalences (we are talking like blatent obvious blunders), and all this time not ONE message from the Devs/company, and not even a quick fix patch, let alone a "normal" patch. Modders have been working like crazy, and th
I enjoyed the voices, the first couple games, but game after game, thousands of ships later, it's crazy-making. I think it was their earlier attempts to stop LRM spam by making you hear "missles loaded" for every single LRM you made [e digicons];P[/e]
Ya, Stardock, any way to get some kind of discount on the retail expansion (when it comes out in future) if we buy the expansions via Impulse at first?
Ya, you pretty much have to destroy the generator first, since it can take forever to try and bombard a planet with one on it. With full Emergency Facilities, and researching that tech that rebuilds faster after/during bombardment means it's even more resistant. But I've not had a planet with a shield on it bombed yet since 1.1, so I'm not sure. . .
Star Paladin, Star Wolf, would be interested, but no mods for us (sorry, we just don't ever do those since we playtest too). But we can't play much till after Christmas/New Years.
I was glad to see Carriers/SC in 1.9 and now in 1.1, like stated above, there where non-existant in 1.5. But in 1.1, I tried making flak to counter SC, and it just was not working. I play on small medium maps, so I make like 20-25 flak and the SC still swarm me. So I keep wondering, if they just made flak a tiny bit more effective vs Fighters, would'nt that even things out? I mean, then you'd build fighters to take out bombers, and flak to take out fighters (and a bi
I think many are making presumptions that may not be true about Entrenchment. I've looked at all the pictures and watched the video gameplay, and I'm fairly sure Starbases will be buildable from the game start. There seems to be a Starbase cap, just like Capship cap, so if you want to spend the bucks, I think you will be able to build a base from the get-go. BUT, I'm sure it will be the most basic of bases, and from what I read, you may have to research and/or buy the expe
I understand if the Unfair AI gets "unfair" advantages, but I'm kind'a disapointed that Hard gets a cheat :/
I give myself a C+ rating; only played about a 10 games Online so far I think. I NEVER just quit, I always GG and surrender. In games I won, sadly, only once did someone do the same, they usually just quit; or one guy just left his comp (I think he went to watch a movie) and I had to mop up for almost an hour. But I think a really good player can win (or put up a great fight) even WITH a noob. A good general wins regaurdless of th
I have a 19", and don't really feel like spending $800+ on a 24-28 inch monitor just to see a game's UI (no mater how much I like Sins).