Excellent idea. I guess the primary question is how far way from the story line do you want to go? I agree with Nekraushaar that a game following the 1-day war and the subsequent trek to Earth would be a Caps/fighter battelfield. So, WOULD that storyline be challenge enough to keep entertaining the hack/slicers? Do you work close to story line and keep the two in mortal combat forever? The technology will be "limited" since the current storyline is jump/ev
Pandos
So, here I eat my words. I had a hard lockup after an 1 1/2 hours into the game last night. I had to shutdown and restart. It seems NOT to be RAM. Since I've got so little time in the game, I did not have a history to follow on. When I bought the game last week, I did not have the problem.... is it perhaps the latest (feb 8)download? Don't want to autoomatically assume it is the Dev's fault.
RAM. You have a bottle neck and it is called Random Access Memory. To really play this game it seems to need at least 2 gig. The optimum computer stats appear to be higher than published. Problably a good thing due to the flexablity of the AI. Three hours into the game, I had massive fleets of enemy attacking my equally large fleet and at 2 gig and a duo CPU board, the fleet response was beginning to drag.
There is a primary basis for the addition of a "campaign" --- that being a full scale training process that introduces all aspects of a game. Note the word "introduces". I personally am an avid single player as most of the people in this string appear to be. But, to get a real feel and all around understanding of a game, a single player campaign module is heads above wondering "what does this button do?" and getting your a.. kicked in 5 rounds or less for the x number of times. CinC's