The carriers were better with only one squadron of strikecraft. I agree that the new carriers are too tough. You can't destroy the carriers and destroying the strikecraft is basically a waste of firepower since they cost no resources to rebuild. I would suggest balancing carriers back to one squadron and lowering their hull/shields back to normal. Increase the number of strikecraft in a squadron if needed but don't allow more than one per carrier. Also Flak are so weak now they
Hound
Remember to disband any possible fleets when chasing. Ships in a fleet all move at the slowest ship's speed. And don't forget Phase Jump Inhibitors to halt fleeing ships.
It doesn't have to be instantaneous to undo fleet research and you definitely don't deserve any refunds. But it should still be an [I]option[/I].
No one seems to like the Revelation. :o It does look like a leprachaun's shoe. Perhaps IC should tweak it a little. :) And swap the lackluster Guidance ability into something more useful. Radiance is my fave cap out of all the factions.
Domina Subjugators are wasting Perseverance on non-damaged targets who don't have any negative status effects either. Seems like a bug. They also don't auto join any fleet in the gravity well they enter.
Of course it's always best to do everything yourself, time permitting. But that's besides the point. If there is an AI as a default setting for an ability, I would expect it not to completely suck. Since it's also wasting antimatter using abilities on invalid targets you might as well give the trigger to the opposing player.
The AI targeting for Detonate Antimatter could be improved as well. It can choose to target a light frigate outside range, break off whatever you chose to target and start chasing the frigate around the grav well. Detonate Antimatter will also fire pointlessly at targets with 1 antimatter over another one in range with 300. Would it be too complicated to make Detonate Antimatter never fire at targets who are more than 5 AM short of activating their cheapest ability? Or
Something concerning the strikecraft: * The passes they make over their targets are too long. The strikecraft are all over the grav well, making targeting them with flak and anti-strikecraft abilities more difficult. They should stay in a smaller area and maybe be a little slower. * Strikecraft AI sends all fighter squadrons to hunt down a single enemy fighter which is a huge waste of firepower. It's annoying when all your fighters break off of a designated target to attack the
[quote]Mainly because you're simply not understanding what infrastructure is. If we lose ships in real life, the shipyards, training facilities, parts manufacturers, etc. all still have to be paid and supplied.Just because you lost 10 Cobalts doesn't mean the infrastructure you developed has shrunk any at all.[/quote] Economy is not a one way street. When companies hit the rough they cut their losses and downscale their operations to adjust. Why would anyone maintain the infrastructure
On the contrary. If you manage to beat down an opponent but don't finish him off properly only to find him rebuilding and striking back - you deserve to lose. :) And yes, it simply makes more sense not to pay for something you don't use. If your empire shrinks and your fleet gets cut down in half so should the costs.
On a sidenote, shouldn't building strikecraft cost a little bit of resources? Some resource cost could be transferred from the carrier to the fighters/bombers and additional resources should be spent to replace destroyed ones.
[quote]The whole point is not to lose your fleet.if you lose your dan fleet, and planets, and whine you cant go back on your fleet cap.you, in my books, deserve everything that you get, for sucking and losing your fleet. Othervice whats the point?"oh i lost my flet, no worries, lets go to 0 fleet and ECO whore a little"[/quote] Very insightful - but it still isn't the pinnacle of game design that Sins doesn't allow you to rebuild an economy after researching fleet supply and losing planets.
It should be possible to rebuild and 'start over' if your income is wiped out.
It's not just the caps that have a problem calculating intercept courses and tracking target movement. All ships seem to be rather stupid about that. Those sent to chase also pass slower targets and become unable to fire.
A cooldown would fix the exploit.
The current fleet research/upkeep system makes it impossible to rebuild and bounce back from losing a massive fleet and several planets. I would rather see a system where you would pay upkeep for used supply points only. The research steps would still have their own one time price. This would also eliminate the need to undo fleet research.
Concerning the level 6 Rapture Battlecruiser.. it has an ability called Vengeance, visible by two white flaming eyes(?) above the ship. If you ordered your Kols to focus fire on the Rapture, it is very likely Vengeance was dealing 120% of the damage the Kols did back to them. Same goes for any other ship that opened fire on the Rapture.
RA does NOT need to drain a % of income. If it did that it would be no different from boosting your economy and simply building those ships. I'd like to see a more randomized version of RA where you could get colony ships or scouts coming through. Maybe even a Capital ship once in a million years. And scuttling would need to return less resources. Systematically scuttling military ships in a time of war should NOT be a good option. Ever. Another possibility would be to
[quote]Nothing ludicrous about it. This is a 4X game, not a "pure" RTS which is governed solely by economic and military efficiency. Players with zero diplomacy skills will generally not thrive as well as players that understand the negotiations model.-- Retro[/quote] Diplomacy being handing over crystal when they demand it. 5 AI's ganging up on someone that has a slight lead and distant empires sailing across the map just to wipe you out isn't diplomacy, it's genocide. A more sensi
I have a hunch it has something to do with being the nr. 1 empire in all three aspects but Im not sure. But it was ludicrous. So basically: unless you feed some of the AI credits and/or resources early game you will have to fight them ALL alone? I'm sticking with multiplayer (after it's stable enough to actually play *sigh*)
Thought I'd try single player again with the option to save the game and all. So I started a rather large map unlocked FFA with 5 hard AI and myself. Very good beginning with some skirmishes with the closest two factions. I manage to raid one while keeping the other at bay and develop my empire at the same time. Then two more factions attack me through the sun from above. Fighting on four fronts is simply impossible and I lose two colonies after their defenses go down. But this is not whe
The Revelation looks like a shoe and the purple blob doesn't add to the appeal either. I hope they tweak it a little. :/
If Repulsion had a long cooldown the Advent fleet would only have a few moments alone with the enemy capital before the rest of the enemy fleet would close in again. edit: I can see how 5 Guardians could take turns with Repulsion however. I guess the Capital ship destruction could not be avoided anyway. Tricky.
Repulsion just needs a rather long cooldown. It could be a one shot thing to push the enemy fleet far away. That would give you a window to escape or a range advantage for a short time. It's rather annoying when it can be spammed continuously. And Capitals need to be *almost* immune to repulsion, being pushed really slowly.
I tried the Advent culture against an AI. I left the AI with a single planet and started setting up Temples of Communion at the closest planet. It was able to resist 4 Temples of communion and my fully researched culture tree. That's 30% spread bonus and the mitigation bonus, whatever it means. The Vasari AI had 3 Media Hubs. At any rate, Im building ships and teching military upgrades instead of touching that research tree ever in multiplayer. Generally, I th