have any of you actualy bothered looking at your impulse downloadable stuff? its not that hard and it does state that you require impulse to download
sesmet333
ally AI has always been crap, there no use for anything except acting as a buffer for hostile factions
in the whole map? or a single grav well? each well only supports 1 to build another somewhere else just build a big construction frigate n send to another grav wel
Pirating is unacceptable full stop. If you cant afford something, get off your fat backside and GET A JOB. Its realy that easy, if you cant get a job due to current economic problems or whatever, then live without. You wouldnt steal from a shop would you?
I would be seriously surprised given sins success if they dont release a hard copy of entrentchment eventually. If they ever do it will likely be after they gauge entrenchments impact. So you never know
I've never had much problem with carriers meself and I only play casually. If their getting too much for your fleet just invest in some flak frigates and carrier groups of your own. Its a bit annoying that you are setimes forced to take this path of fleet building but then the way you build a fleet is always about the situation at hand so there you go :)
not one i know of,,,who knows it might have been one of those scouts you built earlier passing through :) ive done that a few times
i noticed this kind of behavior myself right from the off, but I know exactly what you mean they do choose the werdest paths. I noticed it when on one map a few were just disapearing off the map after ships under attack warning, i was baffled so i went back and watched em, they were back tracking through explored space and ging straight through a gravity well that was known to be a pirate base. In short yeah they've always been a bit dumb in this regard lol It does make sense
[quote who="Kitkun" reply="3" id="2077426"] Quoting sesmet333, reply 1This is something I thought people had gotten over a while ago. You haven't been keeping up. [/quote] I know. Honestly I leave the game a bit to let the beta of entrenchment mature (i was one of the ones with crash issues) and i fall completely outa the loop :( well no more! lol
i think cap ships are fine. People stil think that they are meant to be uber powerful godships or suminwhen they are designed to be part of a fleet. Alone they arent much good but in a fleet they are very useful. For example the mount of firepower most of them give to the fleet is high enough to make them worth it, They can also absorb a lot more firepower than smaller ships in the fleet, you see frigates and even cruisers goin down in a matter of minutes under intense
This is something I thought people had gotten over a while ago. The cap ships are not intended to be all powerful godships capable of taking on everything thrown at it by themselves they were basically designed as anchors for the fleets. You combine them with a fleet, even a small one, then they are a serious threat. As for comparison to real life capital ships its a lil bit odd, battleships for example in ww2 could stand up to a fair beating from smaller ships but A: th
why is it everytime a new update is made the previous saves become invalid? on a game this scale its stupid but great expansion :) seriously improved since beta
dammit :S thats gonna invalidate my saves again!!! but still woo next expansion please :)
I dont think that would be a good idea, specially a lot of the stuff you actually suggested. Its real time and your already dealing with a massive amont of shps defending a massive amount of territory,random eents would jsut make things more somplex than they need to be. If you'd like a game with such events in it though I suggest checking out galactive civ 2 and one of its exansions, its got random events
i think it actuay would make sense to equip flak to some of the cap ships. not all of then mind you as it might not make sense in terms of role and gameplay as most cap ships are fairly specialised but ships such as the akkan could d with it, i mean would you leave a ship of civvies so vulrable to such a potent foe? but the kol doesnt as it has its own special flak but gd idea
i dont think unfair does, all that does is the same as hard but gives them bonuses like economy and probably construction etc etc
I think thatd be a good idea it can all too often be too easy to beat anenemy thats focused on a particular aspect of development once you've figured out exactly what they are trying to do so a balanlenced oponent coud well provide a deeer challenge cause theres no way to see exactly what it'd be doing you never know it could be added as part of the next expansion
aye their probably are but a cap would have prevented so many problems in first place, particularly the mine spam :( grr personally I'd be content with them if they were capped EDIT: now i think about it it would be nice if the ships didnt have to be right on top of a mine to set it off, they'd be more effective if they had a proximity detonation, or even have that as a researchable extra, obviously not a massive proximity otherwise scouts couldnt detect them without going boo
[quote who="Tridus" reply="6" id="2021681"]If you can put a friend or foe beacon on your ships, I can destroy your ships and salvage some beacons, so mine look friendly to the mines too.[/quote] why not? its a clever stratergy and similar stratergies have been used throughout history , though i can see how that would be annoying in the game, for gameplay purposes the ability to salvage beacons will just have to be left out. As a game it doesnt hav
so many ideas, when all we need is a cap per gravity well, I dont see why that wasnt implemented in the first place :S
i think it'd just make things more frustrating if your own mines killed friendly units, as for your comments about real world mines sins is set like what? 1000 years or sumin in the future, I think it'd be a bit odd that such advanced races that who can construct giant ships an send them instersteller distances wouldnt be able to design a recognition system that could tell their mines not to blow up their own or allies ships :S
i agree 10 - 15 mines is effectivly removing the mines from the game even in the smallest grav wells it isnt nearly enough to cover the area properly, you need between 70 - 100 to properly cover a grav well from attackers which strikes me as a more realistic cap i pesonally think the scout should have a researchable mine sweeping ability, no point building two ships to clear a mine field, dosesnt make sense to solve a micromanagement problem by adding a solution that involves microman
i think a minesweeping ship like a frigate is a gd idea but a capship,,,,bit excessive i think
why do so many people want moving starbases? its a starBASE not a juggernaught class ship or sumin crazy like that :s though a juggernaught would be fun lol
aye another balence issue i think, that lists getting a bit long now