Volt_Cruelerz

Volt_Cruelerz

Joined Member # 3217355
91 Posts 3,818 Replies 25,320 Reputation

Perhaps you could have something on your home planet that pulls a Kostura on your ships if you stray too far... You could leave, but you would get shot. At the end of the timer, the cannon blows up, leaving you free to roam the galaxy... Actually, just make something that has an engagement range of 1,000,000,000 or so and is like Cleansing Brilliance. It has a cooldown of five seconds and deals 2000 damage per second for three seconds and ignores shiel

18 Replies 32,091 Views

The problem with just having everyone roam free is that people will still "rush." A strategy that would arise would be manufacturing a fleet and just having it wait on their home world... Just waiting for the timer to run out... Perhaps a better thing would be not allowing anyone to go more than five or so spaces from their homeworld. The Longer timers give you more room (up to seven worlds) while the small ones are just like two... That would help.. After all, you w

18 Replies 32,091 Views

After playing as all three races repeatedly, I have been unable to define one ship that I can say is definitely the best. The Kol is more than capable of facing off with multiple enemies. Its rear firing weapons and ability to broadside targets makes it far more devastating than the others when it is surrounded. Combined with Finest Hour and Adaptive Forcefield, it nearly becomes invulnerable and completely neutralizes phase missiles. They have enough

71 Replies 36,889 Views

Yeah. Sure, each race has a bonus, but you don't need it on every one (unless every planet you have is a border planet...) It has to do with acceleration and deceleration... It doesn't make that much of a difference, so ignore it...

6 Replies 17,613 Views

First off, I was agreeing with you... Next, I think it should be toggleable as a Greek army could be in phalanx (locked formation) or man to man. Once you switch it off, it goes to normal fighting... I know what you mean... The problem is a bug in the "Auto Join Fleet" command. It should be fixed so that if you give a specific command to one ship to do something, it should do that until you give a general command or it finishes doing what you told it to...</p

20 Replies 25,289 Views

As far as yours goes, You would still have Intercept and the one on the Vasari carrier... (But regardless, I don't like the idea of slowing down all ships) If you are in a locked formation, then you should only travel as fast as your capitals can plug along... If not, everyone just gets to the destination as fast as they can...

20 Replies 25,289 Views

I think what he is looking for here though is something that could be edited in teh "Options" tab before going into battle... You could have it set to: No Delay: you can attack out of the starting gate Slight Delay: no attacking for the first five minutes Medium-low Delay: Now attacking for the first 10 minutes Medium-high Delay: No attacking for the first 20 minutes High Delay: No attacking for the first 40 minutes... (The no attacking is

18 Replies 32,091 Views

True... Realism? True... In fact all ships would bank (even caps) as they are in a 3-D environment when moving... The problem here is priority level and computation usage... And it would require a lot given that many fleets have 10-20 squads... I think that if there was nothing else to work on, it would be a nice bonus, but there are more important things to do like fix mitigation and balance guardians than add in a little graphic...

30 Replies 32,900 Views

Yeah... I use my watch, but it would be nicer if there was a built-in clock. But I guess you can just look at the autosave number... each one is fifteen minutes after the last one...

4 Replies 12,650 Views

Really the problem I see with ff and mitigation is this... Mitigation goes up WAY too fast. It is essentially instant. If you focus fire, the first wave of damage brings it to max miti and everything else is just at 50%... I think it should be more gradual as the computer dials in on the weapon harmonics. Simply put, don't make it go up instantly, but rather have it go up slowly with the cap determined by DPS. Focus Firing SHOULD beat miti

53 Replies 475,622 Views

In small fleets at the beginning of the game, it is not an issue, but the larger your fleets get, the worse it becomes... once your frigates start stacking on top of each other, your formation is screwed... Simply put, a lock formation button would be appreciated as the ideas given above only work under very specific conditions...

20 Replies 25,289 Views

Well as it is, it is bugged (or the AI is stubborn.. not sure which...) but yeah it would be nice to have a defensive and an offensive ping...

6 Replies 12,155 Views

True... It would just be different styles... And that is unfortunate that everyone does rush. I understand that it is a strategy that wins, but by extending the game, it becomes more skill and less luck/less of a clickfest...

86 Replies 310,447 Views

This is a good strategy and as was addressed in my thread, microing your placements can make a huge difference. I have had one three illuminators clear a desert planet (the one without kodiaks of course). One illuminator can easily defeat three LRM's if maneuvered properly. The primary reason for this is the side cannons and the damage distribution that effects mitigation less. As far as the Kol goes, yes it is awesome. You can just throw it into the middle of

7 Replies 4,541 Views

Simply put, don't mess with the system.. It would be such an overhaul that it would take sims up to V 10.999 You don't want such a drastic change... The AI is programmed well. (I know there are issues, but come on, it saves you a crap load of microing automatically...) As such, the computer does a good job of handling it as is... As for processor usage, hehehe... The most processor intense thing is obviously graphics but that is followed by

9 Replies 5,426 Views