[quote]Some good points you listed but for the above two, doesn't the second completely contradict the first, or did you mean it in a different way than I took?[/quote] It would if no other actions were taken to elliminate the 'flying in circles' tactic. The essence of why the flying in circles tactic works is because: - ships don't fire at other targets while moving except the designated target - ships don't auto-select new targets if they can't fire on primary target
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Naturally just 'seeing it' wouldn't add much to the game. Except that the dramatic difference is that your forward turret arcs would not be tied to your direction of motion, so you could fire to any direction while traveling forward - just as long as you didnt need to alter your direction of travel. And if you wanted to stop, you wouldn't beable to fire forwards anymore! As putting your aft towards an enemy would turn your guns away from them... of course, in such a model one might want to mo
Nice idea Silence. Shadowhal: Note that in space there is no friction at all, so the amount of energy you need to go from zero to 10miles(or km)/s is the same amount of energy you require to go from 10/s to 20/s. So your idea of having 'slow to start' simply isn't 'natural' to space either. On the flip side though, breaking is a lot harder, cause no friction means that you just continue on your merry way forever, to break youhave to apply exactly the same energy, but in revers
wow thanks guys, I am glad my feedback is heart felt. Here are a couple new ones I discovered: Death grip of dispair: 1. Playing against VASARI, retreating my fleet away from a large menace, I noticed a serious cripling ability that can be used against you. There is obviously one ship int he VASARI fleet that can immbolize your ships, in this case, it can immobilize your capital ship. So your smaller fleet is trying to run away, but your capital ship is caught in the i
Hello, a while back I posted this comment as feedback on 1.05, but that was not the latest version of the game, now I have been running 1.1Beta2 for a while and most of my original comments are still valid, so I am posting it here, plus a few new comments/suggestions. If you already read this post before, the new items have "$$$" infront of them: $$$Impulse: It took me a while to get the 1Gb of free disk space I needed to install Impulse. While I agree its nice from an anti-pi
posting in error, please ignore.
Another minor UI improvement is that ships that are in 'jump' should at the BOTTOM not the TOP of the side list because as it is their addition and remove to the top pushes and raises the list up and down while you are playing and this makes it sometimes really hard to click on the right unit if its moving up and down the list as you try and click it!! Shold be a simple change and it would fix the UI issue.
For what it's worth, I have taken the time to write my thoughts on the game. There is a lot of great things going on here! Good work and thanks for making it all it is. Here is my feedback and general improvement potentials, it covers a wide area of things: minor improvements: 1: move the retreat button to the 1st screen [not a submenu item] - in the heat of battle, do you really want to have to dig it out of a submenu? 2: consider an alternative way to retreat: instead o