Is there a way to sort the files inside a fence?
stikkypixie
Note to self, lean to read. Thanks!
Does it work with Entrenchment?
Shield mitigation implies having shield, otherwise it would be kinda pointless, no :p?
I would like to add frakkin' awesome :D
I don't know, the defenses are strong, but you have to factor in the huge cost of deploying them as well.
Is it like Steam? If I purchase a game via impulse (so no physical copy) and I uninstall it, will I be able to reinstall it later on? Thanks!
Man, I really hope you guys can pull this off!
Would make for cool explosions though :). Oh well thanks for the input. Let's wait and see, maybe I'll get better at this game :D.
I don't want to make things too overly complicated. That's why I suggested the lines instead of supply ships. My problem when I play against several AI players, the moment I make an attack, I'm jumped by a whole fleet forcing me to bring my fleets back. If the AI were smarter it would just continue jumping to planets in the rear wrecking havoc to my economy. I just looked for a way to allow damage, but limit it somewhat.
What I meant is, those lines when you look at the star map, connecting the planets if there is a path there without an enemy planet or defensive structure, instead of those Vasari phase stabilizer. Neutral planets do not block anything. In my opinion phase jump inhibitors die too fast. You need to spend a lot of resources to protect it as well. And on maps with no choke points it's even worse.
[quote who="superfingers" reply="1" id="2003429"]sorry if i didnt get this, but what would the ammo be for?[/quote] To shoot stuff of course :). Each time you shoot your ammo goes down (a bit like antimatter now but for weapons). That way if you by-pass defenses and go to undefended planets in the rear, you can only do a limited amount of damage until your ammo runs out, instead of keep on shooting. That way you can still do economic damage, but not take out whole planets systems.
How about the introduction of supply lines? Each ship would have a limited (albeit large) amount of ammunition. The amount is kept at a maximum as long as there is a continuous jump line to a friendly planet without enemy planets or defensive structures in between.Otherwise the amount of ammo decreases with each shot fired (duh!). That way by-passing planet defenses is still possible, but the damage that can be done can be limited. This also forces the player to take out planets and d