DesConnor

DesConnor

Joined Member # 3325345
34 Posts 550 Replies 15,422 Reputation

It would be good to have input on the effect of the upcoming patch on game balance from the developers, especially concerning the Marza issue. However, the LRM rush is a major worry online- and while small maps reward rushing, larger maps have more risk of drops, plus the inevitable level 6 Marzas, which are far easier to prevent on the small maps. How about making LRMs slightly slower, rather than reducing their effectiveness against LF? That would

48 Replies 70,545 Views

TEC may need MB as an Illuminator counter, that doesn't mean that it isn't far too skill-free as it is implemented in 1.16. The game needs to be refined as much as balanced, to reward skillful play. How about Cielos having to take over the direction of the barrage, so the basic damage is less, but designate becomes a wide area effect ability rather than specific to a ship? Then Dominas could reduce the barrage, without having them interrupt a cap ship- though the Cielos

377 Replies 1,215,928 Views

So you set up a 2v2 with your friend as teammate, neither of you is that good, but at least you've worked together a few times before. A new player joins, he has some super witty nick like 'Rubbishtron', there's another 0-0 player and they suggest 'balanced teams'. So you can't team with your friend and have to spend the next twenty minutes coaching some player who hasn't practised enough before going online, plus not everyone can take being coached and one of them is

20 Replies 47,265 Views

Thanks to the developers for the imminent update, and for continuing to support the original game along with Entrenchment, especially while balance issues remain. However, will this still be possible or desirable once the second expansion is released? Has the micro expansion method delayed the release of the expansion itself- isn't one beta test process easier than three? Will the release of the third expansion coincide with the release of the expansion itself? I'm als

193 Replies 504,119 Views

This strategy might be somewhat effective for multiplayer, but not a consideration offline. Also, many strategies aim at having two capital ships, and it becomes easier to level capital ships in company with a Marza because missile barrage kills enemy frigates, whereas protective abilities don't produceexperience. Lastly, it would have the substantial drawback of fighting with half a fleet against a full fleet? Even as a cone, or with a limited radius,

377 Replies 1,215,928 Views

The three and five player random maps that I uploaded recently for 1.16 can be played from the standard Galaxy folder in Program Files\.... Perhaps it is just older maps that you are having problems with?

11 Replies 26,437 Views

I was concerned that there were no maps designed specifically for five players, as playing a random map for six players with only five leads to a huge start advantage for some factions. So I created some balanced five player maps with GalaxyForge3, and they have been added to the maps for download from this site. All the maps have a fixed start position similar to the random maps, with randomised planets making up the bulk of the map. 'Safeguard' is based on&nbsp

0 Replies 3,994 Views

I'd like the numbers of capships and frigates by type you've destroyed to appear on the rival empire's status screen, as well as the intelligence report that was suggested. Perhaps the overall number of casualties taken over time could also harden hostile diplomatic stances? It seems that an ice planet might have little to trade with another ice planet, and asteroids wouldn't export unless they contained special minerals? Trade could be either boosted or restrict

265 Replies 816,323 Views

I like the 'grey ships' concept, that's sneaky.... Hopefully the pirates will be allowed to capture trade and refinery ships and refit them with scavenged weapons and emergency speed boosters, that's two new types of ships. They need some cloak devices on the stock ships though. They could immobilise and capture suitably damaged cap ships, that might make them more intimidating. Also how about a black 'pirate agent' scout? When you pay for an espionage missio

28 Replies 48,306 Views

So weapons upgrades might be limited to allow more chance for capships to survive in the later game...? I'm not sure that I follow the logic- there can also be some medium fire chains in the early game, when there are solitary capships at their lower levels and least hitpoints- why have capships vulnerable to a dozen frigates then, and not so much later...? If phase missiles are the best upgrade, the wave cannons are possibly the worst, by the time you get the first one the up

13 Replies 14,878 Views

If you just spent on more ships instead that would make a difference though, even if they hadn't got weapons upgrades..? Also, though the mitigation dodge makes the phase missile upgrades more effective than the other weapons upgrades, at tier 3 there's also 20% hull upgrades. At best the upgrade makes the weapons no better against hull upgraded ships compared to the initial state- but other weapons on the ships, not yet upgraded, will be

13 Replies 14,878 Views

The upgrades to standard combat abilities seem to have very slight effect despite their high-flown names... Though I still tend to acquire the protective upgrades, the weapon upgrades at 5% a time seem especially unimpressive. The upgrades could be doubled first off to 10% increments, and then further increased, unless players have started to research them? I'm happy for a fully researched ship to be at least twice as effective as an unreseached one, in

13 Replies 14,878 Views

The biggest problem with the AI in the current system is that in an FFA with 7 AI, even if you make three friendly early the other four might attack from wherever they are- but if you survive this stage it is then far too easy to manipulate a win. As has already been mentioned, the solution might be to make the AI expand in a more rational manner, so there would be big diplomatic penalties to a faction for owning a border planet that an AI covets. A xeno bonus/penal

265 Replies 816,323 Views

The logic for Missile Barrage is flawed. It's an emergency, the crew just shove missiles out- and yet they are all guided in even numbers to every target in a huge radius...? However many missiles are sent out is dependent on the number of targets in that radius... how is that rational? I agree, there has to be a limit to the number of targets. To make the power closer to the description, there should also be some limiting effect from the missile launch. H

377 Replies 1,215,928 Views

Other than it will revitalise the conduct of relations between factions and pirates there seems to have been nothing posted about the second expansion. Without any clues as to the direction that will be taken, suggestions might fail to be relevant at all, however here are a few more! One of my complaints about the current AI is that it prioritises the relations % over good strategy, which can lead to the conquest of planets far from its core worlds, which are then of limited use

0 Replies 4,069 Views

There was a semi-serious thread in Beta about new achievements for Entrenchment, however some of the existing ones might use another visit. I've almost got all of them, the most tedious were the pirates and the researcher achievements. A thousand pirate ships is far too many, you have either to play hours after a game has 'ended' just to get the achievement, or make a custom map with a fabulous number of pirate planets. The researcher achievements

1 Replies 4,848 Views

Here are a few ships that have new roles: Fireships- unarmed, packed with explosives, designed to ram enemy ships or structures and destroy themselves. (Also, the concept of mine explosions that don't affect the mine owner is rubbish, ships stayed out of their own minefields, I hope that is changed. If exploding capitals damaged nearby strikecraft they would be less valuable as a target.) Electronic Warfare ships- it's extremely difficult to set an ambush, especially when in a stor

18 Replies 32,873 Views

It might be more because carrier capitals aren't as much use for planet bombing, so they move away with the fleet while the siege capitals get to finish off planets? Carriers are also weaker, and might have to leave combat earlier. One aspect of the random maps that hampers the use of carrier capitals is the bizarre preference of the local militia commanders for flak and siege frigates. Perhaps they're insane, so obsessed with treachery that they want to bomb the planet after they've los

5 Replies 9,886 Views

How has the expansion affected the ships with the most questions over them in the original game, siege frigates, flak frigates and some of the capital ships? I wondered if a sort of market would develop, where the prices of ships were reassessed in succeeding updates according to use levels, but if it existed it seems to have become stuck. Perhaps that's a concept that could be made use of- the price of a ship isn't fixed in a multiplayer game, but could fluctuate according to the number of or

5 Replies 9,886 Views

I'd like the achievements to record which of the maps you've played and won at hard level or above. 'Britain' is a little crudely titled, perhaps? 'Tea Party' - lose thirteen colonies to rebellion 'Found One!' - destroy a weapon of mass destruction 'Remember the Maine!' - scuttle your own cap ship 'Thats the way to do it!' - research everything 'Hell hath no fury'- defeat three Advent factions 'Money isn't everything'- defeat three TEC factions 'D

48 Replies 49,515 Views

Dead Man's Chest- corsairs were notorious for buried loot, yet all you get for their base is a sinister-looking slightly upgraded asteroid. 'If you do not send them the amount'- another popular activity was to take captives for ransom. If they steal a scientist it might impact research, and industrialist mining, a merchant trade, a celebrity culture.... They were also slave traders, perhaps population could be purchased? Pirates may have been amoral, but they were

35 Replies 68,888 Views

There are at least three aspects of the current pirates that might seem dubious: -the pirate base is a fortress surrounded by gauss guns -the pirates mount destructive terror raids relying on numbers not stealth, and do nothing in between raids -trade ports are an effective early counter since the pirates spend time chasing the trade ships It might be more piratical to have a base that was defended being being difficult to approach- perhaps a nebula that p

35 Replies 68,888 Views

Though the psi claim to be a 'unity', that doesn't have to preclude a variety of government styles. A monarchy could be a caste-based 'unity', an authoritarian government a psi-meritocracy and an anarchy a deviant 'unity'. Federation is harder but perhaps one form of 'unity' might require social diversity at lower planetary government levels to encourage mental prowess. A republic might be the most difficult to rationalise, then the 'unity' would only apply to the military guardian elite, whe

125 Replies 327,249 Views