VRaptor117

VRaptor117

Joined Member # 3416954
0 Posts 83 Replies 112 Reputation

I would rather there be a structure that that provides that kind of buff, but only for the TEC and Advent(Vasari already has a phase lane tech). Culture doesn't make sense. So if a planet likes you empire more, your ships magically can jump in and out faster?

9 Replies 2,795 Views

Rather than just a straight "as it gets closer to dying, stuff starts happening" sort of thing, I think Sins could benefit more from a random critical hit system, with varying degrees of status effects. If nothing else, it would at least make the battles a little less static and calculated.

7 Replies 31,029 Views

[quote who="sawakaki" reply="7" id="2093612"] So make it such that the enemy can't see which ship is your flagship. I like that idea. In real naval battles it isn't always obvious which on is the flagship. Usually the most powerful, but not always. [/quote] Yes, it is usually is that obvious. Traditionally, the one ship that the overall commander of the fleet is on has a special "commander's flag"(forget what it's actually ca

12 Replies 9,425 Views

Having some sort of small bonus aura for the flagship isn't a bad idea. However, it should be something a bit more interesting than a standard damage bonus or ROF buff. Ideally, it would be cool if the type of bonus was unique to each cap ship, thereby playing a role in how you choose your first cap. More than likely, though, it would just lead to that cap getting focus fired, even more than they are now.

12 Replies 9,425 Views

[quote who="RS-fx" reply="8" id="2092818"] About the invasion, i was also thinking about other ideas : the siege fregate can not move when it invades. So, they would be more vulnerable to surprise attacks, they would need to be protected and it can create strategies where you engage an ennemy fleet, even if you can't win, just to destroy the siege fregates (because actually, they will run away). [/quote] I had a similar thought as well, only my stipulation was that the ships

98 Replies 246,723 Views

My guess is that culture will be made a much better alternative to bombing in the next expansion. It would be kind of cool to have an "invasion" tool of sorts, something slower than bombing, but faster than culture. It could breakdown like this: Bombing: Relatively the fastest, destroys all pop and infrastructure enhancements- Fits the Vasari lore the best Invasion: Send in the Marines. Fairly fast(rate could possibly be affected by planet type/plan

98 Replies 246,723 Views

[quote who="Ron Lugge" reply="1" id="2085833"]I'd go straight to Entrenchment -- the extra units don't make things that much more complex, and the new features are nice. And starbases will be great for a defensive strategy, which may be easier to play than an offensive one. [/quote] Seconded. It's very much worth it.

6 Replies 15,466 Views

Heh, that's one of the changes. The AI is a lot more aggressive now and is willing to lose a lot more ships before retreating. Also the only difference between Hard, Unfair, and Normal is the size of the resource cheat.

16 Replies 27,190 Views

I wholeheartedly agree. The problem is you need to put something in the area to make fighting for it worthwhile....or it has to be in a strategic location. The first part is tricky to pull of because you wouldn't want to unbalance the game too much, and the second is hard to get through random chance, but could be integrated into maps. Perhaps if there was someway to allow for artifacts in those gravity wells, like on a derelict ship or spacestation, etc.&nb

3 Replies 11,491 Views
Reply to Akkan colonize in Strategy

[quote who="-Ue_Carbon" reply="25" id="2073545"]Or armor penetration. Since with better targeting they can hit weak spots. [/quote] Or, similar to the new starbase targetting upgrade, it allows one extra target per bank per ship.

40 Replies 29,172 Views

It might be important to keep in mind that the next expansion is regarding "diplomacy". So you might want to base your ideas around that.

29 Replies 10,494 Views

It's not a bad idea, but the pips purpose to give you a rough idea of strength. If you want more info, you could just scroll over the bar in half a second and get all the information you need. I kind of want a tiny mine symbol on the empire tree(you know, the bars next to each planet) but again, it sort misses the purpose of the display.

1 Replies 1,192 Views

I would agree that phase jump inhibitors should go in the defense tab. I wouldn't mind seeing the nano jammer in there either. The repair bays (and the antimatter recharger) should stay where they are. They aren't purely defensive structures.

10 Replies 4,296 Views

[quote who="ratchit01" reply="25" id="2060033"]One thing I have been wondering, if ships use antimatter when traveling through phase space, how can they even jump if they've copped a full loss of antimatter from a SB? [/quote] I don't think ships use antimatter to jump....just that the nature of phase space causes the loss of some amount of stored antimatter.

30 Replies 85,224 Views

8 slots is plenty. Devs have said they want players to make hard choices with starbases. Besides, watching an econ base try to fight off an invasion fleet by pretty much throwing wrenches out of the airlocks is fun. Also, I forgot to mention, you get a FREE passive ability with every starbase. That's like a ninth slot right there.

34 Replies 6,382 Views

I, too, would pay a handsome sum if you could do that to a friend of mine, with the tweak that it dumps when he chooses Vasari(he never plays any other race). I can see it now: Me: "What does the mini dump say?" Him: ".........'Error:Try another faction, moron, you paid for all three.'"

96 Replies 256,932 Views

I never noticed this. A 4 v 4(Vasari vs TEC/Advent) SB fight would be freaking amazing.

30 Replies 85,224 Views

Great suggestions, I have had similar thoughts. [quote who="Blair Fraser" reply="3" id="2058716"]The fourth one is implemented already and will be available in beta 3. I'll put the other three on the list. Thanks [/quote] Man, you guys rock!

27 Replies 98,502 Views

To make Final Judgement useful, make it like its name - pulls down a huge asteriod and does 3000 planet damage and 50% population KIA. Also IC, I would use it more if it had a better animation and maybe even a custom planet texture showing a massive crater, just because it would be unbelievably satisfying to see. If anyone tries to say that it's OP 1) You still have to get the base built and upgrade the base in an enemy system, which is very hard to do in the cur

34 Replies 6,311 Views

[quote who="GoldenShadow" reply="8" id="2056863"]Whats the point of killing trade ships? Does this cost the enemy money, or give the attacker money? Or is it stealing the money lost and giving it to the attacker? I see pirates targeting trade ships. I Can't understand it because I don't have to pay to replace them. [/quote] You gain money from killing the ship and the owner doesn't make any money from that ship until it is replaced, essentially losing potential income.</

12 Replies 6,328 Views