Darvin3

Darvin3

Joined Member # 3427815
12 Posts 4,280 Replies 1,395 Reputation

Customized win conditions: Allow players to select what the win conditions for the game will be. Like "last two players standing", "capture and hold all pirate bases", or "get 1000 population between all your planets". Obviously not all settings would work well on all maps, but more options would be nice. Better Piracy: Right now, pirates are too predictable and therefore more of an annoyance than a danger. It would be nice if we had sm

170 Replies 242,294 Views

You need to purchase fleet logistics upgrades. These will increase the maximum size of your fleet. You'll find them in the science menu (the beaker button at the top center of the screen) under fleet logistics. Page 36 of the manual, by the way.

18 Replies 12,468 Views

[quote] Isn't pirating improved in 1.12. They used to attack the same planet over and over again. Now they seem to randomly pick from any of the closest planets. They were purely experience givers before that. [/quote] That's dubious, since there are still dead giveaways as to where the pirates are going. First of all, you can always send a scout to see where the pirates are going. You can usually hazard an accurate guess to their target b

13 Replies 6,354 Views

I find the only units worth focus firing with are long range units and strike craft. Everything else does just fine if left to its own devices, and you're better off micro-managing cruiser special abilities. Strike craft have a nasty habit of, say, focus firing a Kol with adaptive shields on. BAAAAD idea, especially when there's a fragile Hoshiko sitting next to it. Fighters tend to prioritize other fighters, which is what you want them to do, but once those are neutra

3 Replies 2,888 Views

I don't think new features are needed, the unit just needs to be stronger. It's expensive enough that a siege rush isn't viable, which I agree is a good thing, but if you're going to pay for a force of these wickedly expensive units you deserve to have something that's a [i]threat[/i]. Really, just a survivability buff would be great. Keep 'em weak to bombers so hanger defense counters them, but otherwise they should just take a lot more beating before they go down.

182 Replies 292,550 Views

I usually play with pirates off. It's an interesting feature, great in principle, but it brings surprisingly little to the game. Frankly, I find the bidding wars every 15 minutes do more to slow down the pace of the game, and this is a game that's slow enough as it is. Pirates are too predictable to be dangerous. You know where they're coming from, who the target is, and you usually can predict where they'll hit, and even a small fleet can usually minc

13 Replies 6,354 Views

The big problem with civilian tech is crystal. Unless you're on a map where you can procure multiple ice planets early and plant refineries on them, you just can't get this to work because you need many techs all with very high crystal costs. Moreover, like any booming strategy, if an aggressive player bypasses your frontal defenses you can be crippled before this pays off. If you can't get loads of ice planets, you'll be spending so much money on the black market that your

10 Replies 9,010 Views

I love to have a group of bomber-laden carriers to harass enemy worlds and quickly take out orbital structures. If a bunch of fighters pop up, that's your signal to retreat. This command is invaluable for getting your bombers out of trouble, while your fighter squads can continue to cover your retreating forces.

13 Replies 21,397 Views

It's the AI surrendering. I've found the AI tends to surrender when it has no capital ships and has lost its homeworld, but that's a general observation and not the rule. I've had AI's sitting on a couple of fringe asteroids the entire game because it still has a level 1 capital ship prowling around somewhere, and another time I saw an AI surrender even though it still controlled seven planets after I killed its last capital ship and captured its homeworld. That said, I had

11 Replies 3,365 Views

I recently got the game, and got a similar impression about siege frigates. They seem way too expensive and too fragile to justify investing in them. Maybe if your opponent doesn't scout, and has multiple undefended fringe worlds, then they'll be a useful part of a small harassing strike force, but I've found that even a tiny amount of defense (like, the amount you put in to damage passing scouts...) can ward off unsupported siege vessels, and even if those siege vessels hav

182 Replies 292,550 Views