ryecoal

ryecoal

Joined Member # 3431347
12 Posts 20 Replies 227 Reputation

1. yea. sort of. I'd like to see Star base engines be an upgrade option for TEC/Advent 2. yes. 400% should be enough. I'd like to see some sort of gavity generator that pulls ships toward the starbases slowly. 3. yes. Vasari mines should cost money and resources, enough so that you don't want to leave the auto cast ability on. 4. sort of. costs are fine. more starting firepower, better targeting AI, or more potent firepower upgrades are needed&nbsp

37 Replies 15,801 Views

So in both of the multiplayer games I've played in the last couple of days I've noticed a problem that seems to decay with time. The longer I play the more the players notice discrepancies in what we actually see. My team mate will see fleets and get ally notifications like "ally capital ship destroyed" or "ally plant X under attack". And on thier computer its true but not on the other machines. We can still transfer resources in real time and some things are true between all computers but as

2 Replies 1,781 Views

Just finished a 2v2 medium sized game as TEC. I decisvely lost as the 2 Hard AI's double teamed me into the 5th hour of play. However, I learned a lot about the Vassari Minelayers. These things are amazingly awesome offensive weapons. In quantity 10+ you can use them to make barriers between your fleet and the enemy fleets - literally allowing you to sculpt the feild of battle to your advantage. You can use them to make retreat especially costly by cutting in behind enemy ships, create channe

0 Replies 1,070 Views

My friend and I played a massive 5 star map 2v6 hard AI's yesterday and I thought I'd share my thoughts. I played as Advent. Mines: Advent mines were really useful early game. All you need are two military labs to research mines, and drone cruisers and you can pretty effectively counter a frigate or capital ship rush. A couple of drone cruisers can lay mines on your frontier colonies and move quickly to defend with fighter squadrons -

0 Replies 702 Views

The Hangers come with 3 squadrons once built. The additional strike craft upgrades in the Defense research menu do not add additional strike craft capacity to the hangers. Any one else run into this?

3 Replies 2,068 Views

I've seen a lot of posts regarding tweaks to the starbases to make them either mobile or increase their range to increse their potency as defensive structures for an entire grav well. What about increasing their hangar capacity? Figters/bombers are fast enough to provide the range that the starbases seem to lack and in large enough numbers they could do some damage to any fleet in the grav well without turning the sarbases into mega-cap ships or invincible long range dreadnoughts. At the same

3 Replies 1,144 Views