Ah, the 32-bit processor wall
AdmiralAckbar42
Overall expansion should be reworked, I'll have a game with a long, multiplanet front and the AI will suicide against my one fortified planet (which I fortified because it was attacked) like a five year old screaming "But I want THAT planet!"
[quote who="Wrath89" reply="15" id="2980327"]Doesn't sound like it'd be that different from auto-attack (and auto-colonize) behavior, after warping in...[/quote] What I'm thinking is auto-warping and strategizing, not just auto attack which I rely on anyway. [quote who="Volt_Cruelerz" reply="16" id="2980332"]If someone did make a learning AI and then gave it to some of the better players to observe their actions, then you probably could end up with a good, tactical
[quote who="DirtySanchezz" reply="9" id="2979736"]How do you program the AI to decide which side of the gravity well to jump into? Can you teach it to "kite" its ships around so as to avoid being chased by Vasari starbases?[/quote] Not exactly what you are describing, but I recently played a game against an unfair AI and while besieging one of my planets, using a star as a jumping off point, it spread its ships into about two to five groups across the gravity well. However, sinc
And what is to stop the devs from putting in a miss and/or friendly fire mechanic? Even the best gunners can't possibly have 100% accuracy, and asteroid fields have a debuff that cuts down the chance to hit, so the only hard part is where the particle continues past its intended target until it hits something or fades after a time limit (say, the end of the weapon's extreme range)
Even the part where the particle leads a moving vessel? The computer should be able to easily figure out where the ship will be in the two seconds between when the laser is fired and when it makes contact
And to ad to my wish list, an improvement to the weapon particles and mechanics, one thing I really hate is when a frigate turns to run and all the lasers hit a point behind it and still damage it when any self respecting gunner would lead the target. Also, a chance that a shot will miss and the particle shoots into empty space past its target (perhaps hitting another enemy ship or a friendly one along the way). If there was a high enough chance of a shot missing its intended target and conti
1) I think there was a game, Genesis Rising, where each ship you had was customizable, I never played it so I don't know much about it but if that mechanic were put into a future version (or better yet, a mod) that might be nice. 2) Phase lane system, I see how it makes sense, but someone made a mod where there was a technology that gave the effect of a phase stabilizer to every explored planet and star (you had to explore on the phase lanes, but once you researched this you could
[quote who="Admiral_Kiernyc" reply="77" id="2980094"]Well the TEC Akkan Battlecruiser has Ion Bolt ability[/quote] Doesn't it seem than weaponry like that would be more prevalent seeing how well it works against large vessels (especially since the titans are coming and stun guns could close the gap between titan clad empires and those not lucky enough to have one)
However lasers produce heat which could mess with both the impact site, and judging by the size of the beams, over time they could probably mess up the atmosphere causing a warming affect, possibly? Kinetic weapons... it depends whether it is more cost effective for civilians to rebuild on top of the bomb impacts or in new locations (by the size of the explosions, they should flatten a sizable part of the planet during one detonation) if it makes more sense to build cities in the same
Wow I feel dumb now, I even looked at that page before posting this
On forums
I've thought about land battle in Sins since a little while after I got the game, the idea of space faring races having only on branch in their armed forces seems ludicrous. [quote who="SithLordAJ" reply="24" id="2977859"]You have troops which you load on your capital ships, troop transports, and planets (in Sins, it might make sense to put them on siege frigates). Then, instead of bombing the planet, you try to invade it. If your army is better than the opponents (with some rando
Not really about the game, but I was wondering if it was possible to change my username.
Back to the mines, I would personally like to see an ability where you could manually detonate an entire array. So you could wait until the enemy fleet is well inside your field and then get the biggest benefit from the splash rather than having the mines destroy a few lead ships while leaving the rest of the fleet untouched. The "Detonate" ability could become an active ability rather than a passive as it is now, and you could turn off the autocast for a selected swath of the array a