CoronalFire

CoronalFire

Joined Member # 4731537
2 Posts 222 Replies 468 Reputation

Well I did say the ability for V would not be removed, (the research, I think it is called "shock and awe"?) would give some culture push for the Vasari. VL definitely need it since they are mobile. As for not being able to cultural defend certain places, sure it is true. SBs are still an option, and the only place that can't have culture centers are dead asteroids (even these can with TEC development mandate). For those few instances where it is truly, truly unavoi

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[quote who="Yarlen" reply="14" id="3192662"]The easiest solution would probably be to give the pirates a starbase with the upgrade that prevents loss due to bombardment. (Easy being relative, as it would be quite a bit of work for me.) [/quote] I for one wouldn't mind. Good idea strayth.

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[quote who="Frostflare" reply="106" id="3192419"]With regard to the Kol anti-strikecraft weapon suggestion, it's problematic only because it would be a weapon system other battleships/other capital ships do not. I feel that all capital ships, or at least all battleships, should have point defense weapon banks. Here's how I think you should buff the Kol: In addition to its current effects, Flak Burst now also reduces strike craft accuracy by 4/8/1

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[quote who="Seleuceia" reply="76" id="3192390"] Quoting Mecha-Lenin, reply 76No, it makes attacking far away enemy planets annoying. Caps need to repel culture. Hell, without caps some planets would be impossible to ever counter culture due to Advent SBs or uncolonizables...[/quote] Yeah but wouldn't it be places without logistical slots? I was thinking of how the vanilla sins presented culture, it was supposed to be more deadly then it was. Right now having the "s

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Sel, is there a way to PM? You still insist on misunderstanding, on every point possible. But no one else wants to hear the bickering. If you are interesting in continuing, let me know I am up for it, but this is no longer the place. I agree passive regen disablement isn't enough for the Kol. However it does sound better then the speed penalty, as TEC like to win battles by attrition and this would help cause the enemy lose an attrition war. But I much prefer "armor

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[quote who="bilun" reply="91" id="3192287"] No, he's not saying SttC would be taxed at all- just all the VL techs could be made to make existing upkeep costs worse, making the vasari loyalists fully teched dependant on SttC as they have cripples their ability to have a conventional economy due to abnormally high upkeep costs.[/quote] So that researching certain mobile techs increases planetary tax in order to force them to stay mobile once they have it. Intere

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[quote who="Volt_Cruelerz" reply="6" id="3192223"]It'll do more than just prevent the last damage upgrade. Remember that no one currently used SPS except in very rare circumstances and certainly never on a jumping Orky. That's not just a difference of 1 upgrade, that's a difference of 2 which will make a difference. That said, while talking to Carbon on TS3, he suggested that their engines would also be disabled upon arrival at an enemy planet which would be

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[quote who="Volt_Cruelerz" reply="89" id="3192180"]Well, if you want to incentivize going fully mobile, you could always make it so that the various VL mobile techs all increase the tax percentage, making setting down roots more and more futile.[/quote] Not sure I understood this. You saying having SttC taxed differentially to fleet supply, i.e. not the same rate, so a 75% penalty fleet only takes 50% of SttC, except with research that changes the tax instead of fleet s

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[quote who="Seleuceia" reply="73" id="3192183"] Quoting CoronalFire, reply 68I was meaning the change to be an immediate (and secondary effect) penalty, like the Nova's 100% Trade penalty. I got that part ("...having an instant drop in allegiance as you suggest...")...it just could result in very quick losses of planets, perhaps too fast... I'd much rather have a higher allegiance change rate...for one, the faster change rate needs to be done anyway to make

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[quote who="GoaFan77" reply="11" id="3192184"] Quoting Procumbo, reply 10Yeah, I usually put them all on auto, but manually send them to key planets and try to keep an eye out and stop them before they go to the pirate base. But sometimes I'm distracted and don't stop them in time. If you're playing as the Advent the lingering presence upgrade can be a good investment. You'll get to keep the planet where your scout died revealed for 5 minutes per level, which w

12 Replies 12,948 Views

[quote who="Seleuceia" reply="89" id="3192207"] Issue #1: escape speed is irrelevant...you aren't shooting a cannonball up into space that has no additional acceleration, you are flying a spaceship that has propulsion and can continually accelerate...as such, there is absolutely no need to ever reach escape velocity (or at least the escape velocity as it would be on the surface)... Issue #2: perhaps you are assuming space combat can only occur close to the

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Quoting CoronalFire, reply 84Although at the high speeds I'm talking about your incendiary warhead would melt itself like a solid shot, thus making "incendiary" pointless Key word here is "your"....I never gave a speed for these shells, only indicated that they most certainly are not relativistic...why do incendiary shells have to be moving at this magical speed of 3.5 km/s...why can't they go slower so that they actually function? And again, the weapons are "autocann

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[quote who="Seleuceia" reply="59" id="3191896"] In theory, the DE should affect allegiance indirectly...so your idea isn't trash, it is the point of the DE (just different methodology)...the problem is that in order for any allegiance changes done by the DE to be meaningful, two things must occur: The DE must be able to overcome enemy culture Allegiance must change fast enough to make a meaningful impact relatively quickly Volt's idea is not

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[quote who="Volt_Cruelerz" reply="55" id="3191884"]Well, I also made the DE capture culture centers at the target, so.. [/quote] Yeap. I understand why you did such a modification to the DE, though personally I don't care for it. I would prefer culture to still counter it, not be detrimental to yourself. My idea (at the moment [e digicons]>_>[/e] , might be trash) would be to have a 100% (half) decrease in planetary loyalty penalty (not -50% flat, but minus -

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[quote who="Seleuceia" reply="77" id="3191862"] Quoting CoronalFire, reply 73Edit: He does know! I've used that Calc Volt. I've done a lot of research on future space weaponry, trust me incendairy isn't there except for planet-side use. Know that kinetic weapons do more damage than missiles? Sure...except that is completely off-topic and has nothing to do with incendiary shells (which by the way are projectiles)...you clearly aren't reading anything I&#39

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[quote who="Volt_Cruelerz" reply="81" id="3191867"]I'm slowly writing a sci-fi novel.. I've done a lot of research...[/quote] Whoa really? You know that's how I know all of this stuff...research for sci-fi novel. Freaky. How far have you got? I've written two novellas (~39k words) with another partial, plus another book with 62k words incomplete.

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[quote who="Seleuceia" reply="76" id="3191860"] Quoting CoronalFire, reply 71No but armor piercing bypasses armor to an extent. That is way it takes -3 instead of taking it all. More armor is still better, but it is like a negative shield mitigation effect for hull. And I guarantee you there is better ways of taking out a tank besides a really large and hot flamethrower. Bypassing armor is not the same as destroying armor...by your logic, phase missiles should not only bypass

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No not around tier 3, more like 7-8. And a researchable upgrade would be minor, like 3-10%, if and only if , SttC is too weak endgame. Additionally it could have another prerequisite in addition to SttC, something like have a Titan research, thus harder to use with a small fleet (or a fleet research prereq if that is possible...). Yes the first strip(s) are going to give a big bang. But it is risky, since after that bang you have to fleet up to do anything, thus nerfing furthe

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[quote who="MayallCommunion" reply="51" id="3191789"]I still think stardock should consider volts idea of culture from clair. Could make the Revelation a possible economic opener.[/quote] Yeap that sounds good to me. Really fits too since the Advent get that tech that allows them to see anywhere their culture is spread. The only downside is that this is essentially what the DE does, spread culture at a target planet (with differences in regards to power, 20% atk bonus, yada yada).

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[quote who="Volt_Cruelerz" reply="72" id="3191836"]http://www.5596.org/cgi-bin/kinetic.php Please stop with the nerd arguing.[/quote] [e digicons]:rofl:[/e] I have been exposed! [e digicons]:ninja:[/e] I really hope Volt knows the truth about this and is just to scared of Sel to speak the truth.... *whispers* just watch Sel I'll get him roped into this yet! Edit: He does know! I've used that Calc Volt. [e digicons]:thumbsup:[/e] I've d

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[quote who="Seleuceia" reply="15" id="3191822"] Quoting CoronalFire, reply 3Most games have bugs and errors and overpowered strategies, and it makes more sense to release it and let the public find a lot of them instead of having to spend those same amounts of dedicated hours having to pay people to find them. Mind you they do hunt for them, but there is economy of scale and it is far cheaper for everyone involved for it to be released before it is perfect and just plan to patch it

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[quote who="Seleuceia" reply="69" id="3191790"] Quoting CoronalFire, reply 66Armor will not be tougher/thicker! Not for a long, long time. It will be thinner and weaker, because the mass overwhelmingly adversely effects acceleration. Not buying this...I think it's safe to assume the future will bring stronger/lighter materials so I see no reason why a combat space ship set centuries into the future can't have stronger armor than a 21st century tank...maybe no

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