Wraithguru brought up my comment about the risk/reward tradeoff caused by hangar location. I don't think I expressed my point very clearly. I agree with him that hangar location should only influence travel time to (and from) the battlefield. However, right now, with the infinite loiter time small craft have, that's a trip they only make once, so the reward for placing the hangar close to the action is small compared to the risk of the hangar being destroyed. A finite loiter time would requi
RPALMER3
I know that beta 1 was supposed to be about compatibility testing and not gameplay, but there haven't been too many bugs to find, so I'll write up some thoughts I had on my favorite units, the fighter/bomber squads. I'd like to see small craft have an endurance timer. By that, I mean the amount of time they can spend undocked from their base should be finite (instead of the current infinite). You could have a research tree to increase the timer to give small craft more range / attack
I think the phase lane concept (meaning you can only get to a certain grav well from a set of other grav wells) is good. I wouldn't want to play a fully-connected map game. It'd be too frantic for me. But I don't like the current movement method that places 1-4 known points on the grav well that are "important." I think that any AI improvement on defense will mean they do the same thing we're doing right now, and parking their defenses in-range of the phase lane end points.
I don't necessarily mind the "phase lane" concept in SoaSE. I think if you had the ability to warp between any two gravity wells, we'd quickly be asking for larger grav wells or slower jump speed or some other mechanism to slow movement. Otherwise we'd get the exact problem startrekdork was talking about in Rebellion / Reach for the Stars. We'd just end up chasing enemy fleets around the map or building local defense forces in every well. What I don't particularly like about the curr
I'd like to see the inhibitor (a) Take antimatter to power, as others said previously (b) Have an area of effect smaller than the entire grav well (c) Have an on/off switch (the default "smart on" could be turn on if enemy craft are in AoE) (d) Block ALL ships (your own fleets as well) from jumping from inside the AoE when on.
I see two possible changes that could be made to the phase jump system that would remove some of the "choke point defense" strategy a lot of people have been concerned with. I've been thinking about these for a couple day, and waffle back and forth on which one I like better. Both assume the game's been changed so that you can't jump through the gravity well. I've been seeing some posts from the devs that they're looking into how to implement that. My idea would be that: (a)
I just completed a game, and while I'm having no graphical corruption issues, I did notice that if you zoom in to max detail when you're looking at a planet, you zoom below the planet surface, which causes the planet to disappear. Zooming out a little bit restores the planet surface.
Two things I noticed -- 1) About 1/2 the time, my capital ships wouldn't jump correctly between systems the first time. They'd get to the warp circle, and then stop. Reissuing the jump command would cause them to jump correctly. When they didn't jump the first time, their fighter/bomber squads were still out when they hit the circle. When they finally jumped, the squads were still out and faded away after the capital ship had left. 2) Another vote for "don't jump through w