UsariaPrime

UsariaPrime

Joined Member # 640900
9 Posts 32 Replies 5,652 Reputation

split function for my fleets, because it takes way too much time to do this on my own and I might get pummeled while doing it. I highly agree with this comment. There should be a couple of different options for this, the most basic a split command that takes into account ship type when splitting the fleet. We could get more advanced with other features later on, but when you have a decent sized fleet it takes far too long to manually select the different

297 Replies 217,973 Views

already I realise that these game matches last incredibly too long for the not so intense action taking place If this is the case, could we get an option to start with even higher resources, pre-researched items and a "starting force" ? This would only apply for a small one hour game (I for one like the building up stage) - but for some people who just want to get into the action (or don't have time), starting with some pre-colonized planets and higher r

23 Replies 8,186 Views

Back to scuttling structures: If I have a well fortified planet and I want to redeploy defenses to different parts of the gravity well, is the only way to "redeploy" my defenses by individually selecting each structure and scuttling them one by one? Anyway we could come up with a way to transport of move structures within the gravity well, perhaps by using a LEV constructor "tug-boat style." Maybe these structures that are in movement come offline, and it even takes some time

21 Replies 7,925 Views

So I've got a question about system defense post owning each planet in a solar system. What is the best way to organize your forces? I've tried one tactic that seems to work, I think the question is the order of operations: Goal: Fortify planets/asteroids 1 jump from sun with gauss cannons, hanger defense, repair platforms and some with jump inhibitors (Defensive Outposts), "own" the sun with a large solar defensive fleet, position 3-4 mini-fleets at Defensive Outposts, reorganize and s

22 Replies 38,119 Views

I think the idea to be able to individually research specific bonuses (although some should be a bonus/negative combination) is a great idea. Possibly taking different paths of research with the bonuses would also be a great addition, example: Terran World: Item: Psychedelic foliage Bonus: Creative individuals allow for much greater civilian research rates Negative: Slower building completion rates Option 1: Destroy foliage, civilian research rates and building rate

68 Replies 10,053 Views

Which folder are saved games stored? I think I found the save game that reproduces this crash.

9 Replies 4,018 Views

I think just about any fight with a large-ish number of ships will do it. Make sure it's NOT at one of your planets. As I said on one of my other posts, if you zoom in to watch your enemies be destroyed, you will get the freeze/crash. This happened to me twice last night - let me see if I can reproduce with my saved game right before I massive fleet battle. I also noticed that the other two star syste

9 Replies 4,018 Views

I have tried - desperately - to appreciate the design of the Hoshiko Robotics Cruiser. I just can't stand the way it looks compared to other TEC ships, I just don't feel like it fits well with the fiction. I love the idea of a ship that supports a fleet with repair droids with researched combat droids, I just can't stand the circular layout of the ship. I completely understand that this would logically make sense for a ship of this nature, circular/spherical layout of the droid bays for maximum.

36 Replies 14,314 Views

Very interesting idea, I agree that fleshing out some sort of destroyer development would be a good direction to go in.

60 Replies 17,770 Views

These are interesting ideas. How do you see yourself defending your planets in the solar system when they can be attacked from all sides? I think it will be very, very difficult to defend planets in this situation...

29 Replies 15,858 Views

Great suggestions Schem - I'm all about the planetary defense idea, missiles, privateers, whatever works for everyone works for me...right now my forces are so spread out its hard to effectively defend everything, these planets have to start taking some care of themselves independently!

69 Replies 16,691 Views

Mahanon - a good idea - but I do agree with LockEye about these three races being in the grey. Instead of alignment, maybe add choices, similar to your example, that gives varying bonuses (but could be tied with negative features a la GalCiv II ethical decisions) as this could a good way of specializing a planet, given the bonus incentive to do so...

27 Replies 11,226 Views

This is from a different post where my suggestions weren't categorized as separate threads: Expanding your growing empire and exploiting resources/planets is obviously a large part of gameplay. During my last game, it seemed like my empire was too...static. Other than the occasion trade ship zipping through explored empire controlled nodes, I felt like I was guarding a collection of planets with all of its citizenry were stuck on each planet or asteroid. I would love to see NPC controll

13 Replies 9,185 Views

I may getting a little ahead of myself here, but in thinking about fleet AI: 1) Techs that increase general fleet AI, fleet tactics and fleet coordination. This is totally feasible for the TEC, as they are in the process of re-militarizing space, why not make a tech line to increase a Fleet's coordination efforts, maybe even tie this into fleets coordinating between player/CPU allies in joint battles/raids/defense. An in more general terms: 2) Techs related to scanning sweeps of

13 Replies 7,241 Views

I agree that implementing some sort of subsystems for CapShips would add an interesting tactic to fleet battles, but would spamming CapShip weapons become too commonplace and detract from gameplay? I have separate reservations about capturing CapShips outright, the timer to effectively capture a CapShip should be long enough for the CapShip owner to implement some sort of defensive operations to repel the invading marines. This could be tied to research and even CapShip abilities (the

18 Replies 7,590 Views

In a separate post I had a similar idea to yours Nanite - privateer orbital structures. I didn't go into as much detail as you did for your idea, but maybe these planetary defense ships could be NPC controlled and built similarly to trade ships - only these supplement planet defenses. I like the idea of not allowing them to jump to other planets (the explanation could just be that there are some ships that aren't built with phase jump drives due to prohibitively high costs of the techn

13 Replies 5,645 Views

I did a quick search for any threads on Side Missions, and found one that was slightly unrelated, so I decided this would be a good place to start a discussion: Side missions may have the potential to enhance game play if implemented correctly. In thinking about how to implement the idea of side missions, I think that keeping it simple would ultimate add to game play instead of detracting from it. Some simple examples - 1) You receive a distress call from an explored (or unexp

0 Replies 2,004 Views

Another CapShip management idea: In a situation where one CapShip is defending three adjacent nodes, I would like to be able to set which nodes the CapShip is responsible for defending, so CapShips automatically move to defend pre-selected nodes under attack. Maybe even specify defensive parameters based on enemy force size, territory priority, and a return location for the CapShip. This way if you are in another star system while on a raid and a territory near your home plane

12 Replies 8,811 Views

Spartan you have some great ideas here. I also love to see a variety of stats about my ships, as CapShips all have unique names (which is pretty awesome to start) captain's names would also give another layer of uniqueness to each CapShip. I love your ideas above.

17 Replies 4,164 Views

I personally think a structure like that is too much, its better to spread out different functions to different structures, that way planets can truly be specialized in some form or fashion, as opposed to every planet having the ultimate orbital structure that provides research, hanger defense, defense emplacements and trade modules. We shouldn't be overpowering orbital structures, but we should be provided with a variety of structures that serve varying purposes...

10 Replies 7,739 Views

I'll start a new one and send it over if it happens again. At one point I was thrown to my desktop (I was taking a screenshot with an external program), when I returned to the game that structure was being built normally...

2 Replies 5,051 Views

This may sound funny, but when you have a massive fleet aligning for a phase jump, and when the different ships start to report in and are ready to go for a jump, the ship captains all give the green light with a different way of saying "ready for phase jump". I think it provides a great immersive quality to the game, I know its probably one of the most minor aspects of the game, but to hear those captains give the green light, then the phase gates start opening up for like 50+ ships, its pretty

154 Replies 335,631 Views