Personally, i think the phase gates should be available from tech two and then have the speed increase with tech levels instead of cost. Also i have to say that the evacuator needs a new model.
Firefox99
Eet: No. There, you have your answer and it was simple
I beg to differ, bombers are useless against it if you have: A: a defense fleet with ONE flak frig B: 1 or 2 hangers with a few fighter wings to kill said bombers
I like Lordkosc's idea as well but i think 20-30 are pushing it, i would probably go for a lower number like 12-15 because thats the size of fleets i make, about 3-4 line ships, a command cruiser, some carriers, LRM or 2 and the cap ship as the heavy heavy hitter
yes, the loss of a capital ship in a small game CAN be crippling, but that just is an incentive to surround it with, lets face it, cannon fodder ships, or jump in your smaller ships first then jump in the heavy hitter, i constantly jump cobalts in then my Kodiak's then perchans and finally my cap ships. Though i have lost my main cap ship a few times but came back to win the fight, mostly because i have the Akkan and it isn't my main line ship...
Realism? what about this game is strictly real, and how do you figure that the system is realistic? no offense Why would you NEED 6 whole colony's to support a capital ship, if we were being realistic you could probably support about 2-3 capital ships per planetary colony and maybe half to a whole capital ship per asteroid colony.
Hehe i could just imagine watching through the view of your lead fighter as it takes a shot of flack right in the face
Hmmm another idea [i mentioned before] is to give the Pirates a mobile pirate [or merc if that is going to be their new name] base. Let it be bigger than the largest cap ship with production facility. and have jump inhabiter immunity so that it can move through systems randomly
Anyway, I don't like the idea of pirates having capital ships. Pirates are known for their hide and sneak attacks, not for building huge armies of huge ships. From what I have seen their forces are already very strong and people give bounties just for the pirates - which misses the original point of the bounty completely. Yah, pirates should not have cap ships...and they should not mass fleets to randomly do
And you didnt address my other idea where the researchers do it them selves when they realise they wont be able to stop the pirates?
im at the zoom point where you can see the gravity well and all the individual ships in it by icons, if you try to order them somewhere in the gravity well they will assume its a jump command.
I have noticed that too, i have to be very close to order them in a gravity well or they will jump to the nearest other gravity well...
i think the only AI i have EVER seen move to a new system was the pirates, i cant recall ever seeing anything else jump to the system i occupied after i got it...
I know i personally stopped playing the bigger maps in favor of one system but lots of planets because of this problem...
Or just give them incredibly powerful system defenses, like maybe a few gauss cannons that can tear a line frigate apart in one hit that reaches to the jump in point?
Unless the infiltration teams upload viruses to destroy any traces of that technology, they they would have to backwards engineer what they had known from something they have on hand. Thus where the idea of having it quicker and only half priced comes in above? OR there could be chances involved, the infiltration team gets it and jumps away and the research stays OR the infiltration team fails and the researchers destroy the information before the enemy could get it?
I agree with Op,its one of my pet peeves about random big maps, i wanted to have BIG fights with REAL solar empires, not a bunch of small sides bickering over one system then moving onto the other 4 empty systems..?
I really dont mind when fighters and bombers accellerate ahead oftheir parent ships to soften targets, i have won fights because my bombers reached the enemy first, coems down to one ship on one and i have like 12 hp left on that one ship lol
Was that to me or Schod?
I mean that will the beams target secondary foes if the primary is in their range but not in their arc, while it is turning etc.\ (secondary targets being random enemy units NOT targeted specifically by the player, that ship being the primary target)
I also suppose there can be a middle ground, make the research free with time but the more money and crystal you pump into it the faster you get results, so at max things take, 5-10 min to research EACH but they are free, where as they take like current time 30 sec-1 min if you pump the current amount of resources into it
But van, does it do this if the targeted ship is in RANGE but not in the ARC? Because that is the real question of this, will the Kol use its beams offensively if the enemy unit is in the weapons range but not in their targeting arc..?
I sort of like this idea, could also work with capital ships, or all ships as well... Ifthere are combat ships in your system much less capital ships, jewels of the empires navy, im sure the system would feel some love lol
Dont like the idea, simple as that. If you want this maybe mod it into your own game then share the mod for people who are interested in this kind of thing? Reason i don't like it is because It forces games to become too long and sticks you in the stone age for HOURS by the original example to get to tear 4 you would have to wait approximately 16 HOURS!!!!
It said civilian ship DESIGNS were converted for military use because they had no use for military