verybad

verybad

Joined Member # 725709
12 Posts 151 Replies 375 Reputation

We know they'll be antisystem, not damage units. So it seems to me that they'll be very vulnerable to pure DPS units without backup. We also don't know if they'll be able to travel between gravity wells yet. (though probably), how much theyll cost, and how much research it'll take to build them or make them effective. I'm not too concerned about a Corvette rush.

7 Replies 40,487 Views

I would like to see Gas Giants have lots of resources (crystal AND metal) but be very unmineable until a star base WITH colony pods is built in thegravity well to house the miners. Makes the base less effective in combat to make it a tactical choice. This is good. Even better would be a new type of base intended for this, but I'm not holding my breath re that.

23 Replies 73,642 Views

The Vasari need no sorrow foolish monkeys! While you're fleets were throwing themselves at our Orkulus class battlestation, our Dark Fleet has savaged your home worlds, taken your materials, and built 4 Orkuli in the Primary here. Now witness the power of a TRUE, FULLY FUNCTIONAL, Titan as it enters the gravity well and destroyes your dreams, your history, and your hopes! Muhahahaha! [URL=http://imageshack.us/photo/my-images/801/wwpony.jpg/][IMG]http

27 Replies 36,472 Views

I would like to see Rebels be a faction that can also spawn during a game if a faction doesn't have a high enough culture level somewhere far from the homeworld. Of course this wouldn't be the only way to start them as people would want to play them from the beginning also, but it would be a cool option. Large empires with low culture (or a new game option, happiness, similiar to Civilization 5's happiness with related structures and technologies) &n

27 Replies 30,606 Views

I wold like to see the Vassari Rebels get inhabited low firepower starbases as an option that can be built relatively cheaply in asteroid or star wells, but cost much more if built in good planet wells. The Rebels would start with one of these starbases as their home planet, and it would cost more for them to research planetary technologies. However the inhabited starbase would improve the quality of low end wells economically and materially. I ne

27 Replies 30,606 Views

I would like for there to be a bar select for balancing. Sometimes you want a completely random game with surprises, while for multiplayer you might want a more balanced game. Anyone that's played the game with the mods that add extra planet types doesn't want to play the game without afterwards. Having many planet types, some of them being completely useless, or even dangerous to visit (eg high radiation, ancient robotic spacecraft, super cute space ponies, and

23 Replies 73,642 Views

Was just thinking, making the Titan Yards only buildable as a (signifigant) portion of a Star Base might be an intersting way of making them take a while to get into the game. Obviously they're going to take plenty of resources, but having them take a large part of a Starbases options would also be cool, with only one starbase able to build that, and with fewer defenses as it's mostly a titan yard, that makes it a good target. Also makes a yard buildable in a sun's well. B

11 Replies 17,237 Views

Love this mod. Been playing only it for months (well basically since I found it). Had an idea. Can you have technologies that cancel out other technology paths? This would allow you to make decisions early on in research that focus you on one path or another. For instance, a Vasari "Enslaver Pact" might increase loyalty on their own worlds, but reduce cultural effect on other worlds. Researching this pact might cacel your ability to build propaganda centers, as nobody

8,423 Replies 15,658,139 Views

As an alternate, perhaps being able to send new pirate missions sooner (eg Double cost if it's at half the normal time) by paying a premium there might be a way of compromising so it's less likely to crash, but can still put all that extra money to good use.

25 Replies 71,843 Views

The game could really reduce it's micromanaging if a combat prioritizing system were introduced where you could simply order the targets you want a ship to engage, save those lists (with alterable names), and issue these orders to both your own ships, and use them as a mission (eg you pay pirate to go into a system and take out all the illuminators in it) You can already qeue targets and actiosn for ships, so this shouldn't be a huge programming task (though of course I'm a bit of a c

1 Replies 2,820 Views

I would like to see rebellious planets become minor nations, and potentially engage in piracy, rather than waiting to be taken over by another empire. Keep 'em happy with culture, or they blow your stuff up...

3 Replies 3,058 Views

Was just thinking that it would be really cool if the minor nations might engage in piracy, and if they were successful, they would become more powerful fleets and pirates in their gravity wells. As it is they're mere;y a time delay before your take out their systems, and having them be agressive would make them more interesting, and make defending your systems more important in the early game. Having multiple pirate bases in each star system would also be very interesting.

2 Replies 3,507 Views

Realistically, there would be very little area damage from a nuclear weapon in the vacuum of space, because there is no atmosphere to propagate the shockwave through. While it might cause catastrophic damage to a target that was actually hit, area damage would be less than impressive.

14 Replies 8,260 Views

I think you should get one free capital (your starter) and thereafter you can build new capitals in new star systems, but they may have a chance of rebeling and joining other empires (or starting their own) if they feel you aren't spending enough attention/resources on them. For example, once you build a new system capital, it can come up with missions for you to do, and if you don't do those missions, they lose a bit of loyalty. Missions would be predominantly development and defense

18 Replies 10,228 Views

It should be possible to demand Tribute, One sided treaties (eg open borders for you forces, but not for theirs) arms treaties (eg limited numbes of certain types of units,) Possibly being capable of demanding relics from other factions planets be tranferred to your own might also be an interesting capability.

6 Replies 4,838 Views

You could call them Factions as well. Empires have all sorts of powerseeking factions in them...The Roman Empire certainly wasn't politics free!

7 Replies 4,698 Views

[quote who="Will the Great" reply="7" id="2388807"]I partially agree; envoy cruisers should be just a tiny step down from capital ships...in terms of cost and supply use only. As for combat capability, to further the analogy, you don't put uzis and a machine gun on that ambassador's limo. The flagship comment is a fair one. Potential allies would be impressed by the sight of a a mighty Space Egg. Potential enemies mght be more willing to cooperate when they're staring down the barr

20 Replies 11,161 Views

I hope they're suitably impressive looking units. You don't send your Secretary of state to negotiate a treaty in a VW bug! (Nothing agaisnt VW bugs, they're fine cars, but they ain't Limos). Envoy cruisers should be capable ships outside of their special abilities, just expensive to build so you don't load your fleets with them. I would like them to be just a step down from Capital ships in terms of size and combat capability.

20 Replies 11,161 Views

Better diplomatic ties with Pirates would be an interesting group of Diplomacy techs to research. Perhaps having them attack specific targets being a high level tech, while having them ignore your ships if you're not their target but they're going through your system(s) a lower level tech. Pirates are one of the more intereresting features to the game, so making them more manipulatable (is that a word?) would be cool.

8 Replies 4,840 Views

I like the idea of the Non Vasari bases being able to move, but their abilities and firepower being zero'd out durign that time, so the system has to be secure if you're doing it, and they would move very slowly and take time to redeploy, dorugn this time they would be vulnerable (they'd still have the same hull points, but couldn't shoot back. I'm a Vasari player,, and I like my mobile bases, but I think that it's too great an advantage for the other factions to not have a taste of.<

20 Replies 10,653 Views

I think a better and more easily added feature would be just to have starbase maneuverability a researchable tech for the two races that don't have it already.

20 Replies 10,653 Views

How about a Mission that lets you capture a particular planet within a particular time for a third party in exchange for resources, tech, ships, trading or mining rights, or what have you...? Of course if you decide you want to keep the planet yourself and land colonists on it you piss the third party off to no end... Currently the missions in game are rather boring, they could be much mroe interesting if tweaked however.

19 Replies 10,888 Views

I'm hoping htese are kind of a cross between Capital ships and lesser ships, with perhaps several skills that can be increased. For example, a Vasari Envoy cruiser might have "Privateer" "Assasin" "Spy" and "Steal" skills that it gives a bonus to using against the planet it's orbiting. Steal would allow you to take resources from the faction you're using it against, Assasin would allow you to kill the governor of a planet your'e orbiting, resulting political chaos and confusion would

5 Replies 6,177 Views