verybad

verybad

Joined Member # 725709
12 Posts 151 Replies 375 Reputation

[quote who="wbino" reply="12" id="2000241"]It amazes me that publishers of pc games dont grab some of the best known franchises and make a ton of money. Who would not buy a new wing commander, tie fighter, etc...... [/quote] Simulators NEVER repeat NEVER make tons of money, they're niche markets, especially because people interested in one type of simulator (eg Spaceship) o

135 Replies 555,945 Views

Scouts are needed. Just not when the fighting starts. They're very useful in random map games so you don't waste initial movements to get to a crap planet. It's not necessary to make them useful throguh the whole game, whiich is what the mine detection is an attempt to do. Instead scouts should be recognized as playing a minor role. There are a few uses later (eg the vasari cloack ability is nice). Realistically mine detection should be a fairly common ability on ships, probab

11 Replies 1,555 Views

Dunno about block travel, but maybe slow it down signifigantly WITH the proper upgrades. Blocking travel would get rid of the chance of raids, losing an important part of the game's strategy. It would all be frontline warfare then, very predictable, less interesting. Maybe short term blocks with a high AM use.

16 Replies 6,106 Views

I think adding a new research bar to the fleet research would be best for limiting Stations. Have each one you can build after the first one take a bit of your economy to maintain. Where the player puts them is their business. Some defensive research might be able to reduce the cost A similiar thing could be used for mines. Maintaining large minefields has to be expensive, have each on you lay over a certain ammount per system affect your economy. Perhaps h

55 Replies 114,542 Views

I think they should have a researchable quantit (just like Capital Ship limits), they should cost more, take longer to build, be immobile (seriously the Vasari one looks stupid moving) have about twice the hitpoints and triple their current range, as well as more researchable capabilities. Right now they're effectively useless. There's simply no compelling reason to build them or attack them if the current planet isnt' your target, you can just go right by. Taking them out isn

225 Replies 559,083 Views

I think they could be useful and balanced if done in a different way. Start off with only scouts able to detect the mines as it is. Let you research a mine detection improvment that allows capitals to detect mines as well as other researches that allow mine detection at a longer distance. Another research would allow flak ships to detect mines (and remove them), or perhaps a dedicated minesweeper. Flak ships seem a bit underpowered, so giving them an extra use would be good.</

43 Replies 93,531 Views

Overall idea isn't bad. I don't like the idea of calling them Battlecruisers however, as those were capital ships. I think a better idea might be to make more variety in the Capital ships however, so some might cost most capital ship points than others. You could have a massive ship that carriers like 12 fighter squadrons and nasty abilities, but cost 5 slots, while a more limited capital ship would cost just one. Compromises would cost inbetween, Having to make each capital ship rela

44 Replies 116,267 Views

[IMG]http://img217.imageshack.us/img217/337/turkey1jp4.jpg[/IMG] If I don't get the BETA for Entrenchment by Thursday, I will cut this ****ing turkey's head off, rip out his god damned guts, bake the bastard, and eat him like a frikkin' animal. I am serious here folks, I just want this one simple thing, and I'm willing to kill for it! It's up to you whether you want the Turkey's death on your head. I WANT<

22 Replies 65,308 Views

I think a nice variant of that would be to have ships and structures that can create antimatter, if they're in your fleet (or if you're in a grav well with an Antimatter creating structure, then your antimatter will refill faster or slower, depending on the number of structure/antimatter creating ships avaialble. A side effect would be that when those ships or structures are destroyed they cause area effect damage to all within a certain radius.

10 Replies 3,519 Views

Like your idea KradenX. Instead of a Kamikaze, more like a Phase ICBM , something that you can only use for one Phase jump, then it auto attacks structures or the planet on the next map. It would have to be built in the system it was fired from. Another option I'd like would be Monitors . These would be Non phase jump capable Frigates and Cruisers, they would have to stay in the system they were made in (perhaps a new capital ship type could move them,

29 Replies 44,593 Views

I would love "add-ons" that you can buy (in addition to the extra skills) as your ship gains levels. These would be ridiculously expensive, but effective additions that would have a graphical change to the ships. For example, a new hangar for a carrier would add a blocky structure, while a Nova Cannon for a battleship would put a big gun on the ship. Missile platforms, enhanced shields, etc. Perhaps also make these findable relics, similiar to artifacts, but floating in spac

107 Replies 265,340 Views

I'ce been modding games for close to a decade now, many things can't be modded into game engines that aren't designed to support those things. Ground combat would be one of those things I'm sure.

130 Replies 451,809 Views

For SOASE 2 Combined Spacebattles with DETAILED Ground combat would be the win. It's completely doable I think. Make space bombardment have lasting consequences on a planets value so invasion (especially of terran type) planets is useful, make structures capturable. Give planets landbased structures (eg space elevators would increase the economy but cost a lot to build). Universities would increse the speed of overall research (by a small ammount per&nb

130 Replies 451,809 Views

I'd like to see Monitors as a new ship type. These would be hard fighting ships, perhaps one in each class (Frigate/Cruiser/Capital) that cost less fleet points but can not travel between gravity wells (or can but only using a super slow, specialized transport ship that can't fight well at all) They would have to be built in the well they're meant to stay in. You could then build very strong defensive fleets, but they would reduce your strategic agility. Great for holding places though.

37 Replies 44,662 Views

Well minefields might need a new type of ship, a minelayer...and a minesweeper (though those capabilities could be combined in one ship) I'd LOVE to lay minefields in stars or wormholes and laugh as enemy fleets warp in and get fragged :) (PLEASE make mines work like they did in HW2) I would really like to be able to put turrets and hangars in noninhabited or inhabitable planets also. Perhaps a construction ship made for that purpose... It would be very interestin

115 Replies 303,044 Views

[quote]On any difficulty level, the AI sucks (no offense developers). An AI in any non-trivial game that can beat a human player has yet to be born.[/quote] Except for chess...

28 Replies 53,067 Views

I wish you could put ships on the market and sell them (it might be interesting to add arms dealer to the title). You could choose factions you WON'T sell to of course. It wouldn't be anonymous like for resources unless you allowed selling to anyone however (using third persons to sell) HOWEVER, if you sell anonymously, there's a chance they may end up with Pirates :)

24 Replies 4,837 Views

1. Whale and Kortul 2. Whale and Kortul Botho of those I'd fight the same way.Number one I take out the Kol number two focus fire on which ever carrier looked least likely to reach the edge of the gravity well if they try and escape. I love Skiranta's, but not until I have 3 or more ships. First two for me are a whale and a Desolator. The Desolator is really nice to support early intrusions into the disgusting warmblooded aliens we've found in this area of the galaxy, and

4 Replies 3,250 Views

I like culture, it 's a great part of the game, and means you can't just draft all your citizens into the glorious space navy, but you gotta keep the workers on still on the planets happy also. Culture in a sense is why the Soviet Union failed in the Cold War...People wanted what the West had.

10 Replies 22,728 Views