I didn't want to highball the numbers too bad, so I just doubled a typically load out... should be fine, I for one am mostly happy in MP so this shouldn't be a big deal. That being said I need to look into hosting arrangements for my maps now.
Gauntlet03
It is exceedingly easy to make new planet types... it would not be hard whatsoever to add in some major variants. I decided to make a Home Planet Asteroid; it has 15 pop to start with instead of 10, and upgrades to 25, and it has 12 civilian slots upgrading to 20... 2 Crystal asteroids and 5 Metal... obviously this is just for fun and not really balanced... but we could have more liberal small map games by creating maps with fewer planets but greater numbers of Resource asteroids... I als
Basically it assures balance and its easy to calculate for a first map or two. I don't plan on doing too many more perfectly symmetrical maps. I designed the map hopefully to force battles on either the various clouds or the gas giants... or the occasional asteroid field. It could be quite interesting as a 2v2.
Hi guys, so this project is my first map and it was originally a binary star system attempt, which failed miserably. You cannot connect planets to planets that are technically belonging to other stars. You also cannot connect a planet to two stars... So after allot of work later I have this map... the storms in the middle used to be in between the two red giants and it was much cooler... still it was a learning experience. you start with 2000 Credits, 600 Metal, and 200 Crystal. More im
Strategy eh? 1. I build about 3-5 scouts total; and maintain this number, 1 is for the star and he will hang out there and avoid enemy contact, as a result I always know when pirates are out and about. The second will similarly observe any important neutral zone, while the other three will be constantly going back and forth to enemy border systems. Basically I just que up orders to go to the front enemy system and then back to mine and then back to his and so forth. As a result i have t
You could try to mod it... but I wouldn't want to play it personally. Besides, supcom wasn't slow in movement, it was just a scale issue... and currently we have that. 100 planets and 10 stars makes allot of area!
Very true, I had a great game the other day, I and 2 allies against 2 other allied players, who notably were out-economy-ing us I think. At any rate, north attacked 2 planets, I used a small fleet to come in as well. In the south my main fleet attacked another planet; the north was the main defensive/offensive area so they quickly responded with their 2 big fleets... at no point did I see them split their fleets in two. When it became apparent that north couldn't do much damma
This was a great help! I Should have my first map made by the end of tonight
I like this idea too, but I also like the current model... perhaps if you could circumvent the requirement up to 1 or 2 stations... so a civ with one military research station simply can never get insurgency but could get tier 2 or 3 just at more expense AND time.
A very cool game mode/feature for MP would be as such: Host loads a random map, and it shows the star lanes... each player in the game then gets a random shuffle of planets, evenly divided, so 4 players, and 12 stars, each player gets 4 planets... players then get 4 randomly assigned points on the map... they can place any of their 4 planets in any spot... That would be pretty fun! Anyone ever play the epic boardgame Twilight Imperium, its basically galaxy setup from t
Well name calling aside, the novalith is extremely Supcom... super long range very expensive turtle gun... in supcom thats okay because we have so many wonderful alternatives and counters.
While I was waiting for a response I came to the same conclusion that making new fighter entries that are the equivalent of Frigates would be a better solution. It could be a very neat way to play, would save time and effort reinforcing, but I would need away to prevent or slow replacement of these ships in a combat zone. Oh and to get rid of the fighter magnet ability! lol
why would u wink for that... thats depressing.
what if I said I was impressed... just thinking outside the box. Though it could have been stated in one sentence, but the range issue is interesting, it would be nice say for example if the Gauss turret had a longer range against slower ships... they dont bother firing on ships they have no chance of hitting so the current range of say lets call it 1 will apply to frigates. The Gauss would then be able to hit cruisers at 1.25 because they are less manueverable and in the curre
then I should shut up and wait for beta 4 then
The AI is currently incapable of managing a battle by itself, so you do have to manage it, though it is not twitchy with the pacing as it is. Some people want to speed it up in which case it will be like those other RTS. Though I must say I have played all the games you mentioned extensively and it is much much more in depth then jumping around the map and clicking... that fits FPS better IMO. That being said, the AI is not currently a priority it will get better and then we won't
Would it be possible to make an abillity which cost money (and a good deal of time I might add) but spawned ships in its immediate location? I have a mod idea where capital ships can be reinforced, by having an abillity which spawns 1 Flak, 5 Frigates, and 1 Siege Frigate. The idea being to make each and every capital ship a upgradeable and maintainable (in the field) Fleet... IE less individual more as a focal point for fleets. Particular Caps would have particular reinforceme
thought of a more susinct way to put this, and it does hit on what others of said 1. Real Time is slowing us down because battles take so much attention, and therefore speeding up the resources or the travel would make it un-manageable. 2. 4X elements are so weak that the half 4X time frame is annoying and painful. Also the lack of 4X elements means that simplifying the RTS makes the game shallow making it drift strongly against shortening the management time of battles. <b
This is sadly not possible anymore this late in the game... but what would have helped allot is instead of building 1 ship at a time, ship yards built an entire coherent 'fleet' of X ammount of all needed ships. Tell the fleet to go attack a place and it goes and does it just fine, using all the right elements, but the best part would be its a fleet and acts coherently, and you order it as one unit. Then you save allot of time worrying about enough money to build 20 frigates (and quing
Hi everybody, I was thinking of trying to make my own map in the next week or so, the concept is the big dipper more or less and I want it to be a good 1v1 or 2v2 map, with the option of throwing in 2 more players as bait/extra resistance. The 2 extra players would occupy the middle systems and be comps, while the two symetric green systems would be player home systems. The big concept behind its design is to give us a medium legnth game that has multiple star systems. It may be too big r
If a medium Galaxy of 20-30 planets (with how many different stars?) takes less than an 2-3 hours... Then I dont want to hear anymore hoopla about this being a 4X hybrid ... that will put the game clearly into RTS... and even for an RTS that would be really fast for the scale of a medium game. I think people are over-reacting to the lag issue and the 'twitch' issue in MP. In Single Player the speed isn't half as big a deal simply because there is no lag.
are we getting tools with the game?
its not a bad idea it just doesn't appeal to you! That would be great as long as its toggable so we can maintain a basic 'fair game'... some of us enjoy a bit of un-balance from time to time though, it breaks up the match and a loser who gets his entire fleet out becomes the winner because everyone else only got a few frigates and colony ships out! Massive sudden turn around = challenge = fun for many of us. Allot of the the complaining I see on this board recently has been fro
there is still a strategy it is just less important because it removes the strategic choice between research and ships... overall I think it is a fascinating 4X idea, but not a good RTS idea. Personally I think it would neat, but I would save it for a mod. I think the dev's have bigger problems. Though I am concerned with Ron's opinion regarding options. 1. Some options don't need to be balanced, people will accept that the Devs don't neccesarily see the need to perfec
I think it would be cool if asteroid colonies could do this... I feel the little population ring is just not as cool as having structures jut out... It could eventually be upgraded into a fleet base which maybe provides a large movement bonus to ships in adjacent systems (more available fuel). That could be offensive and therefore make it a great tool and a big target!