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by faijeya
Tue Aug 08, 2017 4:30 pm
Forum: Testing
Topic: Macro-manage Late game large scale
Replies: 41
Views: 71062

Re: Macro-manage Late game large scale

AI does target a single ship if it can. It means the whole torpedo/missile/interceptor salvo will be aimed onto a single ship, usually the closest to the AI forces. Autoresolve plays it fair, but a human player may and probably should cheese the missiles mechanics by placing ships in front of the ta...
by faijeya
Tue Aug 08, 2017 4:16 pm
Forum: Testing
Topic: Excuse me, sir, do you have a moment to talk about food and metal?
Replies: 5
Views: 14103

Re: Excuse me, sir, do you have a moment to talk about food and metal?

I'm not saying "the only viable strategy". I'm saying "the only optimal strategy". As in if you follow it you'll win regardless of map composition, who's around and all that. We'll need some yardstick as to measure what is successful and what isn't. Here, I ran a sample game on b...
by faijeya
Mon Aug 07, 2017 11:16 pm
Forum: Testing
Topic: Excuse me, sir, do you have a moment to talk about food and metal?
Replies: 5
Views: 14103

Excuse me, sir, do you have a moment to talk about food and metal?

I recall talking about it back in 2015 when farms and mines were just implemented into the game. Well, the game is out for quite some time now and, I believe, it's time to return to this. Simply put, the combination of mechanics leaves quite a narrow spectrum of successful strategies for pretty much...
by faijeya
Mon Aug 07, 2017 9:59 pm
Forum: Testing
Topic: Macro-manage Late game large scale
Replies: 41
Views: 71062

Re: Macro-manage Late game large scale

I would love to see such a thing :) Sparse stars plus marathon pace do the trick. <Real life comparisons skipped> You're wrong in most of your examples. However, it's a forum to discuss the game, not measuring grounds. The only relevant thing for the game is that the vehicles tend to get heavier, l...
by faijeya
Sat Aug 05, 2017 7:57 am
Forum: Testing
Topic: Macro-manage Late game large scale
Replies: 41
Views: 71062

Re: Macro-manage Late game large scale

Personally not a fan of the 'small ships go obsolete' theory. Me neither. However, it's the only one I can think of that has potential to work without redesigning the whole game around it. How abouth putting ships under AI control withouth the need for leaders or any similar restraint? It can be ap...
by faijeya
Fri Aug 04, 2017 10:49 pm
Forum: Testing
Topic: Macro-manage Late game large scale
Replies: 41
Views: 71062

Re: Macro-manage Late game large scale

There is a very simple yet hard answer for large scale fleets. Make the small and cheap ships obsolete. A bit like as with real life fighter planes progression, the better they get, the less you can afford to build. What if every next ship hull had roughly twice as cost as a previous type, but could...
by faijeya
Fri Aug 04, 2017 10:30 pm
Forum: Testing
Topic: Influence generating beside embassies
Replies: 10
Views: 22501

Re: Influence generating beside embassies

The influence doesn't make any sense and it's natural, because diplomatic interactions do not hold much sense either. As long as any race you have any treaty but an alliance with can declare they suddenly need your worlds now, it's kinda doomed and can serve only as a forced peace option (like with ...
by faijeya
Fri Jul 01, 2016 4:04 pm
Forum: Testing
Topic: Missiles locking
Replies: 11
Views: 19841

Re: Missiles locking

so you can increase their survivability and overall effectiveness without necessarily making them one-shot-one-kill monsters. That's not the problem. The problem is that in the current paradigm either fighters are worse than missiles, either they are better than missiles, because they aren't differ...
by faijeya
Fri Jul 01, 2016 3:52 pm
Forum: Testing
Topic: Loose formations sink ships
Replies: 1
Views: 4337

Loose formations sink ships

As the game does not have any AOE weapons, the sparse formation of a fleet at the battle start doesn't make any sense. Almost each battle starts with missile salvos, so keeping the ships as close to each other as it gets ensures maximum PD effectiveness. Also, there's no need to form ships into diff...
by faijeya
Wed Jun 29, 2016 1:14 pm
Forum: Testing
Topic: Missiles locking
Replies: 11
Views: 19841

Re: Missiles locking

It's a usual conundrum for space games. Either fighters are useless, either they are imbalanced. That's because they share the role with missiles (a fighter is a hopefully reusable missile) and they can be killed exactly the same way as a missile. For fighters and missiles to be balanced, fighter de...
by faijeya
Mon Jun 27, 2016 10:09 am
Forum: Testing
Topic: Missiles locking
Replies: 11
Views: 19841

Re: Missiles locking

I like adding DGS as a weapons mod.

However, that will make fighters even more useless and won't help much in the late game against ridiculously powerful defense primaries.
by faijeya
Tue Jun 21, 2016 11:00 am
Forum: Testing
Topic: Eager to Hear About Diplomacy Implementation
Replies: 43
Views: 75251

Re: Eager to Hear About Diplomacy Implementation

These purple hands, how do they work? Are they a limiter of a total size of the deal (like in SD2), are they a replenishable to the cap resource (like in SR2) or are they just a usual non-capped resource (like in EL)? Do slaves reproduce while you own them and if they do, do you retain the surplus p...
by faijeya
Thu Jun 02, 2016 1:17 pm
Forum: Testing
Topic: Not so first impressions
Replies: 22
Views: 29243

Re: Not so first impressions

Well, regarding UIs... The ship design UI should be slightly modified. When you select a hardpoint on a ship, only the applicable modules should be left in the list on the right side. The automatic configuration generator does a very good job when you discover a ship type. All other updates you have...
by faijeya
Tue May 31, 2016 3:15 pm
Forum: Testing
Topic: Not so first impressions
Replies: 22
Views: 29243

Re: Not so first impressions

Okay, let's start with a typical late game situation - http://i.imgur.com/AW1ntdw.png Late game as in "you start steamrolling". There are several factors that lead to it. First, the food production model is quite complex. On a first glance we've got several tiers of planets: paradise and c...
by faijeya
Mon May 30, 2016 12:15 pm
Forum: Testing
Topic: Not so first impressions
Replies: 22
Views: 29243

Re: Not so first impressions

If you're in for painting a whole galaxy, you'll run out of food in your conquest. It's too much of a hassle to repurpose conquered wolds into farms. I don't know what exact victory conditions there will be, though. It's too late for any core changes in the game. If there was more time, I'd entertai...

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