Search found 10 matches
- Thu Sep 22, 2016 7:01 pm
- Forum: Testing
- Topic: Ship refit issues
- Replies: 4
- Views: 8199
Re: Ship refit issues
Hmmm... on refit balance, perhaps make a refit cheaper than a new hull but more time intensive ton for ton, since the old components need to be pulled out and the new ones installed (with the overall time based on the degree of the refit, I mean changing a turret should be less time intensive than ...
- Thu Sep 22, 2016 6:54 pm
- Forum: Testing
- Topic: Ship Design Depth
- Replies: 5
- Views: 12181
Re: Ship Design Depth
Like I aid elsewhere, the best way to keep small ships relevant is to have tasks they can do better than the bigger ships.
Make them good for close in defense of bigger, and more valuable, ships
Make them escorts for commerce and coast guard cutters: perhaps necessitate a number of hulls, not ...
Make them good for close in defense of bigger, and more valuable, ships
Make them escorts for commerce and coast guard cutters: perhaps necessitate a number of hulls, not ...
- Thu Sep 22, 2016 3:33 pm
- Forum: Testing
- Topic: The case against Refits
- Replies: 9
- Views: 15569
Re: The case against Refits
perhaps add some sort of limit to refits, some things should be easier and faster to retrofit than others, while others might be a no go or simply impractical.
I recall a game that added refit thresholds, basically you could only change so much % of a given hull at one time.
Maybe add the option to ...
I recall a game that added refit thresholds, basically you could only change so much % of a given hull at one time.
Maybe add the option to ...
- Thu Sep 22, 2016 3:29 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3501936
Re: Suggest - Features and Improvements
One thing I would like to see are support Ships.
Combination of spacedocks for repairs, stores for rearming and refineries for refuel to allow fleets do deep strike and raids.
I'd love to see cargo ships move between systems, not only it would add some immersion, but also allow raiding warfare and ...
Combination of spacedocks for repairs, stores for rearming and refineries for refuel to allow fleets do deep strike and raids.
I'd love to see cargo ships move between systems, not only it would add some immersion, but also allow raiding warfare and ...
- Thu Jun 18, 2015 3:41 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3501936
Re: Suggest - Features and Improvements
not sure if been suggested before, but I've been thinking having a sensor range layer or some sort of visual cue to how far you can see/can go would be invaluable.
As it stands it is difficult to differentiate from a system you can see, to one you have been already
As it stands it is difficult to differentiate from a system you can see, to one you have been already
- Sat Jun 13, 2015 5:45 pm
- Forum: Testing
- Topic: Why does the defender move first?
- Replies: 11
- Views: 25609
Re: Why does the defender move first?
We're going to change things so that retreating ships will automatically withdraw to the nearest friendly system, or if already in a friendly system, will have to spend a turn in hyperspace. So at least there will be a cost to retreating, and ships can't hang around indefinitely in contested ...
- Sat Jun 13, 2015 3:32 pm
- Forum: Testing
- Topic: Why does the defender move first?
- Replies: 11
- Views: 25609
Re: Why does the defender move first?
The problem, I am seeing with the system as presented is that a ship can retreat one turn and still hang around the contested system.
As it stands it is impossible to get rid of non combat vessels because they will always retreat in their first turn if you attack them.
Perhaps you should introduce ...
As it stands it is impossible to get rid of non combat vessels because they will always retreat in their first turn if you attack them.
Perhaps you should introduce ...
- Thu Jun 11, 2015 3:16 pm
- Forum: General Forum
- Topic: Technology trees
- Replies: 20
- Views: 35271
Re: Technology trees
maybe miniaturization would allow you to put in double, triple and quadruple turrets in the slots? or opening more modifiers like it did in MoO2 for missiles and even slots (armored, fast tracking, dual purpose, etc).
I liked how you could only specialize munitions with time and effort, it was a ...
I liked how you could only specialize munitions with time and effort, it was a ...
- Wed Jun 10, 2015 11:52 pm
- Forum: General Forum
- Topic: Ground combat?
- Replies: 22
- Views: 109907
Re: Ground combat?
Speaking of ground combat, will Bioweapons feature in the game? there was nothing quite like inheriting a planet pre built 

- Wed Jun 10, 2015 11:28 pm
- Forum: General Forum
- Topic: Introduce yourself :)
- Replies: 111
- Views: 520290
Re: Introduce yourself :)
Hi. Hanekem here, I am from Argentina and been playing games for too damn long.
Given the nature of the forum, I'd say that I met MoO2 in 96-97 and fell in love with it, played the hell out of that game (even got my fleet of all Stellar Converters fitted on Battleship hulls, just because I could), I ...
Given the nature of the forum, I'd say that I met MoO2 in 96-97 and fell in love with it, played the hell out of that game (even got my fleet of all Stellar Converters fitted on Battleship hulls, just because I could), I ...