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by PrivateHudson
Fri Aug 02, 2019 4:52 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 938
Views: 299514

Re: Suggest - Features and Improvements

Removing the only counter to a weapon (interception for a missile) is the most drastic, unbalancing thing you can do. There are much more effective ways of improving a weapon if the need is felt for it to be improved. Too bad we can't use evasion and/or jamming as counter. But shield and armor as c...
by PrivateHudson
Thu Aug 01, 2019 8:56 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 938
Views: 299514

Re: Suggest - Features and Improvements

zolobolo wrote:What if energy torpedoes could not be countered by PD?

+1. Again on the topic of outsmarting MoO 2.
by PrivateHudson
Sun Jul 28, 2019 11:19 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 938
Views: 299514

Re: Suggest - Features and Improvements

It would be convenient to have staffing indicators in the form of color-coded strip above or below each building - green for fully staffed, yellow for partially, red for completely unstaffed.
by PrivateHudson
Tue Jul 23, 2019 7:41 am
Forum: General Forum
Topic: Troop Transport/Assault Shuttles - way to set default loadout?
Replies: 20
Views: 440

Re: Troop Transport/Assault Shuttles - way to set default loadout?

Arioch wrote:In the early versions of the game, ...

This is what happens when you try to outsmart MoO 2 :roll: . Remember when you get to espionage.
by PrivateHudson
Fri Jul 12, 2019 10:57 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 938
Views: 299514

Re: Suggest - Features and Improvements

It was already noted by many players that Ion Beam is... not very exciting. Maybe take straight-forward approach and declare it primarily shield-depleting weapon? Damage against shields is doubled. We have specialized anti-shield missiles, and second way to solve the same puzzle will not hurt.
by PrivateHudson
Tue Jul 09, 2019 8:34 am
Forum: General Forum
Topic: Strategic layer ship selection suggestion/request
Replies: 6
Views: 220

Re: Strategic layer ship selection suggestion/request

Another option that may help is contracted view where stacks of identical ships are represented by single icon with count and [+] on it. I suggested this a while ago in the suggestions thread. Presenting multiple ships as a single icon removes the ability to select individual ships, or to display i...
by PrivateHudson
Mon Jul 08, 2019 9:52 am
Forum: General Forum
Topic: Strategic layer ship selection suggestion/request
Replies: 6
Views: 220

Re: Strategic layer ship selection suggestion/request

Another option that may help is contracted view where stacks of identical ships are represented by single icon with count and [+] on it. I suggested this a while ago in the suggestions thread.
by PrivateHudson
Fri Jun 14, 2019 6:28 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1626
Views: 539426

Re: Report - Current Bugs and Issues

Game_8237. Destroyers (normal, not Torpedo) at Canopus show Munitions in 7th slot, while in Ship Designer they only have 6.
by PrivateHudson
Mon Jun 10, 2019 7:34 am
Forum: General Forum
Topic: New DLC
Replies: 44
Views: 1719

Re: New DLC

The ships are looking awesome!

zolobolo wrote:- Starbases (AI never uses these)

I encounter AI-built starbases quite often (current Steam testing branch).
by PrivateHudson
Fri Jun 07, 2019 8:11 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 938
Views: 299514

Re: Suggest - Features and Improvements

1. Minor UI convenience: fix position of notifications Close button. Currently it floats a bit according to notification caption's length, and so each click requires a little aiming. 2. Scale cooldown period after DoW when no peace offers can be made with stage of the game - the later the shorter. A...
by PrivateHudson
Tue Jun 04, 2019 7:04 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 938
Views: 299514

Re: Suggest - Features and Improvements

PrivateHudson wrote:Tight finance management, introduced in recent patches, brings welcomed new challenge to the game.

The only drawback I see so far is mercenaries are now completely out of reach, at least within my playstyle.
by PrivateHudson
Tue Jun 04, 2019 7:00 am
Forum: Testing
Topic: Please Report Missing and/or Placeholder Text
Replies: 95
Views: 57511

Re: Please Report Missing and/or Placeholder Text

Diplomacy screen, detail page: You interfeared with our expansion plans.
by PrivateHudson
Tue Jun 04, 2019 6:57 am
Forum: General Forum
Topic: Suggestion - Game start with pre-explored
Replies: 7
Views: 744

Re: Suggestion - Game start with pre-explored

Gamble is part of a game. Not all players savescum the start. If you implement the change, please make it optional.
by PrivateHudson
Mon Jun 03, 2019 8:20 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 938
Views: 299514

Re: Suggest - Features and Improvements

Under coin menu show how many trade routes are generated from Markets and how many are Foreign trade routes generated by diplomatic treaties +1. I'm to this day not sure if science outposts add up to trade routes. In case they do, propose to strip them of this advantage. Let only outposts with fuel...
by PrivateHudson
Mon Jun 03, 2019 8:04 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 938
Views: 299514

Re: Suggest - Features and Improvements

Display fleet repair icon as a single notification listing all systems via hyperlink - this is to cut down on number of notifications from mid-game on List all system and their hyperlink in Food shortage report - this is to allow navigation to effected systems directly If you really want to cut dow...

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