Search found 68 matches

Go to advanced search

by fonzosh
Wed Apr 25, 2018 7:01 am
Forum: Testing
Topic: Can We Talk About Diplomacy?
Replies: 33
Views: 12594

Re: Can We Talk About Diplomacy?

It would be a great basis for calculating influence costs and drive overall diplomatic relationships with the actions of the player directly and transparently affecting them kinda like alignment only granular and integrated with existing in-game actions such as: - Bombing pop - Enslaving/Harmonizin...
by fonzosh
Tue Apr 24, 2018 6:16 am
Forum: General Forum
Topic: Small ships vs Big ships - They havent got a chance
Replies: 15
Views: 4251

Re: Small ships vs Big ships - They havent got a chance

Like it will literally take it's defence lasers/PD ions/defense primaries/antimissiles/interceptors/etc, ignore your missiles and shoot at your ships with them. The only time it can target missiles is when it accidentally uses autofire to shoot at then. Then maybe a small partial fix to this would ...
by fonzosh
Mon Apr 23, 2018 12:36 pm
Forum: General Forum
Topic: Small ships vs Big ships - They havent got a chance
Replies: 15
Views: 4251

Re: Small ships vs Big ships - They havent got a chance

Dragar wrote:
fonzosh wrote:The only thing I have a problem with is those bloody that explodes into multiple warheads :D


Yeah, the Tinker Vindicator warheads seem quite strong.


Oh, they are nasty. Ive seen one attack taking out a dreadnaught without even blinking.
by fonzosh
Mon Apr 23, 2018 11:31 am
Forum: General Forum
Topic: Small ships vs Big ships - They havent got a chance
Replies: 15
Views: 4251

Re: Small ships vs Big ships - They havent got a chance

Missiles are limited by their munition, damage output and by hard counters. There are a couple of exploits in vanilla like that of the missile destroyers :) If you would like to get "rid" of these exploits give the two mods a chance ;) The munition doesnt matter, since if you fire all the...
by fonzosh
Mon Apr 23, 2018 10:25 am
Forum: General Forum
Topic: Small ships vs Big ships - They havent got a chance
Replies: 15
Views: 4251

Re: Small ships vs Big ships - They havent got a chance

zolobolo wrote:Or, if you wait a while, chances are that at least the tactical AI might be integrated into the base game...


I would hope so as I right now steamroll the map with my 3 armies of 50+ destroyers with missiles that totally blow everything big out of the sky :D
by fonzosh
Mon Apr 23, 2018 9:45 am
Forum: Testing
Topic: AIs and terrible planet builds
Replies: 19
Views: 9834

Re: AIs and terrible planet builds

Totally agree. Yesterday I took 2 planets from the tinkers and one was mineral poor and the other was sience rich and he had 5 mines on each. The first thing I had to do was to rebuild everything.
by fonzosh
Mon Apr 23, 2018 9:33 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 978
Views: 334953

Re: Suggest - Features and Improvements

Strafing To be able to strafe a small area with a beam or particle weapon. This would prevent multiple cheap destroyer tactics and would be a cool feature to pick out several heavily damaged targets in one go. When uou select a weapon, that weapon has an extra feature called "Strafe". If ...
by fonzosh
Mon Apr 23, 2018 8:49 am
Forum: General Forum
Topic: Small ships vs Big ships - They havent got a chance
Replies: 15
Views: 4251

Re: Small ships vs Big ships - They havent got a chance

Im a bit allergic to mods, so I would like to see this adressed in a fix. According to me, being able to split target would easily fix this and also make the AI not only go for biggest, but also allways throw an a couple of escort ships. A script for making the AI adding a couple of escort ships in ...
by fonzosh
Mon Apr 23, 2018 6:56 am
Forum: General Forum
Topic: Small ships vs Big ships - They havent got a chance
Replies: 15
Views: 4251

Small ships vs Big ships - They havent got a chance

So, Ive been playing the game for a while and the thing is that the big ships arent worth it. A couple of cheap small ships with missiles allways win against huge costly dreadnaughts with advanced weaponry. For example: I took 50 destroyers (since Ive stripped them down basically to missiles with an...
by fonzosh
Mon Apr 23, 2018 6:37 am
Forum: General Forum
Topic: Alliances
Replies: 8
Views: 2546

Re: Alliances

I would also like to see some sort of alignment issues. For example, some AI are considered "Good" (phidi for example) and some AI have an evil disposition (I would say Tinkerers). The actions you do during the game actually give you good ( for example negotiating peace) and evil points (b...
by fonzosh
Thu Apr 19, 2018 8:45 am
Forum: General Forum
Topic: Alliances
Replies: 8
Views: 2546

Re: Alliances

I really like the idea of having a expanded diplomatic options and I know the devs are working on it, but what I would really like to see is also a sort fo graph that shows all the factions realationship to you and to each other. This, coupled with other espionage options (like sabotage an installat...
by fonzosh
Wed Apr 18, 2018 11:42 am
Forum: General Forum
Topic: Suggestion: Moving production/population and moving orbital installations
Replies: 2
Views: 1301

Re: Suggestion: Moving production/population and moving orbital installations

Have seen transferable production in the latest MoO game so I guess it was a staple of the series - made sense there but here I never needed it so far due to the many useful things production can be used, and due to the metal constraint being the limiting factor of production not the production cap...
by fonzosh
Wed Apr 18, 2018 11:41 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 978
Views: 334953

Re: Suggest - Features and Improvements

Moving production: Within the same star system, the planets may lend their production to their neighbours (with a small loss of say 25%). This to symbolize what the industry today call outsorcing and letting another planet take care of making the small part for example the death star. The loss in p...
by fonzosh
Tue Apr 17, 2018 8:12 am
Forum: General Forum
Topic: Suggestion: Moving production/population and moving orbital installations
Replies: 2
Views: 1301

Suggestion: Moving production/population and moving orbital installations

So, I have several suggestions that I have been thinking about that would improve the gaming experience. 1. Moving production: Within the same star system, the planets may lend their production to their neighbours (with a small loss of say 25%). This to symbolize what the industry today call outsorc...
by fonzosh
Mon Apr 16, 2018 12:14 pm
Forum: General Forum
Topic: Refit to current design
Replies: 7
Views: 2421

Re: Refit to current design

e.g. associate each of an empires designs with a unique key. When the player edits a design, replace the old one but keep the key. Then ships can reference the key to get the latest up-to-date version of their design. This is more or less how things work under the hood -- so your suggestion is a re...

Go to advanced search

cron