Search found 77 matches

Go to advanced search

by echo2361
Tue Mar 01, 2016 2:49 pm
Forum: Testing
Topic: Traders and pirates and scouts, O my
Replies: 19
Views: 12396

Re: Traders and pirates and scouts, O my

Why not allow for some gravity well/interdiction field module? It would allow raiders a variable chance to pull freighters from hyperspace into combat in deep space. This would lead to dedicated raiding designs that are weaker than normal warships because of the module slot that is needed. It would ...
by echo2361
Wed Feb 24, 2016 3:29 am
Forum: Testing
Topic: Where I'm at with the game
Replies: 1
Views: 2255

Where I'm at with the game

Long time tester here. Been playing a lot of SiS lately and enjoying it quite a bit. You've nailed a lot of the things I look for in a 4x game, and trust me I've played/tested a bunch. Right now I feel like I'm playing a very well put together space war game. The ship design is brilliant with lots o...
by echo2361
Sat Feb 20, 2016 11:03 pm
Forum: Testing
Topic: Traders and pirates and scouts, O my
Replies: 19
Views: 12396

Re: Traders and pirates and scouts, O my

Interesting ideas. They might be too ambitious for pre-launch but maybe they would make good post-launch considerations? I've seen both of them before in other games. SD2 had science ships you could build if you wanted a more mobile approach to science besides traditional labs on planets. While they...
by echo2361
Sun Feb 14, 2016 9:42 pm
Forum: Testing
Topic: Terraforming mechanics
Replies: 42
Views: 21516

Re: Terraforming mechanics

bjg wrote:Showing some projected "after the terraforming" results for all species currently on the planet also would be nice.


I second this.
by echo2361
Tue Feb 09, 2016 5:03 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1723
Views: 946547

Re: Report - Current Bugs and Issues

Could you upload this game via the options menu -> upload game logs? Right now, there are multiple Marauder factions in the game, so, it's possible that the faction you destroyed isn't the same as the one you agreed to bribe. But, it's also possible that there's a bug, and you're paying a bribe to ...
by echo2361
Sun Feb 07, 2016 6:53 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1723
Views: 946547

Re: Report - Current Bugs and Issues

Not sure if this is a bug or not. I agreed to pay a bribe to some Gremak pirates when they showed up over a newly settled colony since I had no defensive ships nearby at the time. So I started losing 8 credits per turn. Eventually I relocated some cruisers and destroyers to protect the colony but th...
by echo2361
Sun Jan 10, 2016 1:24 am
Forum: Testing
Topic: No Shield Strategy: Viable? Intended?
Replies: 6
Views: 5439

Re: No Shield Strategy: Viable? Intended?

It's also my intent to add more design / research templates to the AI's behavior set, so in future games, you may sometimes have a chance of running into Yoral who are using something like Will's strategy, rather than just the same old missiles->shields->hellbores pattern that we now all know so we...
by echo2361
Tue Jan 05, 2016 4:04 am
Forum: General Forum
Topic: Steam Greenlight!
Replies: 32
Views: 23248

Re: Steam Greenlight!

Congrats guys!
by echo2361
Sun Nov 22, 2015 8:13 pm
Forum: Testing
Topic: Resource System Expansion
Replies: 22
Views: 14189

Re: Resource System Expansion

I have to say my first impressions of the new resource system are very positive! The early game is now full of key decisions to make on how best to grow my empire. I have to balance between healthy population growth, production output, metal production, and so on right from the start. I'm immediatel...
by echo2361
Thu Nov 19, 2015 1:47 pm
Forum: Testing
Topic: Resource System Expansion
Replies: 22
Views: 14189

Re: Resource System Expansion

Sounds interesting! Once I've got some time I'll dive into the changes and give you my thoughts.
by echo2361
Mon Oct 19, 2015 5:10 pm
Forum: Testing
Topic: Re: Sharing pre-release content
Replies: 8
Views: 6564

Re: Sharing pre-release content

Yeah. I've got to agree with DD here. For me, constant war can be quite tiring. I can usually play a game for a couple hours, but then the need to constantly be at war leads me to giving up on the game When the other features like a more in-depth economy are implemented I'll be sure to give the game...
by echo2361
Thu Sep 17, 2015 9:54 pm
Forum: Testing
Topic: Energy Torpedoes
Replies: 6
Views: 4916

Re: Energy Torpedoes

Another idea is to make regular torpedoes or missiles have an area of effect explosion when hit by PD while energy torpedoes wouldnt. This would encourage people to not fire regular torpedoes at close range due to the risk of taking damage.
by echo2361
Wed Sep 09, 2015 3:55 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1116
Views: 592170

Re: Suggest - Features and Improvements

I use stockpiles to prep for building bigger hull designs I haven't quite finished researching yet, but I suppose I could just start building something else and then switch to the new hull when I have the tech as well so I guess I don't necessarily need the stockpile option. Something that might mak...
by echo2361
Sun Sep 06, 2015 3:21 am
Forum: Testing
Topic: Anti-missile missiles
Replies: 2
Views: 2861

Anti-missile missiles

Is the animation for anti-missile missiles a placeholder? I was just a little surprised to see grey lines come out of my ship like coil gun fire when I was expecting to see actual missiles. Also, I kind of figured they would have a similar range to actual missiles. Something you could fire to interc...
by echo2361
Fri Sep 04, 2015 2:00 pm
Forum: Testing
Topic: First Impression Notes
Replies: 42
Views: 26134

Re: First Impression Notes

What about random fleet posisition, they had no time to get into formation so its a giant furball of crazy. There is a game that does something like this. It might have been SOTS actually. Basically, if the enemy arrives at your colony with little to no warning, either thru stealth or they managed ...

Go to advanced search

cron