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by Dragar
Fri Jun 19, 2020 4:14 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1937308

Re: Suggest - Features and Improvements

I wonder if ships larger than heavy cruiser should require more infrastructure to build. If Battlecruisers etc. needed 3 or 4 construction modules instead of 2, you'd be much more limited on where you could build them. That might make fleets a bit more 'natural' looking (mostly heavy cruisers) until...
by Dragar
Thu May 28, 2020 9:16 am
Forum: General Forum
Topic: Please Tell Us: When
Replies: 5
Views: 13357

Re: Please Tell Us: When

I do love the artwork in this game. I think part of it is that it's so cohesive, yet distinct for each race.

Looking forward to the DLC, however long it takes. :)
by Dragar
Tue Apr 14, 2020 8:44 am
Forum: General Forum
Topic: Viscid
Replies: 26
Views: 53276

Re: Viscid

Uh oh.
by Dragar
Tue Oct 29, 2019 7:38 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 500912

Re: Testing Economic Balance Changes

For what it's worth, those were my exact concerns when I read the above discussion. I think the eventual conclusion you've reached is the correct one.
by Dragar
Thu Aug 01, 2019 9:44 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1937308

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. I agree, but I'm not sure energy torpedoes function much like a missile. They are more like a beam in every respect (ammunition, range, arc, direct fire rather than projectile that ...
by Dragar
Thu Aug 01, 2019 12:38 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1937308

Re: Suggest - Features and Improvements

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

+1. Again on the topic of outsmarting MoO 2.


Good call.
by Dragar
Wed Jul 31, 2019 8:35 am
Forum: General Forum
Topic: Troop Transport/Assault Shuttles - way to set default loadout?
Replies: 20
Views: 32363

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

That sounds a pretty nice improvement.
by Dragar
Sun Jul 28, 2019 1:23 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1937308

Re: Suggest - Features and Improvements

That certainly would be a great UI element.
by Dragar
Mon Jul 22, 2019 9:15 pm
Forum: General Forum
Topic: Troop Transport/Assault Shuttles - way to set default loadout?
Replies: 20
Views: 32363

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

I really don't think the humans deserve another handicap! For what it's worth, the human assault transport when loaded with marines (and ideally cloaking) is one of their few advantages compared to other races. Their ships are inferior to anything you can capture, so I usually build assault transpor...
by Dragar
Tue Jul 16, 2019 4:07 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 500912

Re: Testing Economic Balance Changes

One possible tweak here is to make the AI's tendency to cut and run if they're feeling outgunned dependent on whether or not the player is going to see the combat they're engaged in. That's a bit of an "underhanded" adjustment, but, I think it could be a good change. I think it's good tha...
by Dragar
Thu Jul 04, 2019 12:49 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 500912

Re: Testing Economic Balance Changes

I admit I'm sad about the art/game-play discrepancy too.

I also suspect missiles are too strong compared to torpedoes.
by Dragar
Wed Jul 03, 2019 9:58 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 500912

Re: Testing Economic Balance Changes

There are OP concepts, but there are so many and enought combination of them to balance each other out. Yes there are huge differences in power level but every faction has access to at least one of these, and if not, they can steal/get it form the others. Even the larger ship numbers reduce the eff...
by Dragar
Wed Jul 03, 2019 9:57 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 500912

Re: Testing Economic Balance Changes

In practice, no one seems to be "exploiting" this mechanic, but, it's worth noting that there is a sense in which I've already pushed refit costs lower than I probably should have. Probably because coin to labour conversion is pretty lousy! But I think you are right to tidy the maths up b...
by Dragar
Wed Jul 03, 2019 9:09 am
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 500912

Re: Testing Economic Balance Changes

You need to be a bit careful that you don't fall into the surprisingly common trap of making it cheaper to build an empty hull and then 'upgrade' than it is to build from scratch.
by Dragar
Mon Jul 01, 2019 9:15 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 500912

Re: Testing Economic Balance Changes

All true. I maintain force lances are now what railguns were! At least they're a bit higher up the tech tree. I would love to make it till Force Lancers (though I find the railgun art to be more menacing for some reason :)) What galaxy/difficulty setting do you use to generate such long games? That...

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