I'm engaged in a pretty epic Hard game as humans on a huge (88) star map. It's mostly turned into the two Haduir factions versus everyone else. I've been sure I was done for a number of times, but human assault transports - especially cloaked - are pretty wonderful at stealing both tech and Ashdar b...
When humans salvage a battlecruiser, they get the (worthless) 'Battlecruiser' tech. Wouldn't it make more sense to get the tech equivalent, Dreadnoughts (unlocking Battleship)?
The really important thing to understand is that your point-defense is local, while the missiles/fighters offense is global. That means no matter how good your point defense is, if battles get big enough, all their weapons can be brought to bear on you, while you can only defend with a few. You can ...
That list of three is mine, too. It's fairly minimalistic (that does not mean small!) in terms of dev time, and would have pretty big returns on the main part of the game (combat). I really want to have to wince and struggle to decide my ship load out, rather than throw on the best guns with all the...
A comment in another thread made me think: it would be pretty cool if larger ships took longer to retreat than smaller ones. But the AI might be a limiting factor in making that mechanic viable.
If you play with a lot of planets 100+, then queue management gets to be a bit much. Given how the economy works, I actually find many planets quite manageable compared to comparable games. Most planets should just be set on Mining/Research, while a few core worlds pump out ships (and are the only ...
The same is true of the Human missile cruiser. They come with extra munitions built in, but they're fairly underwhelming in terms of potential loadout.
I really like the ships with well defined and unique roles - the small Ashdar vessels, Gremak vessels, and even the clearly improvised Phidi designs. Yoral small ships are cool, but I felt got outclassed quickly (except torpedo boats). Tinker ships always strike me as 'a series of platforms for more...
I don't mind a few overpowered tools (especially in a singleplayer game with a decent AI) - I'd just like them to be a bit more exciting (cloaking devices; stellar beams; teleportation units) than just torpedo spam.
On the efficient long range doom fleet conundrum, it's worth listing the three components: 1. Increasing the cost of torpedo destroyer hulls reduces the efficiency. 2. Mechanics that encourage splitting of fleets reduces the 'doom fleet' aspect. 3. Late game weapons with big bonuses to engaging at c...
Because ships move in a particular direction and (many) have directional weapons, shield facing is tactically meaningful; you may have to choose between optimal weapons bearing and optimal protection. As it worked out in actual gameplay, this element of meaningful impact is smaller than perhaps it ...
This is where I can only theorize: I suspect it might have been to allow better survivability for small vessels vs large fleets and large ships vs large amount of small ships...
Could be. But that seems quite a convoluted means of going about such a thing.