RonLugge

RonLugge

Joined Last seen Member # 1185464
15 Posts 934 Replies 22,572 Reputation

The re-arranging star lanes one would be a NIGHTMARE if it hit in a single-starsystem game! Imagine how frustrating it would be to go from a nice, contiguous empire, to having enemy planets randomly interspersed with your own. Even if you remembered to fortify EVERYTHING, your old pickets are probably out of place to do you any good! The... chaos involved would focus too much on random chance, not enough on skill, in that situation. That said, random events are probably not a good id

24 Replies 43,249 Views

First off, WTF is "haestetical"? I can't figure it out. Second, mind explaining your idea in enough detail that I actually have a clue what you're asking about? As it stands, its a bunch of double-speak that says nothing past "include a better UI!".

5 Replies 2,187 Views

I mean its supposed to fire out of a big gun right, supposedly a really big gun? An ion bolt is, generally, used as a "disabling" weapon, not a "really big gun" (though it can be that).

5 Replies 3,133 Views

(albeit from a ridiculous decision to place a hanger right in front a trade station!!) Not so ridiculous... some people may decide to ring their logistics structures with defense structures, after all.

17 Replies 3,913 Views

Nice idea with the logistics warnings. I agree, this can be very frustrating. Ooooh yeah, been one of my major annoyances for a while now -- especially since ships do focus on ship slots, THEN resources.

3 Replies 2,119 Views

How did this change from a discussion involving cruisers to a discussion about how to hold a star? What did I start! That said, the star's gravity well is definitely an interesting combat zone, between the fact that antimatter is cheap, the star blocks off most of the well (much more than even a planet does), and the complete inability to own it (and place structures). Creates a different c

61 Replies 21,423 Views

I fired up the game, played Tutorial #2 and #3 very rapidly (I had forgotten how you increase the amount of fighters a carrier can have), exited, then started a new game. In this new game I could not damage any opponents! My ships swooped and fired but shields never even fluctuated on both pirate ships and enemy AI. Restarting the game from the desktop solved the issue; I think perhaps the tutorial conditions hadn't been reset. Known bug.

3 Replies 2,119 Views

On a smaller map, having the ability to steal a % of a highly-developed worlds income could have a huge impact. Also, let me point out that blocking civilian trade ships is also a nice ability -- it lets you interfere with the trade / refining ships that are such a huge part of end-game economy.

8 Replies 22,863 Views

That strikes me as a bit odd--aside from excessively low/high refresh rates, an LCD shouldn't care what the resolution is. You could probably solve your particular issue just by using a utlity to lock the refresh rate to the same as your desktop. I have looked all over for a utility to lock the resolution and refresh rate to the same as my desktop with no luck. Do you know of one in paticular I can tr

34 Replies 12,392 Views

Right, but this was a planet that had no structures on it yet at all whatsoever. I queued up a repair station and 3 cannons and then was told I needed to raise the cap at the planet before placing more. So I clicked over, began working on the increased cap, and then began placing more structures. The ship should have been able to begin construction on at least the first 4 structures, but instead it couldn't start at all because it though

8 Replies 3,542 Views

Personally I find the carriers are bit.. useless. I mean, a whole ship, just to accommodate FIVE measly aircrafts, and thats it? Come on.. Don't knock the fighters. They don't cost anything to replace, and the carriers don't die very often because you can leave them in the rear of the action. A squadron or three of carriers (Squadron of carriers = 8 ships, possibly plus a "flag ship" Sova for the fleet to support them in close range just in case the en

61 Replies 21,423 Views

7) Akkan ability Ion bolt has no weapons arc requirement: Again Self explanatory Not quite self-explanatory enough. Whats the problem with that?

5 Replies 3,133 Views

your problem is that balanced fleets aren't all that great Maybe a little bit, but the fact is a balanced fleet is FAR better than all cap ships, even now. Maybe not perfectly balanced yet, but they are working on it.

5 Replies 3,254 Views

Part of the AI's problems can probably be fixed by making it "focus fire"... Just this morning, I was facing two AI empires and was barely being stressed, other than needing to keep good anti-piracy patrols. I wiped one out in a blitzkrieg (because of the stupid culture bug, I couldn't fortify behind me properly, had to rely on light pickets and the astrology to keep the AI from re-colonizing). A few minutes later, as I started to actually colonize and fortify the newly available planet, I had

4 Replies 2,991 Views

Problem is, you don't always know that you're going to need a given ship ahead of time... I can't count the number of times I've been in the middle of combat, and realized I need to detach some light frigates or scouts to check for incoming enemy reinforcement... or at least let me see what the next target is (on "shoe-string" style lanes). Or needed to grab a couple of flak frigates and get them back to the carriers, ASAP!

4 Replies 7,400 Views

Very much a WIBN, and parts are not very nice anyway. Capital ship pirates would require massive fortification all over the place, and very much get in the way of doing "business" with your opponents. As things stand, planetary defenses + a light backup (with maybe a few dozen carriers sitting in the star itself to interdict enemy movement and protect friendly shipping) are enough to "secure" an area against pirates... your suggestion means that you CAN'T secure against pirates.

14 Replies 3,664 Views

I think its a little to late to add anything like this, and even so... its more of a WIBN anyway. Plus there are some very difficult to impliment aspects to some of your ideas -- how do you decide if a planet is "cut off" from the rest of the network? And even if it is, does it really deserve to have its supplies fail? After all, it was (presumably) part of making those supplies! And what about stars? You can hardly "control" a star in a manner the game can understand, atm, so how do

29 Replies 5,585 Views

They do auto-use them (if you tell them to!), but don't forget they require antimatter (energy) and have a cooldown. As far as priority of use, I don't know, actually.

5 Replies 3,254 Views

Don't OVER power the carriers. And they are hardly useless, either. Station 8 of them (6 bombers, 2 fighters) in a star and they can generally wittle down pirates before they get anywhere, even late-game. Especially if you have a Sova there to support them (great XP for the Sova, too!). Even the AI's occasional assault group has trouble with them, too, which is great for protecting my civvy traffic.

61 Replies 21,423 Views

I predict that any true space combat (if we ever get there) will be as unlike Naval combat as Naval combat is entirely different from ground and air. (sorry my little rant) Anyone with half a brain knows that Problem is, until we actually have to deal with space combat, we have NO CLUE what tactics are going to end up effective. We can theorize... but without

124 Replies 23,990 Views