RonLugge

RonLugge

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

Why don't civ ships repair themselves? If I'm policing the star-lanes right, they shouldn't need much repairs anyway -- why should I spent tactical slots on a repair station that doesn't do me much good when the system is attacked rather than on another hanger bay, or a phase jump inhibitor?

5 Replies 2,891 Views

I try to focus more on fleets with at the most 3-4 capital ships per fleet and 30-40 smaller frigates with a few cruisers. That is probably something of a good fleet consistution and what the game should aim for - but the game should FORCE you into this IMO. By price, upkeep and vunerability. Forum ate my post this morning <img src="http://images.stardock.com/gc2/T_DL/smiles/

29 Replies 10,290 Views

Because then you could just milk the system by firing a few shots and running away. Plus, damage heals over time, so just damaging a ship and leaving doesn't really accomplish anything. True, but that way at least pirates would *eventually* wear out th

8 Replies 16,946 Views

Having to heat the processor for a mere 10-20 seconds will hardly lower its lifespan noticeably -- and the crashing really sounds like a monitor issue, not game issue. 800x600 is still a resolution in use, if rarely (usually when you haven't had a chance to reset resolution after installing video drivers... but I know a few who work at that resolution). Your monitor should be able to handle it without crashing. Edit: Opening sentence may have been a little abbrasive, deleted it just

34 Replies 12,388 Views

It takes alot of animation to make 1 ship being built, let alone over 30 ships. It would just be too much work on their part. You wouldn't need to have a "proper" animation -- just a texture for "incomplete", then slowly build up the polygon of the ship, applying that texture anywhere "unfinished".

5 Replies 2,704 Views

Why only destruction? Why not have it done by damage-dealt, that way even if the enemy can't destroy my units, at least he gets credit for having damaged them... that way, I don't end up with bazzillions in bounty simply because my units don't get destroyed (much). See this thread for others concerned about the (existing) bounty system. Oh, and while you can award bounty by damage dealt, don't place a

8 Replies 16,946 Views

ok, this is all great, but we are all forgetting that shield mitigation is supposed to nullify or mostly nullify focus fire tactics, which, so far it is failing miserably at since I can defeat a fleet in half the time if I use focus fire instead of using scattered fire. Also from my play tests the maximum shield mitigation I have seen is 53% although I think this is more due to the amount of fire being poured on at any one time than a hard set rul

64 Replies 86,306 Views

Then again, I think I remember reading Blair saying that the culture is "working as intended". That's scary. He also said that it needed tweaking... I think its more along the lines of "we have the right general idea, just need to get it perfected".

31 Replies 8,559 Views

... THat local area one is a REALLY nice idea that I wish I knew about earlier. I kinda got frustrated when my "defensive" squad wandered off from the two warp-points I wanted it to "sit" on.

18 Replies 7,209 Views

Beta or not, I'm enjoying it. Its gotten bogged-down at the end-game, but I chose a larger map (and my playstyle is slow, build up massive fleets) so thats to be expected. Not seeing as much use of my second computer core as I expected though, given that I read this was a multi-thread game.

12 Replies 21,872 Views

On being able to add more to the tech tree / having it be too jumbled, maybe be able to zoom in/out on it, like with GalCiv2's trees. That way you could fit more in without having to use scroll boxes (which I don't like much. Though that would mess up the ability to simply know that higher up techs take more research labs, maybe denote such groupings by lines indicating the jump? (And at higher levels, double / triple lines indicating the higher level jumps?)

18 Replies 33,069 Views

Let me add another suggestion: When short both resources and tactical / logistics slots for a structure, make the "slots" alert a higher priority than the resource limit... as things stand, you have to have the resources needed in order to realize that the slots are all filled. Also, when you highlight the logistics / tactical tab, it shows the slots total, and what is using how many slots, but it doesn't say how many slots are used / available, you need to do the math yourself, by han

31 Replies 8,559 Views

There aren't any T4 experimental units because units don't belong to tech levels. In SupCom, once you get the T2 units, the T1 all become obsolete. I've played the demo, and once you get the T3 "Loyalist" bot, it pretty much renders every other land unit obsolete. In Sins, all of your ships stay useful throughout the game, they aren't replaced by the newer model. Yeah, but in SupCom even T1 sea units are still vi

11 Replies 1,990 Views

I gave it to 'em by deciding to pre-order as soon as I heard they were making the game (the fact that my pre-order game a month later had more to do with finances than anything else). The only other company I'd behave in that manner for is blizzard... and them only barely (I didn't care much for war 3).

31 Replies 53,793 Views

Interesting bug... but from your description, you're having a camera angle in excess 45 degrees or so? Or do I not understand what you're saying.

7 Replies 4,718 Views

Yeah, agreed Ultimax: I pre-ordered so "quickly" (I hate having to pay for things...) because it is a Stardock product. Oh, and I like the general game idea. I've never tracked down a copy of homeworld, but I definitely enjoyed Imperium Galactica II.

18 Replies 7,209 Views

While this system would have a few advantages, (you could enter an enemy system, "sit" on the jumpoint and prevent them from building the gate to enter yours) those are also its disadvantages. Right, but they'd be doing so in your homespace. What prevents that from happening now? The only difference is that as the attacker you'd be able to ensure the enemy fleet wou

12 Replies 6,012 Views

Aside from looking cool, we never found much use for them in any game we've played or in Sins. Sins does have formations but we are only exposing access to the wall formation (with the auto placement of weaker stuff in successive ranks) which is optimal for ranged DPS. We'll review exposing them to the user, though given their limited usefulness and our limited HUD space we aren't sure its worth adding graphical controls for them to the userinterface.

18 Replies 7,209 Views

While this system would have a few advantages, (you could enter an enemy system, "sit" on the jumpoint and prevent them from building the gate to enter yours) those are also its disadvantages. Think of it this way: The tech to let you go extra-stellar represents the increased precision required for an extra-stellar jump. A deviance small enough to shift you a planetary diameter in-system (which really isn't too bad for a space ship if you catch it before you miss your target) could ex

12 Replies 6,012 Views

As far as UI suggestions go, I have two... Allow me to use the attack command on vessels that are in phase-jump to reach my system. I *can* just tell my ships to move to the point of its arrival and get the jump on it that way, but I'm *MUCH* rather be able to tell them to attack it, have them move automatically, and then once the vessel (lets say a small scout ship?) is dead move back to the defensive formation I assigned them (to deal with the enemies regular, ongoing attacks against

31 Replies 8,559 Views

Most computors are 64bit compatable now a days (not just your "custom gaming rigs") these chips have been around for awhile. But there is no reason to run a computor right now in 64bit mode as almost no programs run in 64bit. Running a 32 program on a 64bit system causes you abig performance hit. (google for benchmarks). Actually, with the 4GB cap on memory being used up by both RAM and VRAM, if your running crossfired / SLI'd hardware (which can tak

17 Replies 4,620 Views