Zeroscape

Zeroscape

Joined Member # 2541811
0 Posts 17 Replies 2,170 Reputation

The omnipotence of the devs strikes again. Perhaps we should just call them Q and Stardock the Q Contiuum. It's science you know.

8 Replies 4,123 Views

Waypoints would be very handy, not only in fleet maneuvers but also to keep planet(s) safe from raiders. Now if we could only have weaker rear armour so waypoints can really be used in combat... *drool*

4 Replies 2,725 Views

Option 3: Make autocannon rounds explosive. If missing the target, they explode is a flashy flak cloud. Problem solved sorta like space flak? Yeah... it would definetly make things more flashy, considering the amount of autocannon rounds that are shot off. Don't really need to do damage, but would make things more intense.

11 Replies 4,495 Views

The Flagships themselves can use the same hull, as this would make sense out of a production view, but different equipment installed. Modular style. As you may choose a certain bonus this may also incorporate more strategy as you may build you fleet differently, trying out different strategies. Modular ships.... Yummy. I'd love to see that incorporated. Especially with these flagships. That would seriously give the player a lot more freedom in

24 Replies 10,474 Views

I'm pretty sure formations would solve this issue to some extent. Even if they wont stand in exactly the same position, they'll be on a 'leash' not allowed to distance themselves from the center of the fleet by certain distance. That would allow the support ships the time to get around. I'm having similar problems on this issue. For me the most annoying part is how the Siege Frigates zerg straight to the planet, right through multiple groups of Gauss Guns, capital ships and bo

10 Replies 4,519 Views

Sure, the Flagship doesn't have to be the biggest and meanest, but, it would be a ship that stands out, that give personality to the whole fight. Since it would be a personal pet of the players, it would make sense for it to be a bit tougher so that you can care for it properly and retreat it if things look bad. As it stands now, the game doesn't have any personality. You build a myriad of ships and send them off to fight. There's never an incentive to zoom in

24 Replies 10,474 Views

That's not a mooon.... that's a Space Station!!! Hehehe... sorry. Anyway, I do like a lot of the ideas put forward but I have to agree with Schematic's analysis on most of them. Also, un-colonizable "gas giants" with large gravity wells might mix things up a big more. (And perhaps serve as handy pirate spawn points?) I do like this idea though, making Gas Giants pirate spawn points. It makes sense: No priority for empires to

35 Replies 21,397 Views

anything really, a neat idea for space stations would be people in space suits going around washing windows or something lol. Haha, genius. Next thing you know we'll have waste transports docking for 'toxic waste removal'... It's a little hard finding an idle animation for a ship in space. It's motionless... The only thing you can do is adding spinning sections to the ships to animate artifical gravity, or other moving bit. Apart from that

13 Replies 5,794 Views

Option 3: Make autocannon rounds explosive. If missing the target, they explode is a flashy flak cloud. Problem solved As for inaccuracy, remember that the distances in this game are humongous compared to those in modern day earth combat. Despite shells traveling quite quickly, the time it takes for them to travel through all that space, the target might've shifted heading just a little bit an

11 Replies 4,495 Views

hmm, wait, here's an idea, say, if you have ship designated as a flagships it could go a few levels beyond the current maximum, which could be believable from a lore and realism perspective and it would make the ship a bit tougher, but not a once, but only through additional fighting. But then you are restricting flagships to capitals since they are the only ones with XP, which is fine. BUT... Designating a ship as your flagship is a little bit unreali

24 Replies 10,474 Views

I still find it absurd that the SSD was destroyed by flying a ship into the command bridge... it's just.... no? Anyway, I digress. I like the idea of heavy forward shooting weapons. The Kol has the beams but having two forward aligned particle guns/gauss cannons would add sufficient 'OOMPH' factor to a ship, especially when they'd be quite powerful but slow shooting. I have no problem with adding a lot of Anti-fighter weaponry to it, rave-guns ftw. But I disagree with the suggestion to

60 Replies 17,881 Views

Yeah this needs adding to the tutorial. It was mentioned, but because the terminology is different to our normal 'stances' it gets a little confusing. Keep the new phrases just make it a little bit more clear when we go through tuts.

8 Replies 4,196 Views

Yeah, I want this exact same thing. Thanks for raising it, Massive. This idea could also be expanded to various other types of weaponry on ships. Say have a fast firing anti-fighter missle launcher or a scatter shot turret. Sweeping beams would also be awesome. All of this would make fleet combat so flashy.... as it should be. /signed

8 Replies 4,123 Views

More and more good Artefact ideas. I agree with ABarge's statement that artefacts shouldn't have an immediate effect on gameplay. Simply finding a planet with an artefact, colonizing it and researching the tech works BUT isn't very fun or engaging. While there's something to be said about making things managable for the player, adding a little bit more involvement with artefacts would be a great fun builder. Moving things around, fetching artefacts to research bases using special ships

13 Replies 4,573 Views

Well, consider how large a capital ship really is. Now also consider the amount of damage they take from incoming fire. Realise the huge amount of damaged metal, chunks of whatever material they're built from are blasted off. It would take a nano-bot years to repair that. It just doesn't make sense. Repair crews inside the ships would be able to repair electronics and other damage, but I'd like to see them get in a space-suit and start to weld new armor onto t

33 Replies 17,081 Views

Hehe... Nothing wrong with capture the flag. But how about this: There's a special ship "Transport Ship" (dunno) that fetches artefacts from captured planets. This ship then flies back to a station that you've built where they start to investigate the artefact. After an automatic "research" of the artefact once it has arrived, you are able to research the actual bonus. Transport Ship will be slow so if a rival empire sees it, they will try to intercept it to take the artefact for themse

13 Replies 4,573 Views

What you're saying makes a lot of sense to me, Nickname Nick, and I have to agree on most of your points. A game such as this, where the player needs to take care of a lot of different things at the same time, micro-ing a battle is not something we have a lot of time for. However, when we do take the time, especially for those important big fleet battles, the time we invest should yield noticable results. As you explain, using different tactics to disperse the firepower of a single capi

11 Replies 6,134 Views

There are loads of ways to tweak the current cap ships to either make them bigger or make them feel as if they were bigger. At the same time, having super strong 'all-around' capital ships is boring because we all know that replacing a ship with a bigger one just because it can do the same things better is boring. Every ship needs to retain it's function, even if that changes. So, a combined fleet, supporting and covering the weakness of slow capital ships might be a good idea.

2 Replies 2,831 Views

There allready is a repair ship! havn't you guys noticed that putting robot-carriers in your fleet helps repairing ships? the robot-carrier has repair drones on board that wil automatically repair damaged ships...i allways have a couple of robot-carriers in my fleet. That's not what I'm talking about. I'm saying that the auto-repair function is a too strong, which reduces the need for those repair ships.

33 Replies 17,081 Views

Well yeah, I don't mean to say that they should remove it all together but I do feel that if we don't have some 'downtime' to our fleets, then it's really easy to go on a rampage to destroy a whole empire in one go. Sure we should be able to patch up our ships as we move around through auto-repair but if we give them too strong a regenerative ability then it just removes a danger and tension element that makes us go: "Oh shit not now!" when there's a quick counter attack. Besides, it wo

33 Replies 17,081 Views

Yeah, that's where I got the idea from. The graphs and data that was shown after a few turns in GalCiv2 could be the result of us investing money in the espionage section of our empires. So slowly those various information tabs such as "Military" "Research" "Trade" "Relations to Other Empires" etc, could only then be unlocked for us to see. Seems like a fire-and-forget method of adding another layer like Shadowhal said.

8 Replies 3,531 Views

Ships shouldnt have healing repair to their hulls until they have not been fired on for atleast a minute. Underfire their hulls should not be repaired. Well, IMO it's more realistic if you can repair your own ships anytime at all. Damage Control Teams get sent to the damaged sections of ships (modern or future ) in the midst of battle. Perhaps i

33 Replies 17,081 Views

The shield will constantly regenerate but damage will not Hmm.. this wouldn't be realistic at all... Repair stations are useful for front line planets that are constantly under attack and need rapid repairing This is actually the only true reason

33 Replies 17,081 Views

Yeah, I often feel that information comes a little too easily in those 4x games. It would be nice to have a spy ship or simply just a slider to allocate funds to spying in order to attain that type of information. Might build up slow, so you could only see how many planets they have, how much money they make trading and how much culture they project. Only after spending time/money could you see their fleet size and strength, research level etc. Might make more sense and wouldn'

8 Replies 3,531 Views

Instead, make the colony ship only able to colonize one or maybe two planets before vanishing. This would also reduce some of the weirdness involved in waiting in orbit of a planet for the antimatter to recharge so it can colonize the planet. I've often had a duel between my colony ship and that of a rival/allied empire where it was all about who could get to 100 antimatter first. Colony Ship = Insta Colonize but Disappears when doing so Perhaps we can make colony ship

6 Replies 5,330 Views