I'll have to give that a go then I didn't realise. I know a player can do it, but I'd like the AI of a way weaker ship to try and get the best advantage they can rather than slug it out against massively superior firepower. They basically commit suicide as it is. The Kol will be fine though as it has point defence and fighters/bombers. If there was a enough frigates to cause a problem, it would force the player to either use more assets in teamwork (IE: two Kols forcing the sm
Russki Bear
Just some ideas for single player/NPC improvement with the AI. 1). Give the smaller ships a way of avoiding the front firing arcs of Kols, for example. IE; keep the Kol moving. As a side to this, I don't like how some turrets can shoot through the ships, and weapons can pass through asteroids. If this was changed you may also be able to get them to seek cover. 2). I would prefer that the Pirates strategically attack to THEIR advantage, not the highest bidder as they are essenti
Use the vertical space!! And make the Gas Giants have a bigger grav well too. Obviously, they should have bigger planet sizes. I also thing the normal planets should have a bigger well then asteroids.
Well I think if there is space lanes then there should be 'nodes' from which one must jump from. I hope you make this an option as I prefer it over the quadrant method in the latest Beta.
Righto I admit I have been out of touch a bit. Beta 2 seems to improve combat a lot as well Happy now
Hey guys, Just some more thoughts: I am currently playing a game where I have two galaxies, one is mine, and one is more than half mine. The remaining CPU team has over 70 caps, hundreds of frigates and a whole bucketload of money. How can this happen? They have less than a quarter the population that I have yet they seem to have almost limitless resources. What's more odd is that they don't attack me. So they don't attack, and I have no way of drawing them out to take on
What I would like is a 'authentic' universe but with ships capable of traversing orbital distances reasonably quickly. Say one minute to cross a gravity well. Perhaps as the close in on a planetary gravity source their speed would wane (allowing for interesting tactical uses of planets....) but their detectability would be vastly reduced. This way you could 'hide' defences until they are committed. The planets have to scale up though, as for example, the research station is way too big
No it wasn't. If were in close it did. If you zoom out, there is actually an effect to it. Also there was heaps of gameplay in Nexus. Did you find the weapons and repair control panels? And the enemy targeting panel? You chose where they went, who they shot, or scanned, with what weapon against what system. But the missions were very scripted. Judging from the interface (multiple systems, orbits, planet types etc) there was at one stage going to be a whole lot more to
I agree about the scale of planets and orbitals, I hadn't checked that. After playing Orbiter you get used to seeing a wall of planet when you look out of the window in low Earth orbit.
Hi guys, Just another initial report - pretty similar to what others have posted. Specs: AMD Athlon 64 3700 San Diego core 2GB DDR RAM 7800GT SB Audigy WinXP SP2 with minimal services running SoaSE settings: 1600*1200 32 bit All settings maxed except AA which I left off (just preference, it ran OK with 2 sample as well but I haven't tried 4 sample yet). I set the display manually in the .settings file after it crashed, all OK t