psychoak

psychoak

Joined Last seen Member # 2882780
2 Posts 3,182 Replies 1,595 Reputation

You're adding more money to the cost of your first attacks. I'm not arguing that it's impossible to kill things, I'm saying it needlessly takes forever because the incomes are piddling. Five minutes here, ten minutes there, it adds up pretty quick. Annatar seems to think it's a personal preference that I'm spending half an hour to build a small conquest fleet consisting of ten cobalts, four siege frigates, four carriers, and my flag ship. I've been playing my current game for four ho

47 Replies 65,053 Views

6.8 per second. It takes several minutes just to be able to start trade up, and skipping it is a non-starter. Just a few ports will be more income than a dozen planets, most of which is coming from your capital. It's a very slow start. One cobolt in a little under a minute is not a choice of the player, it's as fast as you can build them with your starting income. If you sent them five at a time, they couldn't kill a single gauss platform. Ten at a time you might drop one as long a

47 Replies 65,053 Views

Scaling cost seems... silly. To make game pace faster, I would scale tax income instead. The modifiers mean that your capital will outproduce the rest of your empire early on. It's really the start that's a problem for multiplayer after all. That drooling income rate before you have a large trade network is impressively slow. Later on, things are already fairly inexpensive and easy to mass produce. There's really no benefit to the late game that I can see. It already paces fairly well from

47 Replies 65,053 Views

Exercising your brain has little to do with the game pace. If you're thinking slow enough that a 2x increase in game pace would lead to a meltdown, you've got an IQ somewhere just shy of zero. I don't want this to turn into a micro whore game. But fast paced has very little to do with whether you're winning by thinking or not unless it's just so fast you can't manage a large scale game. With c

49 Replies 13,468 Views

Ice planets aren't rare, the random map generator blows. I've had some games where one out of three planets is ice and I'm trading crystal like crazy, and then others where there isn't a single one in a 100 planet map. It's like it freaks out most of the time after adding a volcanic or ice planet and gets scared of the opposite. One ice planet will counter-act three asteriod planets, you just tend to have either lots, or none.

119 Replies 29,117 Views

Scrolling the map is good and bad. Ideally, a scroll pad area that it did so in would be perfect. If you just remove scrolling when not focused, it becomes a pain in the ass to scroll while in windowed mode, having to balance on the edges.

15 Replies 5,818 Views

That's a really bad idea for a fleet, a great idea for capital ships. If your fleet starts retreating, you'll end up having the ai assrape your slower, harder to retreat with capital ships as they rapidly become the only thing still fighting and retreat all by themselves when everything else is dead or gone. Particularly since you'd need to do it at a minimum of 75% to ever get a cruiser out alive, let alone a frigate. Once they start running it's all she wrote with their shields down, that w

14 Replies 6,207 Views

Yes I have the beta, that was a paragraph of supposition, not commentary on current workings. I can have a game over with against a single ai in a small solar system with just a few research centers. I'd have to try to delay the game long enough to use the later cruisers. I'd also run out of tech to research long before a 50 planet game in five systems is over, and it basically amounts to a full arsenal game before I finish conquering the first system. It would be kinda blah to be able to ob

9 Replies 5,431 Views

Sounds to me like the ai needs major tweaking on the retreat code. Bailing needs to be more than a function of relative power. Expected losses from retreating should be weighed against the chance of success and the relative strength of the sides. You shouldn't be retreating from a battle where the odds of immediate success are worse than your odds of surviving to old age. As it is now, the ai is a self destroying entity that removes itself from play by retreating till dead instead of bludgeo

15 Replies 11,853 Views

How about infinite research?(short or long integer limited probably) Say the ships and whatnot are fairly easy to obtain, you get command carriers and such inside half an hour, playable with all the units on as small a map as you can get. The abilities however are also easy to get, but toothless at the start, relatively speaking. You'd have research in any given field, the regen upgrade rate from command cruisers, extra range on the targetting boost, repair rates from the droids, then

9 Replies 5,431 Views

His problem doesn't just dissappear on a smaller map. It takes a long time to travel anywhere. It gets a lot less irritating with only a couple planets, but trading ages of boredom for a game that amounts to one or two early game attacks is kinda lame.

41 Replies 9,908 Views

I could call myself a troll and actually be serious, would that work? Using star wars for a technological comparison is a really bad idea. Manual targetting and lever action firing systems? It's a miracle a star destroy can hit anything, let alone a corellian corvette, which is a scant 150 meters long. Wonderful movies, but an absurd universe once you start thinking about it. Faster than light travel and manual targetting. The millenium falcon was a light freigter a fraction of tha

21 Replies 6,211 Views

You disagree? The speed of light is 983,571,056 feet per second, At an acceleration rate equal to our own gravity(something we'd know is safe for extended durations) it would take just under a year to get going that fast, never mind the possibility of obtaining that speed. Accelerating to a useful speed at a safe rate will take days.

179 Replies 35,963 Views

Ron, that is conventional space travel, as opposed to unconventional, folding space or whatnot. It's possible, but not practical. Yes, we can go places, no, we can't do combat maneuvers with that nuclear engine. Even 10g's over an extended period of time will kill you. With a liquid breathing apparatus and a gel encasing, maybe we could get some very high numbers. Accellerating to hundreds or thousands of miles per second at a survivable pace will still take a very long time, reversing dire

179 Replies 35,963 Views

A gauss cannon is too cheap to be saying defenses build up too slow compared to ships. Your primary restriction is not time, it's money. Considering a single repair station makes one gauss cannon good for 10-15 cobalt frigates, the insignificant cost of it would say the other direction is where the game goes. I'd love to have your ai though... I don't think I've been attacked by a fleet even half that big the entire time, it's a hell of a tease.

33 Replies 11,956 Views

Actually, I think I could walk away for an hour and still be winning in most of my games. Once I've got three or four planets with decent defense it's good to go. I forgot I was playing the other day and when I came back I'd lost one lrm frigate in a planet with four gause cannons, two hangars, a repair station, and a fleet of ten light frigates, ten lrm frigates, six carriers and 4 siege frigates.

33 Replies 11,956 Views

Yes, and how long do they take to accelerate? It's possible for a person to leave the solar system, or fly into a sun. Space travel isn't possible though. We can shoot someone off on a rocket in a straight line, with a sustained acceleration and get them going quite fast. Being a ballistic missile for space travel is possible, but it's not practical. The moon landing took four days. That's comparable to a constructor leaving the planet to build a crystal or metal mine on the orbiting rocks

179 Replies 35,963 Views

If you're being anal about designations, those battleships aren't battleships anyway. Battleships were coined for the old ironclad ships that replaced the line battle ships. The dreadnaught classification coined in 1905 would be more appropriate for a ship three or four times the length of an ironclad. Really it's just a general classification that changes depending on who's doing the naming, and could loosely be applied to all modern naval warships, not one of our modern frigates are less th

179 Replies 35,963 Views

Actually, forts on resources not in your working tiles are intelligent. They act as a city as far as the resource is concerned, you get the good, just not the tile improvement you can't use anyways. They do occasionally build them inside working tiles though, not supposed to either. The biggest problem I have with the bastards is that they love workshops when running caste system. It's real great when I look and see farms and towns dissappearing in favor of workshops and my pop starts starvi

15 Replies 3,882 Views

Terribly. Thus the nightmares from manually running them in civ1 and 2. I do use them in civ4 most of the time though, despite thier still horrific stupidity. The balance between tedium and winning tips in favor of laziness almost every time.

15 Replies 3,882 Views

Things to keep me busy or things to keep me entertained? If it's like playing civ with automated workers now versus manual, I already have nightmares about that now.

15 Replies 3,882 Views