Alluceanot

Alluceanot

Joined Member # 3361192
0 Posts 1 Replies 248 Reputation

Just to point out the Argonev self destruct is absolutely devastating. If a fleet is attacking a TEC starbase head on and the sb owner decides to blow it up, that fleet is dead. No time to react, no way to know if it has the ability. Just instant mass death and some fireworks. At lvl 2 only Capitol ships and squadrons will be left.

81 Replies 220,773 Views

The Mine squadrons built by drone hosts have to be deployed through an ability that the mines have. So once you build the mines, select the squadron and then click the "deploy minefield" ability and you will have your mines.

7 Replies 1,862 Views

I leave the colored skyboxes off. Some of them are pretty nice but others are kind of annoying. Also I noticed that in certain colors the reflective textures on some ships just look really bad. Its especially noticeable on the Sova's engines. In a green sky box they appear completly untextured.

5 Replies 27,681 Views

I really think the Phase destabilization should require some research (with PJI as a prereq of course) that globally affects all starbases, rather than them automatically getting the ability.

100 Replies 284,151 Views

The manual and several other reference stes mention that the Kol has 3 forward facing laser batteries, but I never see them firing. I saw a chart that pointed at the 3 stacked cannons on the side of the hangar bay, but I have never seen them fire anthything remotely resembling a laser.

1 Replies 9,450 Views

Storywise, they are independent sovereign planets that resist being annexed by the TEC. Gameplay wise, they make it so you cant just rush colony ships to valuable planets. Terran planets usually have the largest fleets, followed by Desert, then Ice and Volcanic, and lastly asteroids will usually only have 2 ships.

4 Replies 5,343 Views

Well I decided a cruise missile was best because its the most different in functionality between the 3 squadrons. Fighters and bombers have very obvious roles, but if you throw a super anti-structure bomber in, it might make it confusing on what the different roles are. By making it function different than just a suped up bomber its more clear that it has a different role. Obviously a regular squadron still works, that was just my own judgement

8 Replies 4,330 Views

[quote who="Bobucles" reply="2" id="2030473"]How about putting the anti structure ability on a capital ship? No one said that every race needs a frigate to do the job. The siege turrets deployed by the Vasari siege ship could be modified to work against structures. One ability wouldn't really cut it though, for many reasons.[/quote] Actually suggestion 1 says just that. The Vulkoras Devastator already has an upgrade that increases its damage against structures, so

8 Replies 4,330 Views

As has been pointed out, while TEC and Advent recieved new ships dedicated to taking out enemy structures, the Vasari had their anti-structure weapons tacked on to their starbase, which leaves a gap in their assault ability. Now sure they could just add a Vasari ship for killing bases, but I like keeping the different races unique so I want to provide some alternative suggestions. These could all be implemented together, or seperately, or cherry pick from among them. <l

8 Replies 4,330 Views

You should be able to designate a flagship for some kind of fleet bonus. Maybe even just a significantly higher culture repel rate, or some empire specific bonus. Obviously it would have to be your highest ranking ship, and some kind of limit to keep you from changing it several times if you have several top level ships.

10 Replies 22,232 Views

When you create a fleet led by a capitol ship that ship is designated as a flagship in its info card. However I've noticed that late game, when I have several high level capitol ships in a fleet that none of them have a Flagship designation. What exactly causes a ship to be designated a Flagship and why is this not happening at the end of a game.

10 Replies 22,232 Views

Its kind of silly that the TEC starbae missiles have shorter range than Javelis missiles. I was playing against AI and was able to park my LRM and blast away at an Argonev that had missile upgrade without any retaliation

27 Replies 23,759 Views

There is a toggle for autoplacement. The button is along the bottom of the UI, to the right of the picture in the middle. It looks like an infinity symbol with 3 blocks above it. If the blocks are solid it means it is toggled on (or you could just hover your mouse over)

5 Replies 2,218 Views

A vasari captain comments when first encountering TEC military forces "How are they responding to our incursions?" His subordinate replies "Uh, sir, they've been throwing rocks at us..." "Rocks?" "Well, uh, meteors, sir. They throw meteors at us"

18 Replies 109,040 Views

Just a random thought that occured to me to make starbases seem more epic. When destroyed, rather than just dissappearing a starbase should leave behind some uniques wreckage that looks, well, like a destroyed starbase. Have massive chunks floating in space when an argonev gets destroyed, or remnants of the ring of a transcencia. Maybe it could even be named "Remains of " just to add to the sense of how immense the structures are. Obviously to prevent a bunch

2 Replies 1,853 Views

I really like the suggested idea to give anti-strike craft frigs some mine clearing abilities, alongside making the scout more effective at detecting them. I also agree with making the ruiner work more like TEC mines.

29 Replies 168,086 Views