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.
Alluceanot
The Advent and Vasari have minelaying ships that you'd have to send to enemy planets to build mines there. The TEC can only build in their own gravwells.
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.
There is nothing silly about torpedos twice as big as a frigate
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.
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.
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.
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.
Well perhaps to give some more functionality to starbases in neutral planets the Interim Government (or whatever its called) upgrade could give some tactical slots to neutral planets and maybe create a build area that is smaller than a normal planet build area around the starbase.
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
Well the point is I'm trying to make suggestions that don't actually include a new antistructure ship if you read the post at all.
[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
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
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.
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.
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
For all we know they could have opened a phase lane to hell and unleashed demons upon the universe, a la Doom.
Haha I also name my Halcyon the Harbinger. I usually name my revelation the Accuser, and various similar names to other Advent ships. The Reconciler, The Adjucator, etc
Everything has pointed to the Vasari's enemy being something of their own creation. The opening video begins with a Vasari research base before describing their exodus, and most accounts indicate that whatever it is, they made it.
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)
On a somehwat related note, I always name my first Kol the Sulaco, and then the rest of my Capitol ships after various moons in the solar system.
I dont get why the rebels I incite on enemy planets as TEC attack me :(
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"
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
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.