Questions and Suggestions

Hi all,

I've run into a couple of questions, and have a couple of suggestions.

Questions:
1) Armed and/or high speed frieghters. Is it worth it to upgrade frieghters at all? I haven't noticed upgraded ones going faster, but I could have missed it. Also, when I clicked on the mini ships running in the tradelanes they did not appear to have the extra equipment (weapons) that I had equipped. Are they there and it's just a display bug, or do they get stripped?

2) What are the best settings for generating high quality planets? I've been playing abundant for habitable+planets+stars, and I've been getting a bunch of level 6-10 planets and it's really annoying since they're not big enough to house much of anything useful.

Suggestions:
1) Allow multiple constructor modules on a ship! There's nothing I find more annoying than having to build 50+ constructors to fully upgrade a starbase. Granted this would up the cost, but it would be nice to be able to drop an upgraded station on a resource right off the bat.

2) Some way of true terraforming. In this way we would be able to slowly and/or at great cost up the number of useable tiles on a planet (up to a certain point). Maybe this should only work on planets of class 4+, or on any planet, but it would be very cool.

3) The converse of 2! This could be a separate weapon, or perhaps just allow standard ships to perform orbital bombardment. Perhaps this could destroy enhancements, but it would be cool to be able to drop planet level, eventually dropping it to zero if you keep it up. There have been lots of time when, instead of capturing the crappy level 4 planet I'd rather just wipe it out but there's no way to do this. This could be used in a scorced earth type battle, creating a dead bufferzone between you and your enemy.

4) 'Fleet' ships. Buliding one of these would in effect queue up the ships in the fleet. This fleet would be defined in the shipyard, or perhaps a separate screen.

5) In the stats box of the current ship displayed in the shipyard, show the attack/defence ratio for the ship class. That way it would be easier to balance the ships going into your fleet.

Granted not everyone would like my suggestions, so I can understand if the devs don't do any of this. That being said, if anyone knows how to do any of my suggestions with mods I would be grateful if they could point me in the right direction.
4,262 views 3 replies
Reply #1 Top
#1 Freightors will only move one square at a time once they are on the trade route. The advantae to putting more engines on them is to get them ot the planet to get the route set up quicker. Also, I do beleive that sensors work on them while on the route. I assume armor and weapons would too, but I have never tried. Your choice to decide if getting them there faster is worth the extra cost.

#2 I do Occasional Habitable, Number of planets Common, and stars Abundant. When you do the 1st two Abundant, it does seem like you get a lot more low quality planets. Quality not quantity is what I like. Besides, when you set Number of Planets at Abundant, every stinking Star has 5 - no variety in the systems.

I'll leave the suggestions to others.

Check out the Wiki and the Modding forums here for info on how to mod the game to your liking. There are some spirited threads there with lots of good info.
Reply #2 Top
I play with stars at rare, and the planet settings at abundant. the average of the planets is 11 or 12 and on average 3-4 planets per star.
Reply #3 Top
1. I both asked this question earlier and experimented a bit... and as far as I can tell, apart from sensors aquired through the "Eyes of the Universe" planetary upgrade, freighters loose any extra amenities you put on them once they establish a route. This includes weapons and sensors. Besides, given the game mechanics, a freighter would not be able to use its weapons in self defense as the attacker has first strike capability. Freighters have one hit point...

The only way to have defended freighters is through a planetary improvement who's name I forget.

2. Sorry, I have no idea on this. My usual play settings are abundant stars, common planets and rare habitable planets (It's my wild guess at what our galaxy is really like ) . These settings tends to generate a good spread of planet ranges for me. Also, remember that in the early game you should colonize aggressively. You might be missing out on a few 10+ planets if the AI beats you to them.

Suggestions:

1) I also asked about this. It would be a nice ability that allowed you to take more advantage of minituarization, however I don't know if it would be good for game balance.

2) The current system seems okay, though a bit convoluted. The orbital terraformer also seems to come into the game a bit too late to be of much use.

3) I really like this idea. Players and the AI could put planets at jeoperdy without having to invade... of course who's going to sit around and let one of their colonies get bombarded from orbit without retaliating in kind. That kind of cycle of violence would get out of control quickly resulting in all out war fairly rapidly... oh wait