jpf190279

jpf190279

Joined Member # 2360620
13 Posts 155 Replies 8,890 Reputation

This thread is a joke, trying to compare a PC to a Games Console is like trying to compare a modern Aegis cruiser to a war world 2 cruiser. The ww2 will always out gun the Aegis in terms of firepower, but the Aegis will rip it a new one in a proper battle. Why because it is basic around an advance form of combat that doesn't rely on actually see the enemy. The Aegis could sit 20 miles away radar lock via GPS and missile it into dust. This is

35 Replies 21,042 Views

Ok I know the game is good already but we all agree that it isn't quite squeezy perfect yet. I just want to list a few ideas and observations I have had during my time playing GC2. 1. Colonisation Well what can be said that hasn't already been said? Its a mad mad dash at the beginning and a slow slow expand via invasion later on. I really feel that some sort of limiting mechanics factor should be put into place to slow mass coloni

12 Replies 8,755 Views

Research WARP and Phasers load a cargo ship with A few warp engines and a cheap nasty beam weapon and position within strike range of your planets but away from the DLs. Wait for a transport to appear, I assume you have decent sensor ships, warp in zap warp out. Repeat while you research better tech, don't both with any other ships. All you need is a good AWAC and a Fast Interceptor, make sure you can always get the drop on the DLs. I have most f my pl

7 Replies 7,155 Views

Beginning sensors are pretty much good enough, if you load up a cargo ship with engines and nothing else, build it and position it at a corner of 4 intersecting sectors then convert to a AWAC it hardly costs you a thing and you get instant sensor cover. I've used this several times to extend my sensor range cover. Since the ships cost little to produce they are a cheap way to map sectors and maintain sensor cover. Try it. <br

12 Replies 9,138 Views

The Yor do tend to build faster than the other races and in my last few games they tend to beat me to Galactic wonders, but overall I always see them expand slowly and hardly ever pose a real threat, the Iconians and the Thalans on the other hand always for me tend to build massive empires and arm themselves to the fracking teeth. I managed to convince the Iconians to fight the Thalans but they actually just sat there looking at each other.

126 Replies 52,864 Views

hmmmm this is indeed a possibly, but it also rises some interesting possibilities, could it be that by creating a custom module for a ship called planetary engineer you could infact psuedo-orbital bombard a population off a planet using just the tactics. I can imagine using Core detonation to wipe out half the population off a planet, followed shortly with a tidal wave to clear all the building to really fubar the enemy without affecting th

16 Replies 9,484 Views

Yeah completely agree WHY the frack would you surrender just quit, no score is kept. I also think a demand surrender button is needed, many a time I just wanted to say OOOOOOIIIIIEEEE yellow space slug surrender now or I'll start salting your Homeworld! J - yes Evil with a captial E

11 Replies 6,739 Views

ooooooorrrr a rank marker, all ships start at ensign and make their way up the ranks, each new rank give them new bonuses but also a % of that bonus can be given to other ships if it joins with them in a fleet. A kind of leader feature. Ensign = +1 no fleet bonus Lt = +2 bonus and +1 to fleet ships Lt Cmdr +4 bonus / + 2 to fleet Cmdr + 8 / + 3 to fleet etc.... So hero ships

23 Replies 26,177 Views

Personally I'd like to see a more boarder improvement of ships instead of just Hitpoints and at a decreased rate. Like for example. An initial cruiser of B4 S4 HP16 M2 going to B5 S5 HP17 M3 after say 5 battles, this symbolises the experience gain a bit more fairer, no massive increase in one area but a gradually climb in power. Any ship that can survive 5 separate battles REALLY deserves a bonus due to their combat experience, simply adding huge amounts of HPs is a sure fi

23 Replies 26,177 Views

Here's an idea, Stardock is there any chance you can add the economic system as a external moddable file, I mean like a file that contains a formula and references to where the various figures come from. Then we could simply rewrite the formula to cater everyone. Just one idea. Most likely not possible since the formula probably isn't localisable within the code, its probably derived from a number of separate functions and classes. <img src="http://images.stardock.com/gc2/T_DL/smiles/

130 Replies 140,320 Views

Isn't that the truth of the matter, but wait, you may use the system at 100% Ind Cap & 100% Soc or Mil MPs. You just need HUGE amount of money to do it. Also that is another matter if we changed the system to the one preposed then we would in effect need a much more effective BC generation, since almost immediately you would need a helluva lot of money to fund all your facilities at 100%, I mean a 100% Res and 100% Mil or Soc production rating would require 200% the money t

130 Replies 140,320 Views

To the point. I really like what I am hearing. One of the core elements of the game that I dont like (but can easily put up with) is a) Wasted manufacturing. b) Not being able to maintain a 100% Research rate and 100% Manufacturing rate. As you said Brad, you want players to be able to defecit spend. I want to be able to defecit spend. I want to sink my money

130 Replies 140,320 Views

I really don't want to get into a flame war here but I feel I must point out a few things regarding the economic system, now personally I have not a problem with it what so ever well until I read this thread. 1. 24MP x 50% x 33% is indeed 4MPs. But this is my problem you see.... I have 24MPs so why am I using only 4 of them? Thats because I haven't allocated the spending. Ok thats fair enough but wait there is another problem with that.... Why would I build anything over 4M

130 Replies 140,320 Views