I like it too. Hopefully it would not be too difficult to implement.
Longbows
Ship B would be attacked first probably. I've noticed that even though a ship has all the right defences, it still slowly loses hit points. Faster if the attacker has stronger attack ratings. For example: I once made a mistake of loading up a "cargo" hull with all kinds of weaponry and defence measures. Statistically it was invicible relative to what others had at the time. BUT, the ship DIED 1 second after combat started. EVERY time. I only later noticed it had only 1 HP. So no matt
Aye! And an easy way to transfer them between races and players.
(armchair designers = free input for devs) - plus some of us actually did a bit of real-life game design. I understand the concept of "maintenance" or "waste". But since we are talking financial terms here, it's perhaps best to stick with the terminology fully and split expenses into: - fixed costs = you have to pay these, whether you are producing something or not -> real-life: salaries
Please extend right click functionality - if you click planets or vessels to have a context-sensitive menu. For ships - orders, rallypoint selection and such. For planets - production orders, shipyard orders, launch all orbiting vessels, maybe change military-social-research ratios, cancel pruduction orders and such. Please allow upgrades within a class of ship if the basic type is the same (Warp Mk1->Mk2, but NOT Impulse -> Warp or Warp -> Missile)
Here's my 2c's worth. First: EXCELLENT thread. Not many developers have the confidence to invite debate about something as "personal" as their own design of an economic system. I know it's a daunting task to come up with something like this (I've helped with a few) and I appreciate the fact, you let us give input on it. I'll just sum up the ideas that have been mention and I agree with and add a few others (from concepts used in Civ series and Capitalsm 2): ECONO
Geeezusss!!! Thanks for the inspiration!! I all but gave up, trying to come up with a sexxeh design! Any way of sharing and exchanging these??
While we're on the topic. Capital ships with high Attack numbers SHOULD attack multiple targets at once, especially if they have multiple weapons mounted on the hardpoints. I mean it's reasonable to assume, not all firepower is concentrated in one big gun, that shoots in a single direction. That's the whole point of capital ships - > multiple weapons, multiple targets -> supression, while the smaller ships outflank and pound them to dust.. Or?
Ah thanks, never got to Close yet.
About Alliances? How do you get there? You need to research Alliances, is there anything else? I ask, because I don't see the option in the Negotiation screen.. I imagine it should be in the Treaties section, but I don't see it. Does it also depend on how the other race sees you? As in they have to be Friendly or more to you, before you get the option? Thanks in advance.
It looks like I can only use them in the game that I designed them in, is there somthing I am missing and if so how do you ships between games? I second that question. Obviously the ships are stored and it should be possible to transfer them over to a new game? Also, is it possible for the CORE ships to be converted to PLAYER-m