I suggest that weapons and armor could be more interesting: There should be a miss chance based on the craft size and speed. Smaller and faster ships would have a greater miss chance. A miss chance would apply to all craft, because you have to target the enemy. However, missiles would get penalized twice as much, because not only can you miss on your targetting, but the time that the missile is in the air gives the pilot of a fast fighter the ability to maneveur.
anamiac
Some changes I'd like to see: 1. Carrier modules. Lots of other people have put forth great ideas how this would work. A ship could contain multiple carrier modules, and interceptors would be player-designed. 2. Targetting computers. This is a technology line, with 3-4 technologies, that enable you to put better targetting computers/components on your ship. I imagine them being similar to sensors in cost and size. Without a targetting
Hey, I've played the demo for Galactic Civilizations II a bunch now, and I'm about to buy the game. I'm not sure if I should just buy the game, or if I should buy the expansions too... buying them all at once will save me money should I decide later on that I want to play the expansions, but I want to know what I'm spending my money on. 1. The Demo is actually pretty buggy. Are the expansions mostly bug fixes designed in a way that I need to pay for them? How d