Aye. In the base game, each ship can only shoot at one target. IE, that Dread Lord ship with 180 attack? All of it is used on your tiny vessel with 6 hp. Since you know you are going to lose a lot of time ships, load them up with weapons. It doesn't need to be top of the line, cause then they just take longer to build. You want to be able to churn these babies out in a turn or two on most of you planets.
LoneWolf0912
You say that other games have been all about storyline....I believe that Civ 2 is still considered one of the best games ever made, and it had nothing BUT sandbox. So if you bought this because you heard it had a great story, you need to punch whoever said that. Almost every review has said nothing about the story. They have all been focused on the amazing job the AI does at giving you a challenge and also the cool ship design feature. And this game does have a storyline in it. But
I think they shouldn't be immune, but the effects should not be this instantaneous. Maybe just a gradual decline, like a couple hundred million at the high end.
Sometimes the choices have a huge gap in them (2% bonus for neutral and 16% bonus or evil have popped up in my games once in awhile.) I think I even had one once where the neutral was better than the evil (but not by much). It is just a random choice on a range of numbers.
Well, think of it this way. How much money would the US have if it took every single persons paycheck, even for a week? That would be a pretty large chunk of change. That is the gist of what you did. Now multiply that a couple times and you get the right number of people.
I always thought that you didn't need to finish off your team-mates. Are they the only ones left, other than you?
But boy o boy is it fun
"Orbital bombardment as a general feature has not been added explicitly because of the way it affects end-game gameplay in other games -- players going on a "genocide run". That is the official view from Frogboy (aka Brad Wardell, Designer)." I'd call that not in it. If you are to do anything to an enemy planet, you have to try invade. What you are talking about are the invasion strategies. A few forms of bombardment are in there (mass drivers I think is all....can't remembe
For the price, I think this game is a steal (Best Buy has it for $29.99. While it is $10 more for the game straight from Stardock, they get ALL the money, not just a cut.) Either way, this is a very good game that never was at the $49.99 price point like many new releases, and has many of the features that other full budget games have. Also, with the release of the expansion, Dark Avatar, in Febuary (tenative date) you can get the 'gold,' or w\e the name will be, version of the game. That wi
That is the general definition for disruptor weapons too.
I would pay $40-50 for more weapons choices. Like heavy mount, point defense, etc. Along with that, maybe an easier way to use your spies. For example, rather than tossing them onto a tile and it ceases working, give them a few turns to TRY get there, and then they are invisible for a little while, unless you have an agent already on there. Then use the 'ole dice to see who stays, the other dies. I personally wouldn't explicitly pay money for a multi-player expansion, not because I
It works pretty well.
I agree that the time frame is unsuitable for any sort of family tree\descendant idea. Also, leaders would be too tough I believe to implement at this point in the game. As for what 'pricate ships' means, well, I got nothing. *Pirate ships are already in the game. And if you were meaning Private ships, then just make a single huge hull design once.
I've looked at getting that off the bargain rack a few times at Software, Etc. Might just have to now.
I think that as long as the AI can give me a good fight, I can get along with many game design choices that I normally would like (I agree, tactical combat would be nice). Frog\Brad\Drag, seriously, keep up the amazing AI work. This is one of my favorite games to replay because the AI is much better than many other games.
Another idea, admittedly not the best idea in here, is that it plain adds +X or +Y% to your roll, without the ability to exceed your max. Then, maybe using the idea of one sensor module on a ship, each level of sensors would add an increasing amount of damage. Survey module could add....maybe 5% due to its size and cost, level one 4%, two 6%, three 8% and level four sensors 10%. Now, these are just place holder numbers, and if this were to be implemented, the size\cost of sensors woul
The word on the street was that new additions would be allowed to play each 'milestone\release' of the beta. However, as it currently stands (and this is subject to change) it is an open-pre-order beta. You buy it, you get to help play test it. Sometimes it can be frustrating, but it is also really nice to be able to help make the game, with suggestions, tweaks, additions, etc. If you are willing to really get down n dirty playing a game, it can be very rewarding. If you aren't one
Hmmm....while it would be sweet if the AI would do that, in my general experience, it is nowhere near ready to by the time I am invading them. On some of their core worlds, they would only have factories and xeno labs while I would be universally at industrial sectors and discovery spheres\NLC's. This sort of....poor infrastructure management seems to have hounded the AI since the start (although admittedly in widely varying degrees). Is it possible to give it a higher priorit
That's why it is a beta ^_^
And who says they have to immediately get it. Maybe make it so that they have pay X amount of credits to get it.
Yeah, that needs to be a special tech that is both non-tradable and also cannot be stolen\found. Really makes their super ability pointless (like when one of the abilities was the trade techs). I like the idea of spore ships otherwise. It just needs a catch in there to keep it theirs.
No super abilities was already in.
Or just download Ur-Quan Masters. Free open source (off of 3DO Star Control 2). Great fun.
Well, a couple of ways that you could make this work and even semi-balanced.... 1) Only one module per station\ship. 2) Only one ship per fleet with the module, as it is the flagship. 3) The 'carrier' can only have moderately powerful weapons (maybe 2 lvls below your highest?) While this may seem a little bassackwards from #2, think of a real carrier. They have almost exclusively point defense weaponry. Okay, I know that carriers are not going to be in the game. I do
Not a big fan. Sorry. However you have presented a better case to add carriers than any other person I have seen so far. Kudos for ACTUALLY thinking your idea out.