Lightzy

Lightzy

Joined Member # 2373685
1 Posts 17 Replies 142 Reputation

I remember an episode where this general on babylon5 boasted to the commander (whoever it was that season) that with current earth technology, the minbari war could have ended differently. They were showcasing some new fighter ships in that episode and they could definitely get a lock on minbari ships. I guess I assumed that this means they're above centauri tech already. Granted, it was just a boast by a human general, but it IS at least a bit indicative of human technology lev

311 Replies 483,449 Views

The system strain of ANYTHING more or less would not be negligable on low end machines.. and it IS strictly an aesthetic thing. So articulated turrets can be optional. I just think its just about the worst visual blooper you can do when you can reach a situation where a cannon is visibly aiming one way and a shot firing another. You don't need any distance calculations or anything. Just the turret to align in the direction of the shot which is already calculated. as soon as

140 Replies 31,767 Views

Um, if its per salvo and not damage per second, then how can you gauge accurately which ship does more damage than another? do all ships cannons fire at the same rate?

62 Replies 104,507 Views

You kinda need a 'DM client' to do all that.. Maybe a starting base thats invisible and indestructible, no fog of war, and the ability to create/destroy anything, send messages from any source (assume the role of a ship and send msgs to players from it so it's as if the ships captain is saying something to the player?).. tons of stuff you need to be able to do. not sure any game is THAT moddable.

18 Replies 11,548 Views

Ron, I think you might be wrong though. The fact that turrets are animated properly does not mean that they operate on some physics engine, much less does it have anything to do with the projectile or beam.. those are animated as they already are, the only thing you need to do is animate the turret to align with the direction of projectile (which is already calculated and used). there's no physics engines or complex calcs involved, just more animations and some relatively very simpl

140 Replies 31,767 Views

If you didn't understand, he said "tried the beta SOONER", meaning he played the game, then saw the flaws, then wrote them down. But here are 2 points for your uneducated sarcasm. 3 points next time if you learn to read. Other than that, the game could DEFINITELY feel more alive with a few small changes, I kinda agree with the general spirit of his post, if not with the particulars exactly

13 Replies 4,762 Views

Im not sure what kind of toasters you people are using but my computer is several years old and runs SupCom with high details without a hitch in performance even on large 4v4 games (other than lag, sometimes, if a laggy bastard sneaks in). That said, if I zoom down to combat and see a gun pointing on way and a laser shooting out of it to a completely different direction, I'd think "whos the utter idiot that made THIS?". Of course, it may count against me here that I think

140 Replies 31,767 Views

I don't think it'll mesh very well.. The vorlons/shadows are clearly superior to the minbari, who are clearly superior to the EA, who are clearly superior to the centauri, who are clearly superior to the narn, who are clearly superior to minor races

311 Replies 483,449 Views

Auto retreat options in a submenu: 2 sliders, one for shields, one for health --> adjust when your ships move out with pinpoint precision at any point of the game. each ship class gets its own 2 sliders. All in all pretty workable. I thought the point is to give you as much command over the game as you would have if it weren't a game.. a 'retreat if --' standing order is pretty basic. sure, it would usually be left to the commander of the specific operation t

60 Replies 194,761 Views

where have you been? its the same problem with EVERYTHING in galciv. EVERYTHING is just a smaller/better version of the last thing. farms, weapons, armor, factories, soldiering bonus.. there's nothing special or unique about anything and it makes the entire game dull and drab.. Everything ammounts to a small or big bonus to this stat or that stat, rather than giving unique gameplay functionality to open up new strategies. stu

11 Replies 11,680 Views

I prefer flat out 4max per sector, race nonwithstanding. If the AI bugger out-starbased you, you'll just have to take it or destroy his starbase to make room It would also help the AI, I think, if the 4 places for starbases in the sector would be set in advance when generating the map. also, no big hurt to gameplay there. I always hated seeing starbases all cramped up together

9 Replies 8,818 Views

Mainly I'd prefer a defensive structure to a starport because it means I won't have to constantly upgrade and build new defensive ships to keep up with tech and enemies (consider you have 20+ planets. this process can take up more hours than anyone would like) and that I'd usually have up-to-date defense on my planets rather than have some planet I forgot about with a couple of ships from the start of the game get taken over with mass drivers and destroyed completely. and t

34 Replies 18,042 Views

because not every planet should have a starport. often planets don't have the manufacturing base to build ships in anything resembling alacrity, and definitely not in late game when this problem is at its worst

34 Replies 18,042 Views

because not every planet should have a starport. often planets don't have the manufacturing base to build ships in anything resembling alacrity, and definitely not in late game when this problem is at its worst

34 Replies 18,042 Views

You can build ships with no engines but you'll still have to have them upgraded/scuttled as tech advances, and consider that not all planets have a starport or anywhere near the kind of industry necessary to build a defensive fleet, so you have to create them in other planets, then send them everywhere around your empire.. now if you have 5 planets, its an annoying bother. if you have 50, well, thats why I don't play on big galaxies.. Orbital fleet manager does squat in terms of reduc

34 Replies 18,042 Views

You can build ships with no engines but you'll still have to have them upgraded/scuttled as tech advances, and consider that not all planets have a starport or anywhere near the kind of industry necessary to build a defensive fleet, so you have to create them in other planets, then send them everywhere around your empire.. now if you have 5 planets, its an annoying bother. if you have 50, well, thats why I don't play on big galaxies.. Orbital fleet manager does squat in terms of reduc

34 Replies 18,042 Views

Then call the building a 'planetary fighter base'. by all means. GAMEPLAY is the important part. But for the sake of argument, satellite defense would be much more effective, requiring little maintenance and able to preform evasive manouvres with acceleration as high as its thrusters would be capable of, since there's no human aboard to be pulped and mashed by sudden high acceleration.

34 Replies 18,042 Views

The problem with some people here is that they go for ridiculous 'rock logic' and 'not moo2' arguments while the ppl who see the point are the ones who understand the benefit to gameplay dynamic (ie not having to bother incessently with creating/sending/moving/replacing/upgrading planetary fleets everywhere, and constantly. As for the fun factor, I suppose that's just a basic disagreement. I don't agree that its fun to be winning, but having to retake planets all the time because I ne

34 Replies 18,042 Views

1) I'm not sure whats so fun about being permanently agitated about the possibility that a tiny fleet could sneak around yours and conquer a starsystem. 2) Of course it would change the dynamic of the game! Instead of having to create fleets and land them on planets and upgrade them all the time and build new ones as tech grows and TONS AND TONS OF MICROMANAGEMENT THATS A PAIN IN THE ARSE (especially on big maps), you'd build one building (or two or three)

34 Replies 18,042 Views

Remember moo2s planetary batteries? missile silos? orbital platforms? Wasn't it fun and relaxing not to have to worry about having a big fleet around every star because you'd know you were relatively well protected against small assaults? wasn't it infinitely better than building bothering to build a few ships (or bring ships to starportless planets and knowing that unless you have a good ammount of them there, and a fleet manager, even the sorriest little fleet could take that p

34 Replies 18,042 Views

its easy to mod all those things in. making colony modules hella expensive, making colony upkeep fees insanely high, etc. There might even be a hook to tie colony upkeep to technology, I dunno, but the problem it getting the AI to figure it out. with the expensive module it'll just spend eternity building colony ships when it should be focusing on science and social production. with high upkeep fees it might starve itself to death

72 Replies 63,120 Views