[quote who="DARCA1213" reply="1" id="3476235"] If someone from SD wanted to make a real round looking galaxy, I would suggest curving the edges. i.e make a area of curved hexs or graphics near the edges of the map to look like a real galaxy and not a hexagon. AS for making multiple galaxies. Has anyone else thought that the clusters setting on huge maps will basically be the same thing? Or how about one half area everyone starts in and the other can be far away and empty of c
TheSoloDriver
I just hope Carriers are done right. Having tiny and small hulls loaded with weapons, without worrying about packing life support and engines will make them very deadly in combat. Also makes end game combat not just a game of max out who has the most big ships. This really balances the game and makes even small empires stand a chance against a huge empire that didn't balance their fleet.
I loved taking enemy ships as trophies in Masters of Orion 2. Only problem is I would have most my ships with the black hole weapon system and not realize I sent my boarding party on a ship that was about ready to disappear into the void. Whoops. Also was fun to have all my ships from various empires stationed around one planet. Kinda made it a museum planet showing my conquests throughout the ages. [e digicons]^_^[/e]
[quote who="Valiantheart" reply="5" id="3474368"]In Star Wars or Battle Star Galactica a single fighter would NEVER be able to take down one of the larger battle ships. [/quote] Single A-Wing took out a Super Star Destroyer. A squad of Cylon fighters in Battlestar took out a newer Battlestar since it's computer systems went down. I think the confusion here is we keep saying fighters when there are another class called a bomber that is meant to take out larger targets. <br
Well since I'm stuck at work during the live stream tomorrow my two major questions are this. 1.Ship AI This really concerns me for assigning roles to my ships in the fleet. Let’s say for an example I have two ships. One is a tiny hull with lasers that focus on accuracy rather than firepower. (a fighter role)The other is a tiny hull with missiles designed to be high yield but not accurate against tiny ships. (a bomber role) Now my opponen
[quote who="perigrine23" reply="1" id="3473991"] 2. Carriers and tiny craft(aka fighters and bombers) If made like the traditional carriers of today this ship class will more or less change the game. What more or less ruined the gameplay of the last game was nothing matters, in the end bigger is better. This goes against all modern warfare. Giant ships one shooting tiny hulls is like me trying to shoot a fly in my house with a hand gun. There is no way that a gian
First off been loving the Alpha build so far. Still, there are so many things I’ve been wondering about the final game. 1.Ship AI This really concerns me for assigning roles to my ships in the fleet. Let’s say for an example I have two ships. One is a tiny hull with lasers that focus on accuracy rather than firepower. (a fighter role)The other is a tin
[quote who="ParagonRenegade" reply="4" id="3442463"]It's been mentioned that there may be pre-battle orders that you dole out, but little else is known. It also remains to be seen whether there will be "Antifighter" weapons like you describe, but since accuracy is now a thing, I suppose it could factor in. I also hope that this is handled well; I don't want tactical combat, but I want my ships to be semi-competent.[/quote] <div id=
Sorry, had a brain fart. What I meant was since not being able to control the units in the tactical combat screen and since the AI is still going to be doing the job like in the last game if the AI has been tweaked to address specific ship roles. I'm just worried my ships will be just floating around targeting random ships that cause my well balanced fleet to be destroyed by a fleet that it was specifically built to counter. Might lead to some nerd rage and throwing of computer moni
With it being confirmed that tactical combat is out the window how will our AI fleets react in combat? With ship specialization becoming a more key aspect of the game I worry that ships will become confused in combat. Case in point; I have a fleet of a heavy hitting battleship and a cruiser set up for a more support AA role in targeting smaller ships. I end up in combat with another heavy hitting battleship that has a wing of fighters. Will my AI forget their roles and my battle
I am extremely excited to hear that carriers are being brought into the game. Being in the military myself, I usually bring tactics I've learned into the game play. With the addition of having weapons focus on accuracy as well this is a huge step forward in making a more realistic experience. In GCII I hated that massive capital ships were one shooting my tiny recon ships. Yes, I agree a giant mass driver could destroy a little fighter in one shot, but have you ever tried to shot a fly wi