Simplicity123

Simplicity123

Joined Member # 2586767
22 Posts 90 Replies 1,327 Reputation

Why should I care whether armor has less mass vs is more effective? Less mass IMPLIES more effective as I can simply add more armor modules. The specializations all make me go... meh. I'll take the mass option. Here's a better idea: 1) Armor specialization: a. Explosive armor (armor modules now provide +2 missile defense) b. Shielded armor (armor modules now provide +2 shield defense) c. Armor takes less mass. Now tha

4 Replies 18,793 Views

I have anyways been against the wealth/research/manufacturing sliders. It's a ridiculous system with so much fiddly that it should give a huge bonus to the AI because it's not worth the player's time to mess with it on every planet. But it was one of the first things implemented because someone can't let this terrible system die. The game would be better if they just cut it out entirely and let planets specialize via their buildings as you would expect.

12 Replies 24,858 Views

Even better, the exact same planet gets DIFFERENT icons with the exact same research. Nothing done. Just go from planet to planet and the number of icons change. Here's a screenshot of New Iconia as posted above. 68.4 research. One huge icon, One large, one medium, two small. Close but no cigar. There's a gap, which makes me think that maybe icons aren't always being displayed? <a title="http://imgur.com/oRoNNGa" href="http://i

6 Replies 18,757 Views

1) When I get invaded, I get a confirmation dialog. 2) When I get conquered it's a VICTORY! ... for the other guy. 3) Nothing is clear. There's stuff all over the screen and almost none of it is explained. 4) Sometimes invasion causes the game to get stuck. Then the next action button no longer works. 5) It's totally opaque before you invade. Send one transport to one planet. Shake the magic eightball and see what pops out. &

0 Replies 8,947 Views

I think it'll get a 75-80, which is a shame because it's got the true potential for greatness... and I think it'll reach that greatness after release. Stardock is not going to abandon it. But there's just a huge slew of minor issues and balancing issues. I played the game for a few hours and I repeatedly hit things where I just said... well... that's a bug. It wasn't anything major, but it's certainly enough

28 Replies 65,924 Views

Bugs/potential bugs: 1) The ideology tree doesn't highlight properly (or perhaps enough) when selecting an ideology. 2) I have seen cases in battles where one side doesn't appear to fire but still is doing damage as normal. 3) Influence boundaries should swap resources to starbases within those boundaries, should they not? 4) Is it just me or does population growth (for the Iconians at least) seem REALLY fast. I never build colonial hospita

0 Replies 7,535 Views

Couple of minor things the still annoy me about the release candidate: - Search and replace Moral for Morale. This typo is everywhere. - Ship movement movement indicator shows ship range and NOT where you'll get to in one turn. It's super annoying to click on the "1" and then have your ship not get to it. Perhaps because some moves were already taken.

3 Replies 13,364 Views

I'm still confused about the ship classes. When I do ship battles, I tend to get into scenarios where I have one force hanging back while the other gets bombliterated. Surely it would just always be better to have EVERYONE hang back so that only the full force can be engaged at once. Why not make everything a capital ship then? And since it's the capitals who have all of the hit points and armor, don't I actually want them in the front taking all the hits

29 Replies 236,174 Views

[quote who="abiessener" reply="11" id="3541469"] Quoting Ryat, reply 5 No its Chick. Tom Chick designed this particular chit system and now it gets called chick in Stardockian lexicon. It's named after Tom because of his long-standing advocacy of detailed tooltips, yes. He didn't design our particu

22 Replies 131,283 Views

[quote]We have a whole new chick designed for giving information on ships because frankly, the current readout is just not enough (weapons range for example). [/quote] This looks great and brave to cut what isn't working, but more importantly... Did you really just say "chick" again? It's CHIT. CHIT: a note; <span class="oneClick-link oneClick-availab

22 Replies 131,283 Views

Being different from Civ is not a crime. There's nothing wrong with that. What I don't like is the way the design makes non-critical buildings (i.e. non production, research, influence) almost not worth it to build. That's all. And I think Planetary Defense falls into that category.

13 Replies 31,349 Views

Heck, you want the EASY solution? Make Planetary defense a project that just ticks up the planetary defense rating. Done. Not as cool, but it'd still be better than as is.

13 Replies 31,349 Views

Yes, the building one thing at a time constraint is there in GalCiv also. That's what I'm proposing as the better alternative for choice here. Think of how much better a game that would be. You could still have interesting choices there. You could build sensor buildings. You could make pop growth buildings that don't instill regret as your planets near insta-fill with population. Here's why planetary defenses will always be worse than anot

13 Replies 31,349 Views

The benefits of another lab or factory on every planet DO significantly outweigh the benefits of planetary defense on every planet. If you're letting transports hit your undefended planets, you've already done something wrong. I keep hearing this "I want choices" defense of bad design. Let's compare to Civ. In Civ, cities are not limited by "City Quality", though they may be limited by terrain. Any city can be made defensible, given the investment i

13 Replies 31,349 Views

2) Sensor techs should affect the planets. It's pretty annoying to have to create sensor fleets. 3) Please auto obsolete ships when a better version is made.

13 Replies 31,349 Views

1) Planetary defenses have too much of an opportunity cost. In Civilization, say, building walls on your city doesn't make your city less effective. You shouldn't need to take up extremely valuable production/research space to defend your planets. Instead, have slots along the bottom of the map specifically for defense structures. The only cost there is when they get built. I would also suggest upping their cost some. This means that people will act

13 Replies 31,349 Views

I think that hitpoints in general need to come up some. Long range beam ships seem silly overpowered right now because getting in the first strike tends to mean blowing up all enemy ships without taking any damage yourself at all. If the hitpoints were higher, then beams wouldn't blow up your opponents in two shots. Longer range would be an advantage but not annihilate fleets completely before they can close and get some damage in. The numbers that are use

0 Replies 4,865 Views

Let's assume it's crushingly penalizing to trade tech. You get 1 tech for every 3 of yours that you trade away. If there's three other players, you are now doubling your tech points by trading vs not doing so (you're doubling those three opponents techs as well). If there are more than three players, you must participate in the tech trade game or get destroyed by the AIs that do. Also, how much more micro intensive has that become? Do I now have

16 Replies 39,811 Views

Along with that, whenever you come to such high levels of micromanagement, it's essentially an unfair advantage against the human player. The computer can compare techs with all of its neighbors every turn. Sure humans can do that too, but your game suddenly becomes ridiculously boring. If the advantage for this comparison is too high, then it becomes annoying to play the game. Which defeats the purpose of making the game in the first place. Similarly with

16 Replies 39,811 Views