Kurt1977

Kurt1977

Joined Member # 2887075
4 Posts 12 Replies 234 Reputation

Hello! Go job so far! I don’t like how life support work. For me, life support restriction should refer to the number of week a ship can survive without resupply. Right now, ship never resupply. Ever… So here is a proposition. Split life support in 2 different tech. <stron

22 Replies 41,524 Views

Hello! Go job so far! Now for my comment… I don’t like how life support work right now. For me, life support restriction should refer to the number of week a ship can survive without resupply. Right now, ship never resupply. Ever… So here is my proposition. <span la

20 Replies 106,052 Views

Fist of all, I did not read all the tread! My point is to simply allow ship to be build on the planet as long as a they qualified as a surfaced limited ship! ( tiny and small for sure; medium ?) If that becomes a rule, small construction ships should not only be allowed, but be forced as a way to build a starport which will allow you to build medium+

33 Replies 22,796 Views

I was thinking simple for a spy to land on a planet, It would simply ignore orbiting ship. (spy trick!) When spying around a planet in the galactic map. Having more sensor than target's speed should make the difference. If the fastest warship orbiting a planet is 4 and your sensor are 6. that means even if they launch orbit to attack you, they wont reach you. And having more speed than target's speed would just allow you to outmaneuver your

22 Replies 15,717 Views

This is why I tried to plug espionage to the scout system. I know, my first post is not very clear! :) (to much IF : THEN!! ) Basically, what I propose is to give the primordial role of a spy to scout ship. Which'is, in my opinion: Gather information. So, ship build under the spy role (or scout role if you prefer) would have the command option to spy on a ship or a planet. The AI would try to

22 Replies 15,717 Views

HopeI will try a different way to explain. maybe number will speak better! 0x life support base 10 hex adventuresome +1 (+15%) = 11.5 adventuresome +2 (+25%) = 12.5 1x life support base 10 hex LS = +6 adventuresome +1 (+15%) = 18.4 adventuresome +2 (+25%) = 20 </

4 Replies 4,771 Views

This could be a harsh way to breakdown population. As I understand, Ideologies is also intended as a way for malicious races to cooperate with one another as they also need to trade! Benevolent are expected to get along with other benevolent races and Pragmatism will more likely form alliance with other pragmatic. So I would split down population into only 6 categori

26 Replies 139,295 Views

The idea here is to combine the spy system with the scout system (I will talk as a player, but each opponent gets to be player!) It seems clear that all ship will be assigned a role. (Thumbs up) So a role would be Spy ship Spy ship could be assigned a planet or a fleet (as well as explore and survey) - when assigned to a plan

22 Replies 15,717 Views

I propose that when the research is complete, it should ask you if you want to upgrade all existing building while informing me of the current maintenance cost Vs the new final maintenance cost along with the expected benefit and build time should I upgrade all. something similar to the upgrade ship menu of galciv2 proposing me to rush all with financing option(if loan still exist) Mr. Kurt

11 Replies 4,785 Views

I think that those bonus could be better define. Like the +15% ship range from adventuresome . The movement system works and should always speak in hexes. So instead of +15% I would say +1 range per module . A more visual way to display a social or economic abilities could be by showing a time line that spread over all 3 ages. One time line showing the average of the galaxie (lin

4 Replies 4,771 Views

I like your observation DARCA! I also think abilities should be revised. Some of the question I ask myself: Will negative abilities exist? Will all abilities be rated up to +2? or higher? It would help greatly to properly judge their value. Mr. Kurt

76 Replies 185,133 Views

I add this too. I finally figured out about the invisible ship after 3 turn of I tried moving my fleet around the planet I was "blockading" suddenly killing those invisible bastard! [e digicons]B)[/e] Mr Kurt

7 Replies 5,371 Views

Maybe life support could still exist for colony ship, constructor and transport. Keeping so many colonist, workforce or marines alive is more difficult than the usual smaller ship crew. And most of the time, those ship are a oneway trip anyway. It could also be more consistant when explaining robotic lifeform. Mr. Kurt

4 Replies 5,466 Views

In my opinion, life support do not reflect the actual limitation for range. First of all, ship never need to resupply at any base. Second, when thrown away far out of 'supply' range, the ship do not die, it race back in controlled space. So in good roleplay, I prefere the ´I cant communicate with central command' past this point. It could also be a nice twist if any scouted area outside of command zone where only updated when the ship return in c

4 Replies 5,466 Views

Very nice job so far! I've completed a duel as the human Vs the Drengin in a tiny galaxy, and I loved what I played. The production/wealth/research system is allot clearer now. As of planet by planet setting, micro manager will be pretty pleased! In the window where you switch the use Empire setting on/off; I would add another option: Influenced by empire setting. With this option on, you could set a planet's economy toward produc

1 Replies 2,065 Views