Just throwing this out there but if the Iconus is supposed to be more of a late-game unit, what would happen if the Iconus and Domina were flipped in the tech tree. This way by the time you need to research it, you've probably researched the necessary shield techs anyway. If you could shut down enemy fleets early on with the cheaper Dominas and get the healing ability earlier (4 or 5 labs?), would that make it more viable without fixing? 120 crystal does seem a bit s
stein220
like an ability for a corvette or frigate to latch onto an enemy ship and just start ripping it apart to get all of the crunchy metal from the outside and juicy crystal inside?
Hopefully the civilian tech trees in general will also get reworked a little with the rebel civilian trees also accentuating the differences. The TEC rebels may still need money to build their forces so I could see them getting a tech for a credit bonus to commerce raiding and bounty hunting (a little like pirates, but not too much). Advent rebels could have one that gives a boost to culture resistance early on so they can resist being brought back into the fold (similar t
mines do not concern me, admiral. I want that ship.
[quote quoting="post"] Choose engagement range and auto-join fleet before ships are constructed This would be great to ease repetitive micro when you don't want ships to auto-join and want them not in the default "Gravity Well" engagement range. I don't know what would be best, to do it either only at a global level for all new ships constructed, or also at a planetary or factory level (would that level of control be useful ?) [/quote]
Perhaps initial capital ship choice for AI players could be based on personality? Aggressive ones would favor carriers first and then battleships or siege caps while eco and researcher personalities would favor colony and support caps (maybe just colony). I haven't paid close enough attention to see how much it tries to do this already as I always play against random AI opponents. I should probably pick a specific type to play against it and se
bombers are just small fast ships but if you get a swarm of them, they can be trouble. but who knows?
Also, as one of the game modes, how about a 'king of the hill' mode where you have to control a desert planet for a set amount of time. Give it an artifact or 2 and call it 'The Spice Must Flow'.
Not sure if this has been raised before but I'd like to see Pirates and Neutrals have base difficulty levels the same way the AI players do. I'd prefer not to have to use the map creator to fight strong neutrals and their little gray hangers and little gray turrets. I think I have mentioned this before but having neutrals from the other factions would be cool, even if mostly cosmetic (little gray Destras and little gray Assailants, etc.).
Corvettes are being introduced with Rebellion as well, so they might be a counter or have some role in this.
[quote who="Seleuceia" reply="69" id="2973112"]Realistically yes...problem is, since the default diplomatic status is war, you invariably must kill some enemy ships simply to stay alive...structures, SBs, and planets are one thing because in order to destroy those you have to go on the offensive (usually)...but with ships, you could be destroying entire enemy fleets in defense of your planets or simply to stay alive... That becomes a problem if defensive actions have diplomati
I just want to state that overall, I'm very satisfied with how this patch improved the Diplomacy expansion. Until now, I never offered missions to AI's and sent Envoy's only to keep some of them off my back while i attacked other empires. But this patch makes a real game of Diplomacy. Thanks for the continued support.
[quote who="sareth01" reply="66" id="2968101"]I would give advent earlier and more effective healing capability, and perhaps a small economic tweak to give advent SOME economic advantage in the early game....maybe a research that gives them better crystal production then other races, since TEC is great at getting creds, vasari never seem to run out of metal (usually) and everyone currently needs crystal. [/quote] Advent seem to be even more reliant on crysta
[quote who="DirtySanchezz" reply="129" id="2966556"]I wish there were a way to tap into each frigate factory and tell them how to make the ships--what their attack range should be when they come out, whether to have auto join fleet on, and whether auto attack should be on (for scouts and colonizers and the like).[/quote] What kinds of strike craft carriers have? Maybe in Rebellion?
Just throwing this out here but what if: 1. Illums were just T1 instead of 3 b/c its not as good, switch it with their Purge vessel in the tree (b/c who cares). To make things varied, switch the Vasari siege and lrf in their tech tree. Right now they get T1 lrf that can get phase missiles later while advent have to wait for theirs which requires 5 labs to get the special ability. I don't remember how many labs a Destructor needs. 2. Make the A
I personally don't have a problem with scouts having a combat role for now (unless corvettes do take over), but I think I would prefer their auto-attack to be enabled by default. I build far more combat scouts to defend against siege frigates. orgovs, and lrf than I build for recon purposes. I could more easily turn their auto-attack off while i'm turing their auto-explore on if i want my scouts to scout (or just turn it off if i needed to park a scout). However,
One little thing I notice is that often when the game starts, all the AIs seem to randomly yet collectively decide they don't like 1 empire, Now, sometimes I abide by this "council's" decisions and attack the pariah to take their planets and get mission rewards, or sometimes I ally with them, depending on my position and goals. However, I like the idea of having them decide who they like and don't like based on their position, as a human might, as Des suggested (e.g. try t
Slightly off-topic: It would be interesting if building a starbase in an ally's gravity well caused you to lose relationship points with them (faster than an envoy gains them) as they interpret it as a hostile act or it simply causes social problems like real world bases can when put in other countries. This would make the above-mentioned exploit slightly less attractive. True, it would make it harder to defend your allies, as you would have to use ships, but that's the in
I might be off base here, but would some sort of buff to fighters fix this, even if just increasing the number of fighters per squad or increasing the damage vs. light armor, in addition to the suggested AM buff on the hangar itself? It seems like the biggest complaints in many threads have been about bomber spam, lrm spam, and now orgov spam. Fighters counter these units, don't they? I know we don't want fighters to become the new uber-unit so maybe increasing the d
This is a question that has been on my mind lately, as well. I imagine if we were to colonize a new planet, we could be a little more forward-looking about where and how we build our cities. With FTL and other futuristic technology it could be possible, but sustaining those billions would require mining resources from other planets and asteroids. As pointed out above, fashioning said resources into useable products at their point of origin rather than on your terran
[quote who="Zeta1127" reply="25" id="2924048"]Maybe the new capital ships will be the scrapped ones from pre-beta Diplomacy, which are the TEC Vera Destroyer, the Advent Salvation Destroyer, and the Vasari Marrasek Destroyer, respectively.[/quote] Was not aware of those. Do you know anything about them?
I was also thinking about a possible Advent tech that could convert neutral worlds with culture (not sure what it would do with the militia though). Perhaps the TEC's "incite rebellion" research could turn a planet and its militia into an actual rebel faction to attack other players (or maybe you, supporting rebels is tricky business). Both would also work after enemy worlds are overthrown and become neutral. Not sure what Vasari's tech would do?
You also have to wonder what corvettes will counter, if anything. bombers and lrm's are what most people talk about right now. if they can counter lrm's, that could take the pressure off of lf's to go after enemy carriers (and let capital ships live longer) and free up the fighters to concentrate on the bombers. Their speed might enable them to close the distance with lrm's quickly and might not be targetable by them if they move like strikecraft. but
Pirate difficulty levels similar to AI-players. I can't remember if I've mentioned this before in one of these suggestion threads. I love what the latest patch has done with pirate scaling in-game but some different pre-set difficulty levels could give them better starting options and scaling rates. The harder ones using cap ships might not be out of line; perhaps a cap ship could count as one of the upgrades they're allowed to buy under the new system but with
Online Armor Free reported a keylogger on Sins for me also; interestingly enough this was right after I did a factory-refresh on my PC. (However, I'm ditching Online Armor because it goes crazy with Avast). Store-bought Vanilla disk updated to Diplomacy via Impulse.