Rest assured MP will be fixed and eventually improved upon. MP players just need to understand that they are a rather small minority of the player base and other things are more likely to take priority. Things that most likely are done first will be any bugs and instability with MP... I guess you will see that within the first few patches.
JorgenCAB
[quote who="EvilSalmon" reply="21" id="3551146"] Everything you put on your ship is just a Stat. At the start of combat all stats are calculated and the battle result instantly determined. Every thing to do with Range, Maneuverability, speed, defense, offense etc. Is all thrown into an algorithm and the result determined. All you are doing with the battle viewer is seeing a non-accurate reenactment of the battle using a simplified physics engine with NO AI. The AI
Good video that highlight what you can do if you exploit the mechanic which obviously break the competitiveness of the AI on any difficulty level of the game.
They don't show it for the same reason they don't show min/max colony management either... so that the broader audience don't find out these cheesy tactics too soon and break the AI competitiveness. ;)
At least it was pretty easy for me to mod the range of star-base sensors so they are useful... as for sensors I can easily just NOT stack them in single player. I do think a diminishing return on most silly stacking would have been a much smarter and balanced game feature for most components. Weapon effects should not stack either... they should just be its own component in combat so we could have more varied weapon types in the game with many different characteristics.
Missiles get more powerful the larger two fleets are since range get more important and it becomes easier to focus fire on a single target so you can take out an enemy ship faster, this is a relatively big drawback to a weapon with short range even with the rudimentary tactical maneuvering in the battle viewer.
Kinetics will need a slight boost in its efficiency. The fact they are very cheap do have their uses I will agree to that, especially the fact you can churn weak ships in great numbers fast even at low manufacturing worlds can be important, but at the current state of kinetics they are just too weak and amour too easy to get to counter them.
From a tactical point of view it make no sense what so ever... I hope and do think the battle viewer will get some love down the line. Currently it is not all that fun to watch other than look at the light show.
I would like for the game to have an option where only technology that are the same in different trees can be traded and specializations can't be traded once you have one of them.
Instead if guessing it is pretty easy to take a look at the file and do the numbers and then judge... The basic truth is this... where Value is taking DPS, range and mass into consideration Beam weapon Tier 1 (not the tier 0 one) Cost 32, Accuracy 100%, Damage 3, Cool down 5, Range 800, Mass 14 DPS 0.6, Value 13.68 Kinetic weapon Tier 1 Cost 7,
The problem might be if you are gifted with a specialization you don't want to have means you can't research any of the others. Perhaps the AI should not gift specializations unless you have researched at least one of the other options first. Some players might just be a bit frustrated when they can't select their favorite specialization. Trading for them is completely different, that is more of a conscious choice.
I think they said they would fix all multi-player issues as fast as possible but also said that multi-player are less then 2% of the player base of the game so other stuff might get a higher priority. I guess stability in multi-player are a high priority but more refined changes less so. Minor issues have not impacted review much as far as I can see and I really don't see why they should either. The game are perfectly playable even with minor errors here and there.<
A pretty good rule of thumb is that you dedicate about 50% of a world on supportive infrastructure such as morale, population and industry and the other 50% for either wealth or research, not both at the same time. Or on industry worlds about 2/3 industry and 1/3 supportive infrastructure. Juts to give you a rough estimation on a good balance.
I don't think this is a bug but rather is intentional...
Ok... there are a few terms you need to learn and what they mean. Production: This is a planets total RAW output of productive capital that can be divided between Manufacturing, Research and Wealth. The main contributes to a planets Production is population and the capital and directly modified with a planets approval rating going from -25 to +25 percent. Manufacturing: this is the part of the production you use t
It is rather simple... each improvement belong to one or more categories. If any building next to them give a bonus to that category they gain a number of levels depending on what adjacency bonuses those buildings give. So... a "basic factory" is a Manufacturing improvement, they also give +1 level to any other adjacent Manufacturing improvements. So in this case any other "basic factory" adjacent to them gain one level. If you for example build three factories in a tri
This is not only a matter of logistics but the overall power balance in a battle. Once you gain a certain amount of advantage you practically destroy the enemy so fast you don't receive any losses, or extremely few losses, Sometimes it seem this threshold is reached rather abruptly... you can go from a rather even battle to a clear win with a few changes. I'm not sure how this problem could be addressed though outside of a better and more observant AI.</
What I said have no relevance to the starting cash, that is wealth you get for free and is completely sepparate from generate new wealth to rush manufacture capital.
Using wealth to rush improvement and ships is an important tool but you need to look at the pros and cons. You essentially shift production capital from one planet to another at a price of 15:1 ratio. In the early to mid game this is generally a waste, but as you start earning trade and tourist income it become more viable as a substitute for on site planetary production. For most empires it is better to rely on industrial production as the main s
This is especially true if you have a couple of carriers in the fleet who through a few assault ships in front who soak damage. These assault ships are then available again in the next fight. It is pretty easy to focus on things such as logistics, capacity and miniaturization to get fleets that simply can't loose and take more or less no damage. I have experienced this a few times. I also never use the battle viewer when in combat with station
First episode I didn't loose a single ship... Destroyed the first fleets and took over the Thalan planet on which I spammed some factories and a factory capital. Built a large sensor boat that revealed the whole map then just sent my fleet to destroy all Drengin ships, bases. Built three colony ships and four transport ships and invaded the two planets. It was all over in a very short time frame... ;)
It is Manufacturing but it is still way to OP... ;) I do agree on all the OP points and it is not hard to find the optimal strategy. The only way to play the game (in my opinion) is to impose restriction on your own game such as never allow a slider to go full 100% in any category. My restriction for a somewhat decent balanced game against the AI is... Maximum two engines per ship. Max
Problem is that you will get even more people into this thread after the game is released when they realize how OP sensors are and how undervalued station sensors are. You say there is an OPTION of using sensors on stations when they are much more expensive to build than a small ship that has better range who also is maintenance free. There are only the option of doing something really stupid and only serve to confuse new players into thinking they actually are doing so
[quote who="MrStarTrek" reply="172" id="3549067"] Just wait until someone fleets several scouts and you see the same issue your complaining about with one sensor ship. I am sure someone going to say no sensors on scouts because fleeting makes sensors overpowered. I should do this just to prove my point. [/quote] It is much simpler to deal with smaller scouts since you can chase the off, large sensor boats not so much. Th
Why don't you answer his question... is that so hard. The quesion is not why starbases is in the game, it is why starbes sensors is in the game? Why not answer the actual question for once?