I like the tech lockouts, especially if the 1 you choose is stronger. Although I agree that it will be less fun in terms of losing colony potential; aquatic and frozen planets will stay at 50%. Although Derek mentioned something about this, but I'm not sure what he meant [quote who="Derek Paxton" reply="23" id="3539826"] Exclusivity does require that the tech tree layout be changed. For example using specializations for the type of
Icrushthee
I really miss the major events, I found they added a lot of immersion and uniqueness to each game! I think it would be interesting if one of the players (computer or human) could have the option of 'sponsoring' one of these mega events. For instance; you get a notification asking if you would like to stir major unrest for the other players (it could cost money or wtv). X turns later the coups start happening but you are left undamaged giving you a major military advantage, alt
In my last play through (.53) I didn't need as much of a constructor spam as before. I was able to make ships with 2 constructor modules on them from the get go, and you can only have 6 economic starbases anyway. I don't know if the latter was a bug but to me that really limits my constructor building.
Thanks for the reply guys. I'm guessing they will release a manual for all this stuff at release... right?
If I understand correctly, interceptors only field laser weapon. Does anyone know the reason for this? I'm not against this, but it seems then that if you want to use carriers you will 'have' to research laser weapons as opposed to missiles/mass drivers. Does this have anything to do with not getting the prototype elerium weapon?
[quote who="Spark026" reply="17" id="3538631"] Quoting Icrushthee, reply 16 Regarding the constructor spam and starbase building; 1. Do starbase bonuses provide diminishing returns? I'm confused about the posts above sorry.
Regarding the constructor spam and starbase building; 1. Do starbase bonuses provide diminishing returns? I'm confused about the posts above sorry. 2. I think my favorite idea is to make starbase modules upgrade automatically like planet tiles once research h
Hello, Could you give us some insights to the changes to influence and planet flipping that you guys are considering? Seems way to strong currently. Thanks!
Thanks for the reply. I'll take your word for it since I don't have a couple of hours to watch the streams :P That seems reasonable, although I still think large formations would be cooler :D
Hey Guys, So I just got back into the game since beta 2 or so, and the fleet fights (weapons and explosions) are looking pretty great to me! The movement looks a bit off though, and I also figured there would be formations to the fights you know? That the ships would form a line and slug it out instead of rushing each other and making it into a grand melee. Has there been any news/ideas about addressing this? The last time this was brought up looks like 5 months ago, a
Interesting ideas, here are my 2cents; 1. That would probably add way more micromanagement than anything else. Perhaps though, if the starbase is close enough to a shipyard you could directly upgrade it? 2. Sounds cool. 3. I feel that they already do this via starbase modules.
Hey everyone, first contribution here. I would like to share some of my ideas regarding resources (I am aware that this is a beta and the good people at stardock may have these or other ideas in the works :P, also, I apologize if this has been brought up before). 1. Consumable resources I think that the current weapon resources (antimatter, durantium and elerium) should provide a steady stream of that resource when collected by starbasses, until they are exhaust
Yar this happened to me as well, 2 different games. Hit the turn button and then nothing else happened; I can still open up colonies and stuff but the game doesn't progress and the turn button just says "waiting." Reloading/restarting doesn't help, and it happened at really random times.