StarHut

StarHut

Joined Member # 6495533
1 Posts 3 Replies 172 Reputation

Tried couple of ships with 100+ speed. Didn't seem to have any effect on how enemies miss. They only got close very quickly and flew around very fast. Also it affects how close to enemy ships are in beginning. Fast capital ships are much in front of normal capitals. Fast assault ships start in front of enemies. Could make sense on large kinetic ships, when you get choice between 2x-3x speed vs 10% increase in firepower. Extra salvo in the beg

18 Replies 30,799 Views

Biggest problem currently is the escort ship as it can protect _attacking_ ships completely. There would be quite easy solution: - Support: Doesn't shoot unless attacked directly (carriers and transports). - Escort: Protects support, which can't be attacked before all escorts are killed. If no-one attacks escorts, these _won't_ participate to battle before all other friendly non-support/escort ships are dead. - Assault: Like now. Starts close

21 Replies 58,944 Views

I played few games with Terrans on Genius and had no problems winnings despite being noob. Mostly won because AI ships were slow and ineffective, so as long as I had one proper fleet, it could pick them all up. Now I started game with Altarians, one level higher difficulty, medium map again. Neglected military in beginning and Terrans started war after 65 turns. Was thinking building few durantium driver prototype ships quickly and pushing AI back, but got attacked with

13 Replies 22,810 Views

If minmaxing ruins the game, why do it? If you don't use planetary wheel, there is no need to specialize planets. Only buildings connected to each other have synergy, so if you have 2 planets with two continents, it'd no difference if you have 1x 100% ind and 1x 100% sci planet or half and half both. I stopped using planetary wheel and it's more fun to play this way. Same with escorts and capital ships as full shields and no guns escort is bug/exp

18 Replies 42,981 Views