Yes. they have antimatter than can be activated with as a weapon with research.
makwu
Funny that the two top threads at the moment are "This game is way way to fast" and "this game is way way too slow" :) Maybe it has been a bit unclear in marketing about what type of game this is supposed to be...expectations seem to be all over the place.
1) I was implying perhaps making this technology more available to all races, and more intigral to the game. I didn't make that very clear at all in my post, sorry. 2) I definitely agree here. I wasn't suggesting changing anything immediately, as a lot more gameplay needs to go into this before any change of game mechanics. I was simply posting my idea now, since other threads were floating around in regards to planet bombardment/spam. Thanks for the reply Schod.
This is in response to the several threads about siege spamming. I was thinking that a logical counter to seige frigates would be to make the planetary shield technology more easily/quickly researchable, and slightly cheaper. This would force offensive groups to take out shield (which can be much more easily defended than the entire planet). As it stands right now, I feel that the shield is a technology rarely used because of its later development. I think making it more relavent and useful
If we are still working on "builds", can we assume that a gold version has not be established for shipping? And that the release date will be an online only DL with boxes going out several weeks later? (Sorry to hijack) I think I mentioned that this would be the case over a month ago, but nobody took me seriously....
Well...I would say that the dismay moved from "these ships aren't moving" to "these ships need to be bigger". I would say the former bothered me more though, once I accepted that they should in hact not be moving but merely are scaled differently than I am accustomed to, it seemed less of a deal. But I am concerned how that will be reflected in the opinions of a wide audience that will not have the luxury of stardock's adaquate beta forum explanations.
Yes, it is a double post. I apologized in the other, sorry about that.
hmm. look slike kol, but not sure about the gun at the bottom.
eh...I decided to move this post, but then lost the ability to edit this one to "moved." I apologize for the double post, it was not intended. Annatar, I do agree. I am not suggesting that change can or should be made, simply that players are having a difficult time reconciling the fact that they have come to expect “frigates don’t move” and “frigates are medium sized ships”. In sins, “frigates don’t move” and “frigates are small sized ships.” Thus, watching them sit still i
There have been FAR to many repeated posts about ships moving. Hopefully no more. It isn't even an issue of them moving, it is actually an issue of scale. I have come to realize (after also being dismayed initially about sitting ships) that it is a scale issue, not a mobility issue. As has been said a few times, the frigates in games like HW don't move either. The problem then is scale. The capital ship scale compared to the frigates in this game is much more pronounced, and visual
I have come to realize (after also being dismayed initially about sitting ships) that it is a scale issue, not a mobility issue. As has been said a few times, the frigates in games like HW don't move either. The problem then is scale. The capital ship scale compared to the frigates in this game is much more pronounced, and visually we have come to expect ships that are so much smaller than the largest ships to be movers. Visually, we expect ships that are say "half" the size of the largest s
I know this problem has been raised many times; however, I have a specific condition in which it occurred. I had the waypoint for my factory set to my capitalship (which was the only ship in fleet 1). I had about 10 frigs qued, but my capital ship died. All the ships produced that were set to the fleet waypoint went screwy. Many just ended up moving from my homeworld to the point that the ship died, but didn't attempt to use jump lane.
Unless I am mistaken -- in which case please delete this -- the ship weapon/shield/armour data is not updated on the ship info screen due to researched upgrades. Is it possibe to have the main number updated, or a second number letting the viewer know the upgrade total. I.E. (Ship default 10 with 25% upgrade) Lasers 12.5 or Lasers 10 (+2.5)
[quote]Thanks for your feedback Makwu. You'll be happy to know that some of your concerns have already been addressed [/quote] Good enough for me. Thank you Craig.
I haven't heard any evidence to suggest that claim, just a logical hunch. It would buy them a few extra weeks of develpment without missing their deadline. But, just a hunch...please don't take it as fact. sorry about that.
No, counter measures to targeting systems would certainly exist. That completely supports my my initial point of some ships specializaing in close range. The argument was that the"range" would make that somehow more dangerous than taking hits from the main guns. My follow-up was "range wouldn't be a sufficient difference" for the targeting computers. And counter-measure technology would certainly exist. But, as Yarlen said, it won't happen. I doubt that 30 days to gold is accurate.
[quote]Just because you think the ships should be reorganized, which has been explained by many as immaterial, doesn't mean they have the manhours left to do such a thing...You act as if it is EASY to make a game.[/quote] I didn't claim they had the manhours left before the scheduled release date to properly make the changes I've suggested, or that making a game is easy. I simply stated that the changes I suggested -- other than the close range weaponry -- would not require new feature
Wow! Very impressive. I can't help but notice how much better your image looks than the first screenshot from the upcoming startrek online game :) Isn't the model detail supposed to be signifigantly better on MMORPGs than on RTSs? Sigh.
Ah. Well your post can certainly be taken that way as well, I apologize for going the other way. I had just written my previous post, so my mind was in a defensive mode :)
Ron, perhaps you didn't read my post thoroughly. The reasoning to support the issues is well laid out. If you disagree with my reasoning, I can appreciate that. But it was certainly given.
I appreciate the responses and anybody who took the time to read my earlier post, and this one for that matter. First, I was not advocating excessive realism or complete disregard for it, and neither was I proposing what "I" would like to see. I have been around long enough to know that everybody has their own taste, and if it were up to me, most games would be much different than they are. But no game is made for "me." The viewpoint I took was: What will reviewers and potential customers th
I have just played the game for over 20 hours and was please by many things about it. The concept has incredible potential, and that is very exciting. I do, however, have some critiques that I hope are helpful. First, let me qualify myself by saying that I have beta tested about 10 games over the years – though admittedly only one of those was a RTS. Perhaps more importantly, I have been gaming for many years and have played a wide variety of computer strategy games as well as tabletop minia