Anybody remember "Birth of the Federation"? If you have it go back and play a few rounds of combat. Then ask yourself if this would be a good way to add tactical control to GCIII. Combat was played out in 4 different ways (if I remember right, havent played it since '02): 1/2: just like GC2 (you just get to watch or not) 3:issue orders by ship type (ie, scout, assult, ect.) 4:issue orders to individual ships
Black Hussar
Blakes 7, old Dr. Who, and space 1999.
[quote]ie, largest single size ship is 1-4. however it can carry 20 points of logistics, that means you have 20 little ships, or 5 more powerful ships docked[/quote] Should be more like 10 points for better game balance.
It's just a thought, but mabye the survey thing has already been adressed. I've not downloaded the update yet, so I haven't seen the new features, but SD may have put in an auto load of new anomalies when the remainder count gets down to say 4 or 5.
Therefore there is no advantage what so ever to using carriers. In fact in the future when we really do have space navies and such, carriers will not even be considered and the only familiarity we will have of them will be in ancient history books. What you talk'en 'bout Willis? Now if that isn't the dumbest thing I have ever herd of. How can you say that with a straight face? I must admit a ture carrier "might" not be feasible in the future, but so
Ok people, all politcal and ideological issues aside, try this . How about ,I think Terraner will like this, a NEO-Nazi race based on a Germany after the successful assassination of Hitler in WWII. Don't forget only a very, very small percent of the population of Germany was in the Nazi party. This new party would use some of the same reforms Hitler did (social, econmical, millitary, natiolalism), just not as blood thirsty. Yes it would be a millitary state, but it would be a millitary state fre
A mining ships doesn't dismantle themselves to build a mining station, so why should constructors have to? Mining ships have asteroids from which to make the bases. Constructors don't have anything to use apart from their own hulls. That's it exactly. Think of it this way, divide the mining module into three pices-25% miner/25% constructor/50% ore processor. That's why miners don't destroy themselves when
"Why does a constructor have to be used up when building a starbase or adding a module to it?" They dismantle the ship for the parts.
All of GPs latest mods readme just say "extract to your favorite mods folder". Umm, a little more instruction would be nice for us noobs.
Why not do what they did in Birth of the Federation, just give the player a choice of four to six things to do?
What you'er saying would be like the nabula in Star Trek Amarda 2. Now if the almighty dev overlords (all hail the overlords:)) put those in, in addition to a 3d map, now we'er talking.
I think I said something like this already. What I propose for GC3 whould be (if posible) two new techs. Or rather an advancement of two techs already in the game, ie. drones and point defence. Make them into pods for ships. Two drones per pod 20-30 space,and the pd could be 15 space.
What I propose for GC3 whould be (if posible) two new techs. Or rather an advancement of two techs already in the game, ie. drones and point defence. Make them into pods for ships. Two drones per pod 20-30 space,and the pd could be 15 space. Hey Kryo what do you think of my advanced tech idea, think it would work? The space size I'm using here wo
They're not gods, after all. It's blasphemy I tell you!! How can you say such a thing about the mighty devs?
I've been reading the posts and get it, the man said no carriers/bombardment. What I propose for GC3 whould be (if posible) two new techs. Or rather an advancement of two techs already in the game, ie. drones and point defence. Make them into pods for ships. Two drones per pod 20-30 space,and the pd could be 15 space. I don't know if the mighty overlords(devs) of the GC universe have thought of this yet or not. If not free idea ues it,if you did just ignore this post. Yes, I know it's a
First I would like to say that as someone who has owned all three MOOs , that 2 was the best of the lot. In 1 I liked the fact you have to rearch colony type techs,and in 3 I liked the fact you can make defence bases to your own specs. Although the large amount of micromanagement was a bit of an overkill in 3. Don't get me wrong 1 is great for its simple play ,and 3 is good for the tight butt micromanagers out there. It's just that 2 gives you that happy medium. In all three the tech trees where
That's what I'm saying the tech is already on the tree. They would just be expanding it to the next level. All the devs would have to do is work out the targeting systems for the drones and the afpd. ALL HAIL THE MIGHTY DEVS!!!
I don't know if anyone thougth of this or not ,but how about bolth fighter pods and an anti-fighter point defence weapon? Bolth would be researchable advanced techs. The pods would take up 20-30 space and contain two drone fighters with 10hp each. While the anti-fighter pd takes up 15 space and does two 5pt shots per combat turn. Of corse these are just the numbers I'm using for a large hull. If anyone can improve on this go right ahead it's just an idea. My reason for the drones is simple, you