[quote]Martyr? you the guy that's arguing about how you have to be incompetent to drop below 65% allegiance?You're aware that solar systems can be up to 100 planets large? Do you have a bit of an idea how far away from your capital some of the outlying planets would be? tack on an extra few jumps for planets in another solar system, and you start getting 35% allegiance all over the place. That means you're gaining 8.75% of the resources you're actually making. It has zero to do with incompetence
soase_player
[quote]LRMs are meant to be an artillery unit not a basic combat unit so OF COURSE they lost, and anyways gardas at least are already overpowered due to the fact they have huge amounts of armor and HP.P.S. Use filefront please I don't want to install another series of video players just to watch one video.[/quote] How do you go about keeping artillery units away from combat when it's just an extra second or two for the flaks to move up and get close to the LRMs. We're not talking about
Martyr? you the guy that's arguing about how you have to be incompetent to drop below 65% allegiance? You're aware that solar systems can be up to 100 planets large? Do you have a bit of an idea how far away from your capital some of the outlying planets would be? tack on an extra few jumps for planets in another solar system, and you start getting 35% allegiance all over the place. That means you're gaining 8.75% of the resources you're actually making. It has zero to do with incompete
I think whoever is arguing against changes to the fleet cap, really should read the posts already posted instead of extending this thread even more with the same arguments. It's clear that the supply cap doesn't work in large games with multiple solar systems. Even before it is reached, two much smaller players can topple one much larger player due to the mechanics of the supply cap. After the supply cap, everyone has 2000 ships to play with, and the larger empire has to fight an incredibly frus
What I've noticed is that while shield mitigation does reduce effectiveness of focus firing, it's still very effective. In large battles, the shield mitigation cap gets reached so quickly that it's still better to just focus fire and take out ships quicker, because mitigation is gonna be at the cap either way, and with a big fleet you can ff ships to take them out very quickly.
I assume everyone here is playing on hard difficulty? The general trend in 4x games with respect to diplomacy is that at the hardest level of difficulty, everyone hates your guts and is out for blood. I'll admit it gets pretty tough, I was in a medium map with 3 other AI's in a "free for all" that quickly became a back-alley beating as massive AI fleets sailed by each other into my planets. Maybe bump this kind of thing up to "very hard" setting for those of us that enjoy some punishme
I'm guessing you didn't change the AI to conform to these new mechanics? Because I can see a lot of problems with the AI playing by the game's original mechanics, whereas a lot of things have been drastically changed with this mod. E.g. I'm assuming the AI will still try to phase out of a system while under heavy attack, even though he'd have a 75 second wait, during which you could completely obliterate his fleet.
Seeing as how ships phasing between solar systems travel at much faster speeds than regular phase travel, and not even comparable to regular sub-light speed movement, and trips between stars still take a long time... it'd probably take you a good 24 hours+ to move from one star to another. Not my idea of fun times.
The LRM are actually really good, mate. Get a screen of kodiaks or cobalts in front to soak up the shots, and the LRMs should tear things up from the back. An Akkan cap ship with its range increase also works well for keeping the LRMs away from harm. In the early game you can even get away with just having LRMs + your cap ship. They're also quite cheap and require little supply, so you can mass them (as in, 50% or more of your fleet is LRMs). They're not a heavy artillery unit, so you can't just
Right, you could argue either way for the supply costs mechanic, and either way, comparing it to real-life examples doesn't make much sense because real-life is not designed to be fun and enjoyable, whereas a game should be. But the more important issue is that a larger empire doesn't actually get enough ships to work with.
Yeah you could do some pretty funky stuff with the Kol, like having it up above the rest of the fleet and tilted to its side, so that when its front is pointed towards a rear ship in the enemy's fleet, its broadside will be firing on the front line of enemy ships. It's probably only worth the trouble very early-game, though.
I don't like the suggestion to only have the PJI block forward jumps because it doesn't solve the big issue of not having to commit to a battle and being able to bounce out of a battle at will. With unit survivability and shield mitigation the way it is, it's really comical to be able to run two big fleets into each other, then turn tail and run away while suffering only a handful of casualties. Especially the AI in particular abuses this to no end. I think PJI's should just block every
At the very least, the simplest "band-aid" quick fix I can think of at the moment is to include an option at game start that modifies the supply cap to account for map size. So for example, the "small" setting could be the current supply cap that scales from 100 to 2000 with ~200 increments. The "medium" setting could scale from 100 to, say, 5000 with increments of 500. The "large" setting could go from 100 to 10,000, and the "huge" setting could go from 100 to 20,000 before the very la
Well if you're significantly smaller than the other empire and it's 1v1, you've already done something wrong. You should need to do something pretty spectacular to even out the odds, like rout the enemy fleet with some impressive tactical display, in order to be able to get back into the game. I don't agree with you being brought roughly on the same level as your much bigger opponent simply due to him getting taxed up the ***.
[quote] Unfortunately most of these issues seem to have been addressed in the beta. The decisions were made and I don't see them fundamentally changing the way unit caps are handled with a patch. Well whoever was in beta, dropped the ball hard. There's too many flaws in the set upkeep % thing. 2000 cap is just not enough for the amount of solar systems this game can support. 10% ramping
[quote]Unfortunately most of these issues seem to have been addressed in the beta. The decisions were made and I don't see them fundamentally changing the way unit caps are handled with a patch.[/quote] Well whoever was in beta, dropped the ball hard. There's too many flaws in the set upkeep % thing. 2000 cap is just not enough for the amount of solar systems this game can support. 10% ramping tax rate that reaches 75% is just too much. Massive corruption (65%) is just a ridiculous mech
[quote] But, um, you have a considerable amount more ships than him, which means you can go kill him without worrying so much about replacing your ships? [/quote] The point was that the person with the smaller empire is gaining more income, which is nonsensical. In terms of killing that player outright, you also have to wo
That test won't prove much, because even if phase missiles don't ignore mitigation, the fact that shields constantly regenerate much faster than hull means you'll likely destroy the ship before the shields go down, making the kill take less time.
What the OP means is that the tax rate is very excessive when you get a huge empire. Eventually planets start making about 0.1 to 0.2 resources, slap a 75% tax on that and what do you have left?... Allegiance drops drastically with distance from capital, and also with solar system jumps, by I think about 10% in each case? Broadcast centres increase loyalty by about 10% also? So essentially you're reducing the allegiance penalty by "one jump" by having broadcast centres. In a game of te