BlackJackDavy

BlackJackDavy

Joined Member # 2745332
0 Posts 0 Replies 374 Reputation

If we're looking for realism and better options, I support this idea. However, (DivineWrath), the AI's would have to do a better job of placing and planning their star bases. Also, beyond a simple constructor-applied module system, the system would need to track the population of starbases (like planets). Ships should be able to "dock" with a starbase and, if damaged, repair faster. We should be able to reinforce the base with more population (i.e. defense). With these mods, a

6 Replies 8,130 Views

I agree that we should be able to bombard from space - perhaps targeting specific improvements. In Civilization 3, you were able to bombard a city and you would either reduce its population, destroy an improvement, or have no affect (randomly chosen). (I liked this better than what they have in Civilization 4, actually). I think space borne ships should be able to bombard planets if they have the right type of weaponry installed. Perhaps a size-20 module for standard bombardm

10 Replies 4,585 Views

I would be intrigued by a good space-based RPG game that doesn't draw from existing, established genres, such as Star Trek, Star Wars, or even Stargate SG1. I play Runescape, which is a lot of fun in the aspect that it is a glorified online chat engine with directed activities. It's nice because I can do what I want to do and I'm not forced to follow a specific path. It would be interesting to see something along these lines built in to a galactic environment. Years ago I wrote (and pl

40 Replies 63,377 Views

I ran into this in a game over the weekend. I was kicking butt and taking names, but the only way I negotiate peace was to offer one of my planets! Yeah - they had a lot of defenders (hp-8) ships in orbit and only one or two fleets poking about, while I had a couple capital ships wrecking havoc. I even got a message from my own "adviser" that the war was going going badly because the numbers comparing my military and economy with the AI's were much lower. I think the way to e

37 Replies 63,434 Views

I use the tab key and the "C" key a lot. Tab key cycles through the ships, and if the "current" ship isn't on the screen, C centers it. This cycling ignores ships on autopilot, orbit, sentry, and guard. When you right click with your mouse a destination point, the ship will move to that spot and tell you how long it will take to get there. What bothers me is if a ship on autopilot only has a 1/2 turn to go, and you hit "next turn" it will move that, but you don't get an opportu

5 Replies 5,374 Views

Sure - but where? Can you be specific? I'm still new to this game and I don't know where all the stuff is kept. Thanks!

6 Replies 5,549 Views

Along with that - I've created several custom races to play games with, and now those custom races keep appearing as opponents. How can I get rid of them? (Some of them were ill-conceived experiments!)

6 Replies 5,549 Views

it might be worth creating a no-engine "orbital protector" that's cheap and easy to build - loaded to bear with weapons and shields. This way, when it gets built and the pirate attacks, they get more than they bargained for.

7 Replies 5,850 Views

Maybe something like the Omega-13 from Galaxy Quest - you just get to replay your last move, and you'd only be able to do it once each turn. Kinda nutty, but this could actually be used by the AI - it would "predict" the outcome of a move - such as a combat or invasion, and if it didn't like the outcome, it could choose to use it's Omega-13 option and not do that particular move.

2 Replies 6,500 Views

Actually, that would affect game play. As it is now, I can create a defensive line along a border or around a given area of space so that no ships can pass through without having to fight at least one battle (a good deterrent for transports). However with "jump" movement as you describe, this defensive tactic wouldn't work. Not saying it isn't a good idea - just that it would affect game play.

5 Replies 7,504 Views

Here's a thought regarding ship-to-ship combat. Rather than assigning total hitpoints to the entire ship, allow each component to carry its own hitpoints. Obviously, if the hull is completely destroyed, the ship is gone. However, each weapon, each engine, each shield, each module (etc) would have to be destroyed as well. The point of this is - if a ship survives combat, it is necessary for the owner to get that ship back to space dock for repairs! If it has not guns, it can't defend. I

399 Replies 224,972 Views

I'm reminded of that IBM commercial where the guy keeps saying "konichiwa" to the Japanese business partners while incompetent techies try to get the link working.

38 Replies 108,594 Views

I actually did that (See the AAR "Green Pasture"). It only took one turn to lose 30 some of a 80-100 planet empire. It only took four or five turns to get them all back, though - but not without consequences.

8 Replies 5,897 Views

The following "story" is based on a game I played over the weekend where I played a custom race on a large galaxy, difficulty set to normal. A lot of abundants. Sorry, no pictures. The custom race I have envisioned as a somewhat bug-like creature. I set all the abilities to enhance warmongering, and chose "evil" on all the moral events. However, as the story unfolds, we realize that not all the citizens of an evil empire agree with the leadership. Since Terrans weren't in the galaxy, I chose to

4 Replies 28,225 Views

I'd like to add a couple game-play suggestions: "Holding" a ship: When moving my ships around, sometimes I want to "hold" a ship in place for a turn and take it out of the "tab" order. The only way to do that presently is hit the space bar, but that zero's its remaining movement points. It shouldn't. I should be able to "hold" a ship in place during a turn, then if circumstances dictate, still be able to move that ship later in the same turn. Combat tactics: Without going into

399 Replies 224,972 Views

I'm a nooby here, so bear with me. I read through (scimmed, mostly) the posts, and there are a few things I didn't see mentioned. Space: Different types of space anomalies, such as nebulae, black-holes, neutron stars, ion storms, pulsars, etc. These would have some affect on game play - 1. Nebulae - you can't see other ships in an nebula. 2. Black-hole - If your ship gets too close, well, it's bye bye! 3. Neutron star - can't see it until you're close to it. 4. Ion

399 Replies 224,972 Views