Nickname Nick

Nickname Nick

Joined Member # 2665206
6 Posts 45 Replies 259 Reputation

For the record I have a three year old laptop with way under specs intel 1.73 GHz and 504 MB of RAM and play perfectly at anything less the the highest graphical settings. Though I must say I prefer to play at medium..

39 Replies 29,081 Views

While I know my laptops 1.73 GHz and 504 MB are under specs, I just recently tried tinkering with the highest graphics setting after looking at some beautiful screen shots on the new site. It played a 3 star 10 hard AI game on the highest settings with slow downs only when full zoom out to full zooming in and when clicking between fleets in different star systems. It played the few minutes I had on high perfectly. I have had been playing on low and thought the game was pretty enough. Now I'm sit

271 Replies 223,822 Views

This has been one of my most thought about idea. Currently with the use of weapon range attack and CRAZY micro you can have fleet formations if you want. I and other have talked about diff. implementations, i.e. templates, but the real issue is the need for said formations to be tactically significant. I'm not so sure it is at this point.

42 Replies 15,241 Views

Because I strive to be as self-important as you, ie want to help make this game better (if only for myself). FEEDBACK cause mine's worth it too? Let's assume everything not mentioned I liked and/or don't care enough about it to take up more space. -Tactical structures should be considered for reduction, as they shouldnt be able to hold off a serious fleet all on their own (the pirate raids are one thing) With enough money and resources I want to be able ha

69 Replies 16,791 Views

i dont think formations are a good idea. fleet battles are slugfests in a lot of ways already. With formations you would lose most incentives for manual movement control. Need to encourage more tactical unit use, not less. I disagree whole heartedly! 1. I would like my ships to adequately perform their roles without intense mirco. 2. I would like to choose between differing formation, p

17 Replies 8,920 Views

I actually really like the mine field idea, but perhaps ONLY for dead asteroids. These asteroids are currently undervalued resources with many jump points. This means defending them is not worth the cost of lost ships. Perhaps the mines could provide a heavier deterrent as a means of using asteroid as a sort of blockade, as they usually lead the way into the heart of "sectors" of the star system. I envision either the LRMs/bombers/new mine-clearing(though perhaps to specific a role) be

16 Replies 22,435 Views

The AI factions are complete push overs (asides from pirates). At first I thought it was just my superior battle strategy, but after a few games of of domination I went to checking the end stats with more scrutiny. Beside the AI's lack of aggressiveness/proper fleets balance/tendency to attack a whole fleet with a lone capital ship that all lead to me getting an early pop./fleet advantage, I seem to have the most resources and money at all times throughout the game. I also have the biggest flee

5 Replies 4,333 Views

Probably known, but empires' culture "lines" remain long after said empire is defeated. Moreover, can I get a quick clarification of culture. I think it helps with the tax inefficiency from planets far from capital, but unsure how exactly (what advantages/disadvantages) and if thats all. Also, is the inefficiencies from distance or number of jumps?

271 Replies 223,822 Views

When/can/should one expect the next major phase to occur? Additionally, are there minor phases in between betas, such as patches that include technical updates and/or gameplay tweaks?

241 Replies 225,764 Views

All good ideas. I'd like to also think that one possibility could be a accelerated start, with perhaps a few planets (equally) habited and a larger ready made fleet (semi-balanced /semi-adjustable). Just another tried and true idea.

11 Replies 5,312 Views

I want to open a post and discuss the fleet mechanics of the AI (both computer and player ships) to further develop tactical movement and fleet positioning, with ranks and files. However the current beta, even on hard, does not pose enough of a challenge to necessitate really any tactics at all. Even the largest pirate fleet incursion need not more than a group attack order to defeat, which I guess in essence is good, as fleet battles do not have to be micromanaged. But then there are

595 Replies 415,856 Views

If there is a place designed for "neutral battle areas" there would be no value in going there/staying for the fight. Nearly same thing with the fortress idea. Sure if I get it first, I'll build a fortress to pound the AI. BUT, if the AI built it, I would just speed right through the system to hit the more valuable targets. Sure, I may lose a few ships, but that is how it is in any system jump through. This is what I do to them now and I don't see this changing it, unless we are talking some MAS

28 Replies 9,697 Views

Unsure if this is a tech problem, but for most of my last game the fighters/bombers I had grouped with my no. 1 fleet (love the fleet grouping options) would not attack any one, even when I specifically ordered said attack. I eventually realized that this was occurs because the entire fleet, fighters included, was set to weapon range only (to prevent my ships from dying in front of cannons). Either fighters/bombers shan't have this option, or, at the least, it should prohibit following my attack

271 Replies 223,822 Views

This is where I disagree. Yes, there needs to be some logistics cap, including all orbitals and ship numbers. Yes, the current caps are too low. BUT, I don't think one should be constantly forced to expand. I like SS ninja's logarithmic-esque cost scale idea, in that with enough wait and resources I can build a force with little expansion. Yes, I think that a smart and aggressive expansion should provide more numbers (for lack of a better word), but right now a defensive turt

595 Replies 415,856 Views

Of course there may be interactions and "units" as Blair said, but that doesn't stop the fact that as of now cruisers aren't needed, and therefore I will discuss. Sure, I love the mini-carrier, but the LRM frig is just as good at hitting cannons and capitols. The command cruiser has yet to prove its worths to me, as it usually is killed near the beginning of any battle it enters, even if I order light frights as escorts. Same with the repair cruiser. And I have yet to even research the Kodiak. <

61 Replies 21,366 Views

So much! Destroying an enemies capital ship. The joy of watching 20 or so spam-carriers jump in system and deploy fighters/bombers destroying gauss cannons (but not the horror of watching them sit within the range of attack). The radio response of my space marines! Oh, the blue/black background. SO pretty! I like the logistic and tactic points per planet idea,

154 Replies 336,023 Views

Dammit! I had a perfectly worded and eloquently thought out post, that whence sent the internet decided to go TTTTTTTTHBBBBBBBBBBBBBBBBTHBTHBHTBHBHTBHTBHTBHTBHTBHTBHT! (Sounds like ) So to summarize (in terms of my experience playing on small - large on Normal (or whatever the default is called)): 1. Cruisers have yet to be really needed. Care free to elabo

61 Replies 21,366 Views

Hi, While I know my laptops 1.73 GHz and 504 MB are under specs, I have only just had one crash. I have no save or reason that I noticed, but I received a mini dump error message. The message itself I dont remember, but it asked to have me send the problem to the programmers, so hopefully that helps (and its not some virus now spamming my money across Asia). In any event, the crash was the only thing able to pull me away from a 3 hour game, so if nothing else I can thank the crash for

271 Replies 223,822 Views