It's not true in my experience. I had a situation exactly as you describe earlier today--scout killed a fraction of a second after the probe pod deploys--and it worked just fine. Hmm. I'll have to give it another try. Maybe my memory and reality are not congruent. Thanks.
Lassarakaur
probably because your probe didnt hit the planet before your scout left. I've known drones to last ages, really. If that's true, then what's the point? If it's designed to be a scouting technology, how can it be beneficial to scout an enemies system if the effect can dissipate if it doesn't connect with the planet before the scout is gone/destroyed? Take for example a situation where a scout enters an enemy controlled gravity well. They deploy
Oh, I don't think that technology is useless. Perhaps on the very smallest of maps, where you can't afford to sacrifice a scout to use it, but its very useful to be able to "see" a system prior to attacking it. Maybe I'm just not using it correctly, but what I thought the tech did was launch a probe at the planet your scout is in (I didn't see any way of launching it into adjacent systems). The probe has a timer, and once it is done, the fog of war
One, trade ships are routing not only through nuetral systems (annoying, but reasonable...) but a heavily fortified enemy system when there are "clear" connections (a neutral system I keep a fleet presence in) around it. I mentioned this in Beta 2. Hopefully it will get fixed in Beta 4. Also, I was thinking that the remote sensor ability should be augmented to also identify planets that contain anomalies (something that once explored would yiel
Targeting subsystem will never be in. But some lowered effectiveness would be nice. Let's say a 10% damage and weapon cooldown penalty if ship hp is under 75%, a 20% damage and weapon cooldown penalty if ship hp is under 50% and finally a 30% weapon damage and cooldown penalty plus a 25% ships top speed lowering if ship hp is under 25% IMO, if they are going to implement something like this, then they can take it that extra step farther. For example, ma
I've played a few games of various sizes and difficulty levels. I have a couple of observations, and I apologize in advance if one or more of these issues has been raised; I just don't have time ATM to keep up with this thread: 1. I still think the game needs the ability to increase game speed, the game still plays too slowly, IMO. 2. While I appreciate the improved AI, There are some things that need to be tweaked. For example, if there is a safe passage between two system
This was also posted in a discussion about cap ships, and making them less prevalent (or at least making the other ship types more useful) but I think it also belongs over here. I have a couple of suggestions: 1) If you increase the overall speed/turning speed of the smallest ships (i.e., give fighters a big speed boost, frigates a slightly smaller speed boost, and cruisers and bombers smaller still, but leave cap ship speed alone) you can increase the tactical value of the less often
I have a couple of suggestions: 1) If you increase the overall speed/turning speed of the smallest ships (i.e., give fighters a big speed boost, frigates a slightly smaller speed boost, and cruisers and bombers smaller still, but leave cap ship speed alone) you can increase the tactical value of the less often used ships. The goal being that in a scenario of all cap ships, the frigates could run circles around them continually attacking from behind. The fighter speed increase would h
Also, I think currently the same experience is given to every capital ship involved with the kill, but if you increased the experience given per kill, you could split the experience between all capital ships involved (to help balance some). As far as I've been able to tell, it is split between the cap ships in the system.
This is something that's being worked on. Expect to see more improvements with each update. One thing I noticed the last time I played (and I thought I took screenshots, which I can't find ATM), was that the AI did some funky things when it came to placing defensive structures, and more importantly, they don't seem to reposition once they are placed. Here was the set-up (sorry in advance if this confusing): My World----------------
This was fixed in the last hotfix. Please make sure you have the latest version of the game in Stardock Central (0.76.018). If you do then it's probably got to be looked at again. Yeah, I realized just after my post was permanent that I did not have the most current version. I still stand by my first point, in that the game generally plays too slow (which is a combination of overall speed and the fact that the AI rarely does anything). Oh and for the r
Are you saying that your static defenses can take care of any enemy attack? What level of AI are you playing against? In my current game, There is this one medium AI that loves to attack with fleets comprised of half Perchiriens and half Javelises. Even at my most heavily defended worlds (6 hangars, 6 gauss, 1 shield, 1 repair platform) the static defenses can hardly touch these fleets. Every one of these attacks requires my attention to send my fleet (with a large num