jamala

jamala

Joined Member # 2875330
0 Posts 7 Replies 73 Reputation

I agree that achievements are an excellent way of gently nudging players to try out aspects of the game that they might otherwise have overlooked. I know that I sometimes fall into the trap of finding a strategy that works, repeating it for several games until it gets old, then maybe moving on to another game instead of trying to vary my play style. If the game uses achievements to help remind me that I haven't tried playing the game in some different ways then that is a positive thing. <b

13 Replies 6,727 Views

Both games are great, and substantially different. It's hard to get excited about another expansion to GCII, but it has been very refreshing to try the very different approach that Sins uses.

34 Replies 17,666 Views

innociv says: [quote]As I've already said.. Even if it cost 2000 credits for 100 crystal, it'd be worthwhile buying it instead of waiting for crystal to trickle in.Actually read my posts, I've already explained why 3 or 4 times. Theres, you know, actual math and facts to back this up.[/quote] If there was actual math involved there is no way you would claim that they couldn't set a price point where it would be a bad idea to exchange credit for crystals. Obvious counter example

74 Replies 98,387 Views

I'd rather see an approach where the starting Black Market prices are way too high to even consider buying. They would then start to lower in value until they reached the point where players/computers thought the price was worth it. This would flat out eliminate the rush to buy resources from the black market at the start of the game. The choice of using the black market later becomes one of when you think the price has lowered enough to be worth the credits.

74 Replies 98,387 Views

On huge maps I don't defend my planets with fleets. I max tactical slots on each planet, max hangers around a repair bay, then move my fleet on to colonize the next planet. Expand, expand, expand, and take the fight to the enemies doorstep. I usually have four fleets, each centered around a colonizing cap ship going. Remember that the AI is playing with the same limitations that you are. Figure out how to take his systems faster than he can take yours and it's very hard to lose.<br/

7 Replies 7,390 Views