theleif

theleif

Joined Member # 2332794
0 Posts 67 Replies 229 Reputation

Well, actually the bounty system indirectly makes pirates "friendly" as long as you keep the bounty up high on other players. But it would be nice to be able to by a pirate coven structure that creates you own automated pirate corsair. These pirates would not attack other peoples ships or structures but only prey on enemy merchants and resource ships. Or maybe not. What i really want is a way to make pirates stronger . But reading the forums it seems like I'm the only player not

62 Replies 12,657 Views

Another idea for pirates is "privateers" which are basically allied pirates. Pirates in your territory that don't hurt your ships but prey upon enemy systems... then run back to your systems to sell their booty, repair, and rearm... You stole my idea! I was just going to post that! So it may come as no surprise that i too like it. <

62 Replies 12,657 Views

Imho capships should either get some upkeep cost, or an increase in building costs, supply costs. A soft limit is much better then the current (research) hard limit. Mee 2! Actually i would prefer if your whole fleet had a "soft limit" instead of a hard limit. That would force you to balance fleet size/developement and research. Too big fleet = No income to spend on research for those advanced shields. Cheers

24 Replies 38,254 Views

I would prefer: No Treaty -> no retreat non-aggression pact -> retreat to neutral/own systems possible alliance -> free passage I second that motion as well! Combined with: I like this method, but I would a like an option in the diplomacy screen to allow "allies" access or not. I don't like my "friends" getting deep in my ter

70 Replies 63,390 Views

I don't mind if super weapons are really powerful. As long as it hurts a little to use them. For example it can cost resources to build the "bullets", they can be vulnerable and easy to take out with raiders, etc. And of course really expensice to build.

78 Replies 115,948 Views

My bad Well, actually the whole ship balancing discussion is kind of pointless until we see the other races (species?). I have a feeling we'll all go: Aaaah that's what there here for! once we see them. Or maybe Oh-La-La! Cheers

82 Replies 30,137 Views

I agree with scematicninja here. The only thing i could see missing on the cruisers are anti fighter defence. And, just because cruisers, today, in the USA navy are used in one particular role, does'nt mean the future can't change it. So lets get over that and play the game. Cheers

82 Replies 30,137 Views

Well... I too think capital ships should be researched. Well, research in a game of this timeframe is, as in any game wierd if you look at it logically (you dont research anything in 30 mins). But, this is a GAME . And, as a GAME mechanism it's really cool, and adds a lot to the choise of tactics. So, here's my idea: At the start of the game you build one ship for free as usual. The rest need to to be researched. So, you have a capital ship of your chois

179 Replies 35,134 Views

The idea of deteriorating structures i a wonderful idea! I had my first game with cultural takeover today (i've had problems with my savegames messing up), and it was really annoying that all the enemy structures where left undamaged. A slow decay a la unsupported fighters/bombers is a much preferred option. This will make the shield generator much more important and open up another tactical option, wich imo is allways A Good Thing. ScematicNinja wrote: "it takes no longe

31 Replies 13,266 Views