It doesn't actually help the repair rate, but it helps each HP you repair be worth more. DISCLAIMER: I'm not going to do the math for exactly what armor does for you against a certain weapon. The following is only for the sake of example and should not be taken to apply to any situation! Let's say you have a ship with 3 armor. It's getting whacked for 10 damage a shot. If it has 400 HP, after 40 shots (plus whatever it's regenned during the battle), it's dead. Now you
devessi
[quote]now I recall there is a certain amount of friction between these fans and Microsoft regarding the liberties they took to make the MW games. Frankly, I don't care.[/quote] Notsomuch. The Mechassault Xbox games, yeah, a bit. :) What does tend to torque people off is the big company getting the IP in perpetuity, making one game in the series, and then sitting on it for most of a decade. It's like the kid who's not playing with any toys in the sandbox, but nobody else is al
Well, I can do a 1v6 Unfair as TEC without a Novalith. Time to take the plunge and see if I can bring that all the way up to 1v9. As long as I can survive that first critical hour I don't see why it'd be significantly more difficult. Biggest thing that helped me out was my SimCity tendencies. Slap down 4 repair bays and a whole bunch of turrets as close to the hostile phase lanes as possible, add 1-2 more turrets back by the planet to pick off the odd siege frigate, and even the strikec
[quote]Mechwarrior was a real stinker too. I could never understand why anyone would want to use complicated game controls to fire lasers from a giant robot.[/quote] Hehehe. Go over to the classicbattletech.com forum and post about how awesome Microsoft was for the franchise. I dare ya. Even got a swell deal on an asbestos suit... [quote]I so miss the MW games, and the MCs It would be so amazing to see a well-done MechWarrior or MechCommander game with the modern game engines!
There are maps where playing Simcity is actually a good thing. I like to play around on multistar Huge maps, usually SP. My closest enemy is often 7-9 jumps away. That's long enough that I can seize multiple planets and meet somebody out in the middle of nowhere for a nice little battle. Everything behind the front lines? Simcity time, as my first capital ship leads the way into uncontested territory and my second holds the line. Yes, by default, I am a Simcity player. In a multiplayer
>Is it because I was allied to that owner? Yup. Want to culture him out? You're going to have to stop being friends and take the risk he'll come blow up your media centers first. I've been cultured half to death myself and used it to break through some really painful defenses (You have HOW many repair structures?!?) when it'd be too expensive to throw a fleet at the problem. S'nice.
This might explain why in the middle of a Huge 10-way FFA, played offline, Sins suddenly ground to a 1-FP[U]M[/U] crawl. I reloaded from my save game, five minutes prior to the problem. Same thing happened. I tried again. This time I made sure I was zoomed out all the way, to ensure the major battle I was about to engage in didn't overwhelm my overclocked 8600 GTS. Same thing. I checked my active processes. Bingo! Sins was using well over a gig of RAM, more than half o
Naw, he's just someone who's seen the same thing I have, time and time again in RTS games. Some people like to play SimCity. They like to build huge, wonderful, intricate fortresses that around the 1 hour mark, lead to them finally walking over and pounding on a computer's faction for a little while. I've seen it in traditional RTS games where my scouts run into the makings of an impressive defense. Sometimes I get in fast enough to chop the guy up, sometimes my scouts get stom
I have one request for the 1.05 change. Make the AI hate credits. No, really. Make the AI absolutely hate the idea of accumulating more credits then necessary for the next upgrade. If it has more credits, it needs to spend them on *something*. Economy-focused AIs and to a lesser extent Defensive-focused AIs may wish a pirate-bribe slush fund based on the size of their economy, but other than that, credits are a bad, bad thing and must be used. Call it Meanie or Ridiculous or In
Well, good points of Rebellion that seem to have been overlooked: Surprisingly advanced space combat. What you see is not what you get. Actually, what you see really, really sucked. I'm not even going to try to deny that. I mean, stuff was identifiable, but Homeworld it ain't. However, you'd better be pushing out some cheap little corvettes for fighter defense or a 20-squadron strike is going to start shredding your capitals. Those big turbolasers don't aim well at snubfighters
I have to agree with the others here. With that limited of a way in and way out, Superweapons are going to rule this map. The string of planets leading to the sun are going to get fortified to death. I'd even try to talk one player into taking those planets to turtle up and research the relevant tech advances. I'm not sure what would be the best race. Maybe Advent so you can Reverie certain ships and fragment any fleet that tries to rush past your turtle? Vasari for their antimatter recharge and
Which is one of the best reasons to relocate your capital to a planet close to a star, with a lot of jump lanes connected to it- and then fortify the heck out of that place!
Rebellion was the very first 3D space strategy game I can recall. It also was the very first real-time STRATEGY game. It's not a real-time tactical game like most of the RTS titles you see, it actually requires you to figure out how you're going to get to the battlefield in the first place and then locks you into your initial decision. It had a lot of potential. A truly ridiculous amount. True 3D space battles, epic scale, enough unit mix to keep things interesting, semi-random map gene
[quote]This is what I'm saying.If a scripting language does not exist in the game in its present form it is highly unlikely one will just poof out of mid-air.[/quote] So what's up with the introductory missions? There might be a key to some sort of scripting abilities within those files. As far as the storyline goes, it's almost a given with the introduction we already have. Aliens from the big black beyond vs contented, mercantile, Old Republic-style civilization, morphing des
What stopped you from waltzing right by his fleet, accepting the casualties, and blowing his space infrastructure to dust?
First off, does one exist? If not, is there any interest in creating a traditional, story-driven campaign for SoaSE? Campaign modes exist for two reasons- first, they provide a reason for people to play. Start out fighting weaker battles, keep working against harder and harder enemies until you finally win against the ultimate foe, whoever that might be. Or in some cases, win well enough to ensure your faction can fight again somewhere down the line (See also: Starcraft expansion p
The easiest way to beat the AI? Build defenses. No, I'm not kidding. If I slap a dozen turrets in the system, put a pair of hanger bays in the middle, two repair yards and a planetary shield somewhere nearby, it'll hold up most of an AI late-game fleet for five or ten minutes, all by its lonesome. I've had one such installation stop a 30-ship (including 2 capitals) flotilla cold. The remaining capital ship and 5 frigates ran deeper into my systems and THAT actually cau
In a relatively small battle I've always had great luck with capital ships. Granted, in the endgame with 100 ship fleets running around, caps get smoked with the quickness. But until then caps can soak up some pain. Disclaimer: I like TEC, and I really like Kols with both capital and cruiser level repair ships behind them. Run after the repair ships and you get to play chase-the-robotics-cruiser around the system while the Kol dogs your tail. Hit the Kol, and being a Kol it'll quite hap