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Re: Rumours, Suggestions, Features on the Next Update
Well, the Allegiance Subverter is like all the other 'specialty' damage weapons -- there's no defence or mitigation! This is the problem with 'engines only' damage, 'shield generators only' damage, 'weapons only' damage, etc. It's all or nothing in every case.
And crew conVersion is the same. Either your ship instantly joins the other side or it has no effect. If there was a 'shield' of some sort possible, and/or if it tracked unsuccessful hits and increased the chance of success by some factor based on those previous hit, and/or if it took some time to take effect (disabled the ship for a round or two before it came over to your side), things could be much more interesting. |
Re: Rumours, Suggestions, Features on the Next Update
"This is the problem with 'engines only' damage, 'shield generators only' damage, 'weapons only' damage, etc. It's all or nothing in every case."
But not boarding parties only or security stations only (haven't tried only plant destrorers- does that even work?) Changing in the next patch too.. In any case, the Subverter is fine IMO because A. it doesn't work against a MC (virus, I know- but if you kill the MC the ship is like a dog with one leg), it only gets ONE shot per combat, and it's of decent size. |
Re: Rumours, Suggestions, Features on the Next Update
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Re: Rumours, Suggestions, Features on the Next Update
There is no defense for those weapons in unmodded SE4.
I have defenses for null-space (and thus armor/shield skipping), as well as engine damaging, shield-generator damaging and weapon damaging weapons. Battlemoons are inherently immune to the allegiance subverter, and cannot ever be captured by a subverter. |
Re: Rumours, Suggestions, Features on the Next Update
One thing that I wish was in SEIVG, and that I always wanted in Stars! and was looking forward to in Stars SNG, is a log file that is saved with the game.
So I can write myself notes, plans, ideas, etc. and have then contained and accessable and editable within the game. Or a txt file that would be associated (i.e. named the same) as each saved game. It would also be a bonus if you could snapshot the current scores, techlevels, etc. with the click of a button. This one feature has been overlooked by every 4X game I have ever played. Claymore |
Re: Rumours, Suggestions, Features on the Next Update
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Re: Rumours, Suggestions, Features on the Next Update
In the construction queues, I'd like for same items to stack up so I can see easier what I'm build i.e. instead of 19 entries of Mineral Miner Facility, just something which says 19x Mineral Miner facility http://forum.shrapnelgames.com/images/icons/icon7.gif
I also wouldn't mind if the design list was collapsible/expandable, so we can easily pick out + Colony Ships -> Rock Gas Ice Or + Defence Ships -> Hades Agamemmnon Zeus. Then we don't need to scroll nearly as much (but Wheelmouse support would be so, so appreciated!!) when we want to set a particular ship yard to produce a bunch of similar (but complementary) ships http://forum.shrapnelgames.com/images/icons/icon6.gif I also wouldn't mind being able to zoom up the galaxy map and measure distances between systems so I can tell where I should park my warp-point maker. I also want to be able to eliminate particular systems from the list of planets when I'm deciding where to send my next colony ship, so I don't accidentally give them a suicide mission http://forum.shrapnelgames.com/images/icons/icon12.gif It would be nice also to be able to filter it for rock, ice, and gas. Oh, and it would be cool if it showed there was a coloniser headed for a planet even if it has other orders first e.g. to resupply half-way through its voyage. On the galaxy map again, I'd love to be able to click a button and have it display the number of my transports in each system, hence avoiding the rigmarole of me yelling, 'Where is that transport with my new weapons platforms? It was supposed to be at the front line five turns ago!' or more simply 'Where are all my transports when I need them???' http://forum.shrapnelgames.com/images/icons/icon12.gif Same again for combat-capable ships (at least one non-PD weapon). I sure don't ask for much, huh? |
Re: Rumours, Suggestions, Features on the Next Update
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[ June 19, 2002, 19:51: Message edited by: CW ] |
Re: Rumours, Suggestions, Features on the Next Update
Defense against Allegiance Subverter is easy. Just give the hull Master Computer ability. Since it's not a compoennt it cannot be destroyed by a virus and the ship can never be vulnerable to the AC.
'Defense' against the Null-space cannon is a misleading statement, I think. Unless he's found something everyone else has missed, all he's got is a way to make your ships more resistant to attack by 'skips shields and armor' weapons. Essentially, it's just internal armor. By making 'slugs' of armor without the armor ability they are counted among the internal components of your ship and will soak up some of the damage from weapons that skip armor with the 'armor' ability actually set on them. The bigger they are in kt the more likely they will be hit instead of some other component. So, a ship with a gigantic 100kt block of armor inside it is probably able to survive null-space hits much better than one with a 10 little 10kt armor plates inside it even if they don't have the 'armor' ability set on them. [ June 19, 2002, 19:52: Message edited by: Baron Munchausen ] |
Re: Rumours, Suggestions, Features on the Next Update
SAVE GAME DURING SIM. GAME.
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