VARoadstter

VARoadstter

Joined Member # 2677341
0 Posts 0 Replies 122 Reputation

Capital ships thrive as support units but typically also pack a punch on their own (indeed, some are quite capable attack ships). It seems that you aren't really saying anything other than you want capital ships to be offensive weapons. I think that would make having multiple capital ship types uninteresting as they wouldn't be much different from each other. Depending on your race you can create a fleet that has the right balance of strike/support/counter even if that means you don't include an

11 Replies 3,206 Views

I'd have to agree that fighters are too effective against ships. I think they should be needed to counter bombers and perhaps be able to clean up scout ships but the idea that the fighters can destroy cap ships when spammed doesn't make a lot of sense. Bombers, OTOH, should definitely be scary to fleets and therefore would be used much more than fighters for engagements against fleets. Then the fighters become necessary to counter, etc. Fighters (and by extension, carriers) just upset t

59 Replies 12,025 Views

I was wondering if TEC players preferred the Hoskinkos or the Cielos in the early, middle, and late game? Is there a reason to have both? I'm personally leaning towards one Cielo per strike force and several Hoshinkos. Anyone agree/disagree with this?

2 Replies 2,617 Views

While I can understand your frustration to a point, it seems like you went off more like a Roman candle in your letter. If it makes you feel better then I guess that's something. I'm sure that after about one sentance of reading your letter though, your letter was tossed.

4 Replies 30,034 Views

Right at the very end of the game (with the beta loaded) the game either minidumps or is crashing outright. I don't know if it matters but I eliminated the pirates prior to killing my opponent. It was a 1 v 1 game.

1 Replies 1,082 Views

Fairly new to the game. Have spent hours reading through the strategy section and it is both helpful and overwhelming at the same time. That's ok, I suspect as I gain game experience it will improve. I have been particularly impressed with the level of detail and supporting data provided by RagingAmish among others in explaining the guiding principles behind gameplay (in addition to lots of hard data). Having a large, mobile scout force is mentioned as a critical factor in playing at a hi

10 Replies 6,154 Views

Apologies is this is covered better elsewhere - you can just bash me in the head and then provide the link! General question: For the sake of simplicity, let's say there is only one weapon type (or perhaps your opponent is only researching one type of weapon tech, if you prefer). Is it really useful to try to counter the offensive weaponry with defense at the expense of adding offense to your ships? Is there a good rule of thumb or a formula that can suggest what balance would

3 Replies 3,418 Views

I think I know the answer to this but I wanted to double check to be sure. Say you have a 300% bonus research tile on a planet. Can you get a huge bonus for tech research by placing the tech capital there or do you just put labs on it? I believe it is correct to do the latter.

3 Replies 3,678 Views

I'd like a couple things: 1) I'd like to set up a game without human players viewable in God mode (map completely visible, all races ships/planets/starbases/etc. viewable as if it were the player's race). 2) A megaevent which allows some chosen race (even the player) to choose from a list of options. The player would obviously then pick the one that benefits them the most. 3) Remove all terrain bonuses for farms since using them is usually a mistake. Seems silly to o

437 Replies 242,783 Views