Torchy61

Torchy61

Joined Last seen Member # 3066908
0 Posts 0 Replies 403 Reputation

[quote quoting="post"] I was wondering if training crews would still be something that should be needed from the planets you build up, but would more depend on ship crew training depots being built and training the crew. Once the crew is trained, unlike research depots, they go forth and do not need their base again. TheCrew should need to be replaced after battle from training depots with excess production if losses have been taken. To do this you need to visit a planet with a depot of

1 Replies 5,378 Views

Another idea is to retain the basic research system the game already has, but introduce a chance that any particular research project will fail. For the sake of argument, let’s make it 10%. So your research failed. Maybe you get one chance to try again, spending the same points all over. This time, if you fail again, you can’t try again until you’ve acquired the next highest tech tier. Then you can try again, and this time you get a 99% chan

9 Replies 28,223 Views

When I hover the cursor over one of my capital ships, the name of the ship appears, but not its class. This slows me down a bit when I'm trying to locate one ship in particular (a Dunov, for example). Perhaps more information could be displayed? Thx for considering this.

0 Replies 7,464 Views

[quote who="NemoStardust" reply="143" id="3868866"] Senond. This is more of an idea. Would crew and crew experience be an idea. If I launch a capital ship I have to man it from a crew pool (some experience and some fresh). Perhaps when a capital ship is destroyed some of the crew manages to escape (escape-pods) and returns to the recruitable pool, but now with more experience? [/quote] This is a good idea. I'd be interested in a new crew and officer management system i

152 Replies 794,371 Views