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Topics - waveman55

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AI War / Special Sandbox mode
« on: May 24, 2010, 10:49:34 AM »
Here is an interesting idea

Hmm

if I'm not mistaken, a player viral shredder attacking an AI zenith mirror will produce a small army of shredders all by itself  :P


Probable, IDK.  I had 50 Shredders jump to 73 after just a few mirrors came to visit  :D 



It would be very nice to have a test bed setup of some kind, with a single planet with res and a few WH (or some other placeable structure) that you coud program to produce any volume/combo of AI ships /minor faction ships/ player ships. With all structures and ships unlocked.

A cool way to learn about new ships, ship combos, answer the question of this thread, etc.
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AI War / Dead AI keeps getting ships
« on: April 20, 2010, 01:06:53 AM »
I just finished a game and noticed on the "number of ships" graphs that the AI I had killed 1st continued to recieve ships for the entire game. Is this the expected behavior? After killing the home world of an AI I would expect it to no longer get new ships - It is dead, or is it not?

3
AI War / Enemy Dyson Gatlings dont lose health over time
« on: April 16, 2010, 10:39:45 PM »
In my last game (1st game with the expansion) I temporarily capped the Dyson system to get knowledge from an adjacent planet. 6 or more hours later enemy Dyson Gatling ships showed up near my home planet at near full health. They were not flashing like the reguar friendly Dyson ships do once they leave the home system and only lost health when one of my turrets or ships would fire on them.

Is it expected that enemy Dyson Gatling ships do not decay away from their home system like their friendly brothers?

Also in the AAR forum one of the posts(http://arcengames.com/forums/index.php/topic,3513.0.html) talked of capturing Gatlings with Leach star ships but the tool tip with a Leach Starship selected hovering over a Dyson gatling indicated a 0% chance of damage -- Have Gatlings become uncapturable? Am I just misreading the tooltip?


Thanks for sharing a great game with us.

4
AI War / Heavy Lift Transport mode (move that Dreadnaught)
« on: April 14, 2010, 05:47:16 PM »
I would love to see a "heavy lift" transport capability for Starships like the dread -

I would expect:
one Starship per transport
no unloading except in friendly systems.
the cargo Starship itself or its engines destroyed if the "heavy lift mode" transport is scrapped or destroyed.

5
AI War / MRS as Starships
« on: April 11, 2010, 10:27:53 AM »
Recent discussions about the MRS center on the following list of issues/changes.

tugs tugs slugs tugs
Tugs get in the way around the MRS -- possible solution > docking tugs
Tugs get forgotten when moving the MRS to a new system possible solution > docking tugs
Tugs take a while to get to the ships they are trying to rescue (current solutions: keep positioning tugs up in the battle area or move the MRS with or near the fleet square ;))  possible solution >  tugs that teleport out and drag back
Repairing a large fleet currently requires manualy flying the MRS around the ship blobs so that its repair AoE sweeps over the fleet (one suggestion involved having the MRS FRD around the system to ships needing repair, another increasing the repair AoE)
One misuse IMO of the current implementation is unassigned tugs -- one MRS can have all 135 tugs (9 types at 15 each)

MRS tend to get used in 3 primary ways:
Safe in the next system -- Damaged ships are sent back thru the wormhole for repair at an MRS with rally point (100% tugs make sense here)
Under/near the FF at the bridgehead in a hostile system
Flying within the fleet Ball

Consider the MRS as a Starship line

Mk 1 "Auxilary MRS"  4 docking tugs, ship cap of 6,  speed 12, Metal 4k, Crystal 2k, Energy 3K, Knowledge 500,
AoE (repair radius) 2000, Engineer Rate 2.0, health 195k, shields, 750, regen 810/s This is the cheapie (low knowledge cost, lower energy cost, lower stats)

Mk 2 " Fleet  MRS"   8 teleporting docking tugs,  ship cap 4, speed 18, Metal 6k, Crystal 3k, Energy 5K, Knowledge 1500, AoE 5000, Engineer Rate 2.5, health 390k, shields 1500, regen 1620/s   This satisfies most outstanding requests

Mk 3 " Battle MRS"   10 Teleporting FF equipped,shielded, teleporting docking tugs, ship cap 2, speed 24, Metal 12k, Crystal 6k, Energy 10K, Knowledge 2000, AoE 15000, Engineer Rate 3.5, health 580k, shields 3000, regen 3240/s  (This beast is meant to be in the thick of it. Manned by the best repair techs in the galaxy for the fastest repair rate. FF equiped tugs help protect the ship under tow/repair from additional damage untill released by the tug.  Extended repair AoE helps the fleet ball recover rapidly while moving from one strongpoint to another.)   

Each upgade of the MRS supports a more aggressive play style.


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AI War / Vampires kill warp gates with out orders 3.0.8.0
« on: March 09, 2010, 12:06:38 AM »
Possible bug

I use vampires to raid systems since they can go under force fields. If I order the vampires to kill the command station they also kill the warp gate next to it even if I have not targeted the warp gate. If i remember correctly it used to take an explicit command to get units to kill a warp gate.  If this is not a bug please transfer to the unit behavior discussion

ty

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