[quote]The volley system was GC4's attempt to add some tactical combat into the overlay, and it succeeded at this, though the implementation could still use some love. Some people really hate that volleys ignore defenses, as its an easy way to snipe starbases in the later game. I think Missiles and Beams are too similar in how they volley (though not everyone agrees in this point). [/quote] I'd really like volleys to follow more of the regular combat rules - normal targetin
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[quote who="Stalker0" reply="18" id="3917761"]that’s a solid idea, have a tier 2 sub space portal tech later in the game, which would likely be a fairly simple change to encode [/quote] I guess even revealing new connections between starting sectors could change the stellar geography and "who is worried about who" quite a bit.
[quote who="Ashbery76" reply="19" id="3917803"] I would like to see engines and range components be great again.Seem little point to them at present imo. [/quote] I think this is mostly a side-effect of the game's model of ship design. You have components that take a fixed amount of space and give a fixed boost to some ship stat. That works well enough for weapons but doesn't scale well for other types of stats, like range, speed or evasion. You either make it too hard
Armor degrades over time in battle. Hurray! Shields now lose strength based on the sqrt of the enemy's attack rather than a 1 to 1 ratio. This is bugged. The shields seem to absorb sqrt(damage + 1) and let the rest of the
Evasion as a mode of defence is an interesting concept, but currently in the game it seems to be barely implemented. There is no extended tech tree and stacking of evasion modules is not permitted. However, I think with some fairly simple changes to the math, we could have evasion as a fully-fledged defence mechanism. Let's say evasion modules produce evasionPoints. There is no stacking limit: just add whatever evasionPoints you get from the components and techs and perc
[quote who="Grathocke298" reply="16" id="3917558"] One method I can think of is to have various techs after exotic worlds which would allow you to colonize the dead worlds. [/quote] You could take the MOO approach and replace most "dead" worlds with various types of inhospitable world, each with their own colonisation tech. So instead of exotic and extreme, it's ocean, barren, radioactive, toxic, magma, etc. Probably the most extreme types should be quite biased to non-core