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Post by LordofSyn on Jul 9, 2014 17:25:29 GMT -5
Woohoo! Was able to move up to Elite version today. Will be playing tonight after work!!!
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Post by LordofSyn on Jul 9, 2014 17:31:39 GMT -5
Hahaha. ..Let's Play With sock puppets (Yes!...I've been waiting eagerly for this expansion)
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Post by pendell on Jul 9, 2014 17:44:25 GMT -5
I realize Cory won't reconsider , and I fully understand the need for game balance, but this also makes cruisers unworkable for me as well. I have enough trouble justifying their high cost when they don't shoot that much more often than a fighter. If I can't refuel them, they will be relegated to coastal defense duty, which can already be done better with fighters. Also, being able to refuel cruisers would be more accurate to real-world tactics. The reason the US has a blue-water navy instead of a brown-water one is because we practice Underway Replenishment of everything from carriers to cruisers. This is how you deploy for extended periods of time, and our victory in the Pacific in WWII would be impossible without this mechanism. ETA: The Germans did this too . Their Type VII and Type IX submarines did not have the range to effectively strike at North America, so they build a number of cargo submarines whose job was specifically to reload and refuel the combat ships in mid-ocean. This was invented on Earth in the 1940s. How many deep-space campaigns do the Templars have to wage before they independently realize that a capability to refuel capital ships in space is mandatory? Of course, the US does not use carriers to refuel carriers , or cruisers. For this we have dedicated ships. Perhaps that could be another ship type wayyyy down the tech tree. In any case, I will not upgrade and will remain on 1.1.19 because, well, not being able to refuel capital ships and having to wait half of forever for the faction worlds to refuel/repair is not my idea of fun. It is, IMO, needlessly time-consuming. An alternate solution might be to make the capitals refuel/repair more quickly. And as you say there will be upgrades to extend the life of capitals in red space. I suppose I'll await that update with the same expectancy a child waits for Christmas! Respectfully, Brian P.
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deucemaccoy
Curator
[ Star Traders 2 Supporter ]
Posts: 55
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Post by deucemaccoy on Jul 9, 2014 18:34:11 GMT -5
My only real issue at the moment is how long it takes to repair a capital ship. They do have more hp than fighters, so having them leave the comforts of 'home' is unsound.
Maybe a new orbital upgrade would house a repair dock, and carrier/cruisers parked in orbit (beside the planet, obviously) woud repair at twice speed.
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Post by lazarus on Jul 10, 2014 0:27:25 GMT -5
Cory Trese How do you achieve this on larger maps? Cruisers may have more fuel than fighters, but on the larger maps it's maybe enough to fly to your target, fire once or twice, then fly back. Are you setting up 'Gas Station' planets between your space and Xeno space? I can't think of another way to make it work if Carriers can't refuel Cruisers. I understand Carriers not being able to refuel each other, but not Cruisers. Although I would like Carriers to be able to refuel each other and just make sure there is no net gain of fuel to prevent an exploit. That way we could make a supply chain through space instead of making that many extra colonies just for these Refueling Stations. I had always imagined that it worked like mid-flight refueling does today, so the size of the ships wouldn't matter. Repairs being for Fighters only also makes sense, since you wouldn't be able to fit a Cruiser into the repair bay of a Carrier. Please don't take this as offensive. I'm not upset by the update, moreso curious. I don't want you to think I'm arguing with you about your own game design.
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Post by neveryours on Jul 10, 2014 6:32:31 GMT -5
Actually, it simply changes the way I approach the game. Cruisers with high durability and evasion make perfect defensive ships which can soak damage. I carried a campaign into Xeno territories by choosing targets carefully. Border worlds with low populations just don't get as much protection. So planetary defense is a must. The world killers usually get a few cracks as I can't afford to surround the planets and the Xenos pack enough punch with level 4 ships to take fighters out of the battle quickly. Having dedicated refuellers and repair ships just cost too much. So cruisers have to complement fighters for offence. Pick a planet in cluster so that when you take it, you can hustle the defensive cruisers and hold it. Then gradually take the planets around. Try not to leave dead worlds. Usually I leave planets with 7 or less to 3-4 quality so they'll turn indy. The ground assault ships need to be rotated out when they run out of fuel. This means no more offence on two fronts. It simply requires more careful planning. Going gung ho will seriously hurt. Outlying planets I leave alone or try to surround with the cheap ships. I think if you hurt the xeno ecomony badly enough by taking clusters they can't produce as quickly anyway. I assume they draw from a pooled source like the Star Traders.
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Post by neveryours on Jul 10, 2014 6:34:59 GMT -5
The only thing is I find the hard 32x64 maps easier than the average 100x100 map which I have lost 2 colonies and am on the verge of restarting. The quirks of the rating system.
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Post by neveryours on Jul 10, 2014 6:37:04 GMT -5
Though I do lose more ships after the update. I find it adds to the realism of fighting an implacable foe. Like how my Templars don't bother with old age in TA.
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Post by fallen on Jul 10, 2014 9:22:41 GMT -5
Thanks for the feedback all, please keep sharing your experiences! For the good of the game, we have to continue to make the right balance choices, tho sometimes it can sting. In the long run, it's for the best.
We hope you'll keep sharing how this has changed your strategy and what new exciting strategies evolve!
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Post by redhowl on Jul 10, 2014 13:25:17 GMT -5
Hum - I have a silly question: when would you expect the update to appear on iOS? The latest version seems to be the one from 8 July (1.1.19). I have the Elite version. Thanks.
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Post by fallen on Jul 10, 2014 13:46:25 GMT -5
redhowl - the average Apple review time for a new update is 7 to 10 business days.
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Post by redhowl on Jul 10, 2014 14:10:08 GMT -5
Okie, thanks Fallen.
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Post by KrisKamm37 on Aug 25, 2015 12:37:51 GMT -5
Love the game. Just found it last week. Its a nice break from the other games that demands spending $$$ to buy tokens or ships to fight pvp or that real world time element where upgrades start taking 5days 8days etc unless you use $ to speed up. Those style of games tend to be fun until you hit that point that I have seen referred to as the "Pay Wall" and then I lose interest because of the pushy demand for $$ to keep progressing. Please keep your games in the same style as you have them. Im past the tutorial map and well into a large 64x map after buying the Elite. By the way, Perfect price point! I personally always buy the games I like if they are good past a couple hours and I can get hours of entertainment. Its wise to have the game in a perfectly enjoyable state. Then having the very reasonable price for an expanded version with a larger experience. Reminds me of the good old days on PC especially when the first chapter of Doom was a free download then you had to pay for the full game with 3 chapters. My only problem is that I started in building torpedoe cruisers had my fleet up to 10 and was holding off assaults from both alien sectors. They upgraded and I was getting slammed having to fall back and circle behind my 3 prime planets while fighting. I managed to pull my economy out of a tail spin. at one point i was -$3000 now im back to +800/round with 18 colonies. I upgraded to level 3 carriers with lance weapons, built six of these and scraped my old ships. (accidentally used the carrier hull instead of cruiser lol) anyway im hitting a dangerous point now because yes the carriers are dealing 15 to 30 dmg per shot, but they don't automatically get repaired white sitting next to planets like my cruisers and fighters were. Is this supposed to be happening? I have moved them around to different planets.. I have ran every kind of politics or economic summit available. The carriers just won't get repaired at all. Someone mentioned their workers not repairing ships in an earlier post here, was that real or just a joke? I have no reference to that in my game anywhere. Please offer me any advice you have. I would hate to have to rebuid my ships every time they take damage rather than getting the normal repairs. I guess I will just have to wait for an answer before playing this save further. Unrepairable ships are not something my economy can support!
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Post by En1gma on Aug 25, 2015 13:11:35 GMT -5
KrisKamm37, this seems odd for sure. If this is your latest version of the game I would STRONGLY suggest updating the game via your device's game store (Amazon/Google Play/App Store), as this version is very outdated...
What Device/OS/Game version are you using? This will help the devs pinpoint any issues if there is a bug... Also, can you tell us what politics are underway under your Politics Screen? There are a few negative politics that can affect your Ships' repair rate, so this could be an issue.
Welcome to the forum, and I hope we can be of assistance!
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Post by fallen on Aug 25, 2015 14:35:55 GMT -5
@kriskamm37 - welcome to the forum! I'm Andrew, one of the two developers. Thanks for the kind words. We can't keep developing games in this style without your help -- please leave a review on the game, tell a few friends about us, and try our other games. If you can give the info that En1gma was asking about -- device / OS version / game version from the main menu -- that would help us debug!
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