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Yzaxtol

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    Versailles, France

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  1. was going to say that finding the advantages of your own units and exploiting the disadvantages of your enemies, is what usually, makes a great game, but yeh when it's so obvious like: archer beats spear, spear beats sword, sword beats archer. It's just plain silly.
  2. I don't know how well you guys recieve suggestions or criticisms but these are just a few of my suggestions to make your great Mod even better. - Start the ship selection along the lines of A New Hope, and allow later ships to be built through research. - Adjust the build speed so that the expensive Caps take Alot longer to build then the cheaper ones (Also having to research for the large Caps would make it balanced) - If you can adjust it so the expensive Caps take more Cap Supply that would be a bonus. - Add more selection to the Starfighter choices. Interceptors, Defenders etc, From extensive Research. - Allow all Caps to colonise planets, this allows the start game to progress faster - Have a bunch of starting buildings: Frigate Ship Yards, Cap Ship Yards, 2 Constructors Spawned. ?Defenses? (At the moment the constructors slowly spawn from the first building you build) - Adjust the Asteroid collection and Taxation to compensate for the expensive ships. - Emphasise the difference between the Industrial Empire, and the Inspirational Rebels. e.g. Empire gaining Refineries earlier and Rebels having Cheaper, Faster Culture. Empire allowing cheaper buildings when colonized, Rebels colonising with a bonus population. - Visually it would be better if the range of the starships was reduced so if you zoomed onto 1 ship you can see the other firing onto it. - Allow all ships with Turbolasers to be able to bombard planets. - Create a cheap unit like Sigma Transports to capture extractors OR allow other large frigates to capture extractors. - Also at the moment the jump time is only a few seconds, this reveals that the interdictor's 700% markup on a few seconds, is nearly worthless. It should disable warping completely. - What's with the Acclamator II's Shield Recharge rate?
  3. It's the Acclamator 1 if I recall, and like my pervious statement it takes a while to even be able to afford it after getting the factories.
  4. Ok Before I launch myself into the criticism of the initial release I just want to thank you for turning a kick-ass game into an even more kick-ass IP. 1 ) Ice Planets have Useless Metal Asteroids (They produce 0 metal but you can still build extractors on them, I assume Volcanic Planets have the same problem with crystals) 2 ) The Initial FREE Capital Ships generally should be of equal cost and satistics. Or the first 1 shouldn't be Free at all. 3 ) The spawning of the construction frigates is extremely wierd, and slows gameplay alot at the start and takes ages for the construction frigates to reach the wide spread asteroids. (Probable have starting buildings like SoSE had before) 4 ) Gameplay is somewhat slow with the resource/cost ratio as it is at the moment. 5 ) Gravity Well Issue 6 ) Neutral Planets/Units are too weak 7 ) Logistic and Tactical Buildings, Research aren't complete ( and of course you know that) 8 ) The Capital Ship name mixup That's !Everything! I could find that was wrong or annnoyed me.

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