Search found 242 matches

by --Imperator--
Mon Mar 20, 2017 11:11 pm
Forum: Anacreon General Discussions
Topic: Balance final tweaks/changes before Beta 3
Replies: 42
Views: 22408

Re: Balance final tweaks/changes before Beta 3

Hehe, yes that's true. I agree, autofiring jumpmissiles would be a good addition in the next Era of the game. Although to be fair, expanding too close and building jumpyards within 250ly of another empire's borders pretty much signals a call to arms. Building planetary defenses can be worthwhile, I ...
by --Imperator--
Sat Mar 18, 2017 5:06 am
Forum: Anacreon General Discussions
Topic: Balance final tweaks/changes before Beta 3
Replies: 42
Views: 22408

Re: Balance final tweaks/changes before Beta 3

Mantas should get AoE:0.1 to match Defiances Added to the list, if the are no objections from others? With regard to ramships' range and damage, my spreadsheet gave them 50% more armor and damage than clearspace ships, but -5 range. I think that's a perfect system if the penalties in dark nebulae (...
by --Imperator--
Fri Mar 17, 2017 1:59 pm
Forum: Anacreon General Discussions
Topic: Anacreon Beta II Discussion Thread
Replies: 265
Views: 142216

Re: Anacreon Beta II Discussion Thread

Actually, this calls for very special consideration when selecting new sector capitals, otherwise you'd have wasted 24 hours. You'd want to make sure its a non-hostile TL7+ world (if possible), and its control radius should ideally cover the maximum number of worlds without overlapping with other SC...
by --Imperator--
Fri Mar 17, 2017 1:32 pm
Forum: Anacreon General Discussions
Topic: Balance final tweaks/changes before Beta 3
Replies: 42
Views: 22408

Re: Balance final tweaks/changes before Beta 3

What about hypersonic range? R:20 is good right? First thing on the list. Adamants need to stand a chance against Minotaurs, which they currently don't even though jumpcruisers are supposed to counter gunships. Reducing their range to 10 would be... suboptimal. GDMs can be countered by Stinger or El...
by --Imperator--
Fri Mar 17, 2017 11:47 am
Forum: Anacreon General Discussions
Topic: Balance final tweaks/changes before Beta 3
Replies: 42
Views: 22408

Re: Balance final tweaks/changes before Beta 3

Additionally: I think George should announce the new game start date well in advance (maybe 1 week?)

So everyone gets a fair chance to start all at once rather than the few people who are watching the forums getting ahead in production and worlds...
by --Imperator--
Fri Mar 17, 2017 9:42 am
Forum: Anacreon General Discussions
Topic: Balance final tweaks/changes before Beta 3
Replies: 42
Views: 22408

Re: Balance final tweaks/changes before Beta 3

The final list If we're all in agreement then, here are the final changes. I'll edit this list as we discuss more etc etc. Please, anyone feel free to call out if you disagree with anything on here, or want to suggest something else... 1. Reduce hypersonic missile range to the original R:20 2. Make...
by --Imperator--
Fri Mar 17, 2017 8:54 am
Forum: Anacreon General Discussions
Topic: Anacreon Beta II Discussion Thread
Replies: 265
Views: 142216

Re: Anacreon Beta II Discussion Thread

IIRC it's that capitals can't be established WITHIN 250ly of another capital? So capitals have to be more than 250ly away, in which case your scenario is perfectly fine. Regarding nebular effects on range and damage, no, I didn't know that and haven't looked at that part of the source, so that's int...
by --Imperator--
Wed Mar 15, 2017 11:02 pm
Forum: Anacreon General Discussions
Topic: Balance final tweaks/changes before Beta 3
Replies: 42
Views: 22408

Re: Balance final tweaks/changes before Beta 3

How do people feel about capship performance right now? In the few Gorgos-Minotaur battles I've seen, the Gorgos still manage to inflict some casualties from long range (10 to 20% depending on where the opposing fleets are when the attack command is given). If the two fleets are of equivalent cost ...
by --Imperator--
Wed Mar 15, 2017 12:43 pm
Forum: Anacreon General Discussions
Topic: Balance final tweaks/changes before Beta 3
Replies: 42
Views: 22408

Balance final tweaks/changes before Beta 3

Let's add here any suggested changes or tweaks to unit stats, before the next game goes live. Personally, I'm happy with most stat changes so far, although there are still a few unit matchups I haven't tested... I can think of only 2 things which make units slightly unbalanced: 1. Hypersonic missile...
by --Imperator--
Sat Mar 11, 2017 7:13 am
Forum: Anacreon General Discussions
Topic: Era 3 done
Replies: 2
Views: 3417

Re: Era 3 done

Wow, this is great news! Thank you for putting in lots of your hard work (and limited time) into the game George, I'm sure everyone here appreciates it! We still have one issue: selecting an enemy jumpfleet shows the jump radii of the players own jumpbeacons. It shouldn't show anything at all, or sh...
by --Imperator--
Sat Mar 11, 2017 1:32 am
Forum: Anacreon General Discussions
Topic: Ship balance changes and jump beacons
Replies: 17
Views: 10483

Re: Ship balance changes and jump beacons

Hypersonic missiles are overpowered with R:25, they are better than plasma towers and armored satellites which have a higher cost. This was confirmed over multiple combat tests in game. I think we should revert their range to the original R:20.
by --Imperator--
Fri Mar 10, 2017 5:21 am
Forum: Anacreon General Discussions
Topic: Infantry defection mechanics
Replies: 1
Views: 2572

Infantry defection mechanics

How difficult would it be to reduce the infantry defection chance? It's just that it's too easy to capture defecting infantry in ground battles and players can end up with MORE infantry then they started out with in some cases. If this is an easy tweak of some numbers like the ship stats, any chance...
by --Imperator--
Thu Mar 09, 2017 11:59 pm
Forum: Anacreon General Discussions
Topic: Ship Balance Discussion Thread
Replies: 16
Views: 10897

Re: Ship Balance Discussion Thread

We should have an Undine vs Minotaur combat simulation at equivalent cost, as opposed to low tech vs high tech. It does seem like missileships are still only competitive if they have the range advantage against cannonships e.g. hypersonics with R:25 vs. R:15 gunships. The most important tests to get...
by --Imperator--
Thu Mar 09, 2017 10:56 pm
Forum: Anacreon General Discussions
Topic: Ship balance changes and jump beacons
Replies: 17
Views: 10483

Re: Ship balance changes and jump beacons

Ok I see, thanks for the info! This makes sense. We should test small fleets of up to 1k ships against the ships they counter and the ships they're vulnerable to, with equivalent unit costs. I'll have a look at the spreadsheet in the other thread and see if I can come up with a list of combat scenar...
by --Imperator--
Thu Mar 09, 2017 1:26 pm
Forum: Anacreon General Discussions
Topic: Ship balance changes and jump beacons
Replies: 17
Views: 10483

Re: Ship balance changes and jump beacons

Feedback on changes so far, in no particular order: 1. Minotaurs seem to be the new "best" general-purpose unit, replacing Eldritches. This is good! Gunships travel much slower and give players more time to respond. 2. Invading and conquering an empire can't happen overnight anymore. Also wonderful!...