I played a game last night with 3 planets and 3 moons, I totally dominated the starter planet, but the last enemy commander moved to the moon, I dominated that so he moved to the next planet, I saw the pattern starting and sent stuff to each planet and moon, but he just keep moving his commander over and over and over spending up to 15-20mins in space at a time, until he got bored and quit. Surely we need some sort of end game advance space factory that can create space fighters to chase down these super annoying "spend all my time in space so he can't kill me" failing that a cooldown timer, for example Commanders can only move planets once every 30mins.
I repeated tried to get orbital fighters to attack him in space but they wouldn't which was rather annoying, (but the clue is in the name, which is why I feel we need "space" fighters) and he'd leave a planet right after arriving without ever stopping. He quit when he realised I was about to have loads of orbital fighters ready and waiting at every rock, just seems a massive waste of time, I went to go make coffee and eat some food while nothing was happening other than fighters being built
That sounds like a sore loser problem more than a balance problem that absolutely needs to be addressed. Seems like at that point you only have to decide how important 'winning' that situation is - or how important it is to have the server acknowledge what you know is de facto true. Any formal tournament setup able to spectate would call the game in your favour. I remember a game of Starcraft 2 years ago where we beat the hell out of each other, exhausted all the resources, but my opponent flew the last of his Terran buildings to an impassable corner of the map, and I couldn't afford a ship to go after them. He just sat there expecting me to give up and quit. I assume we both got up and did something else. Eventually the server noticed the inactivity and timed out - draw. FINE BY ME, JERK.
I like the idea of time restrictions ... or have all orbital units have a set refuel period after making the journey to another planet, not immovable within New planets atmosphere just have to wait a set period before the units can leave orbit again like five minutes or so...... seems great to me
This idea is really good in my opinion. it could just use the same "ammo" system that bombers do and consume energy for an interplanetary trip. Seems logical, uses current systems, and fixes people exploiting the game.
Just going to repeat myself: Landers shouldn't just be able to fly through deep space anyway. No satelite should. Landers should only be able to travel from astroid to astroid, moon to moon or planet to moon and back, but not from one side of the solar system to the other. You should have to use actual space-rockets for that. So you need an orbital launcher to leave the planet. Just like in the visualization trailer! It looked awesome how the lander picked up the commander, then put him in the rocket and he was launched to the moon. Then those three little landers picked up fabrication bots and got some asteroids to be used as KEWs. Nothing should be able to stay between planets. Nothing. The space between planets should only be an area that is used for the rockets to fly through. Or other means of transportation with enough thrust to actually go anywhere. This would also prevent commander hopping, since commanders can't just leave the planet they ran to when you get there, without an orbital launcher, and make "where do I send this rocket now" an even bigger decision. EDIT: Alright, fabbers should also be allowed to be picked off by landers and put into a rocket, of course. Or perhaps a.. transport-rocket that's bigger and allows to take in a bunch of fabbers and a few other units. Or a huge lander-ship or something. We need ways to transport, yes, but none of htem should be able to stay between planets and none of the ones that can pick up a commander should be able to start without an orbital launch pad to prevent space-commanders.
I like this idea a lot to.... instead of a time limit it requires you to spend time and effort building a launch pad excellent!!!! Then again a time limit for refuel may need to be implemented. Say this sissy trying to avoid his imminent doom owns several planets all with launch pads and is still hopping around on the planets he owns
How about a different idea then adding fuel to the game. The orbital transport is moved to an air factory as an air transport that can carry anything, you can now pick up and move units on the Air layer of the battle field and then you can right click on an orbital factory to attach it to a rocket which is then sent into space towards a planet that you pick with the orbital factory before launching (no changing your mind mid space once you are going towards it you have to keep going... after you get there you now need to build another orbital factory to be able to launch your commander or other units again.
That's what hans said........ essentially........ Lander should still be produced at orbital factory. I'm sure air transport is in works. Asas of right now you cannot change direction in the middle of space flight. You must reach your original destination first, that's how it should be as well I didn't mean an actual fueling station just that would be the reason why you have to wait to blast off again
I like it, and I'll adopt it. I'm sure they're working on something that will limit this planet/orbit hopping. Many mechanics can fill the role.
Idk I just like the idea of being able to use an air transport as an air transport then rocket into space when i want to xD this also means they could put in com napping again as the way to stop it would be simple AA fire
Air transport moves several units, hopefully, at atmospheric level. Orbital does just that at an ORBITAL level so it should require to be built at orbital factory, then return to said factory for booster attachment
currently when something is built at an orbital factory it is launched into orbit and there has been a number of complaints of well if the lander can float down pick something up and then drag it into space by itself then why launch it at all my solution solves that and the infinite space dodging keeping the game going much longer then it should... see the one unit transport could be a T1 air transport and the multi unit could be a T2 and thus it would work out quite well