@Sudakan: "Sudakan: simulation to see how to defend your planets are not in place"
Yes it is... you select Horwasp and enter the Horwasp Clan population. Not documented so you have to figure it out by trial and error.
"Sudakan: damage dealt by your protofield have to be assessed by going back to the previous turn and calculate the trajectory of the enemy in your protofields"
Not sure why you expect that information to be provided... but it'd be cool if proto-molecules transmitted damage and crew #'s back to Horwasp.
"Sudakan: cloaked ships should be visible to pods"
Aren't they though? You mean attackable don't you? Use protofields against them, if you invade without sending Protofields first, you deserve to lose. Protofields are awesome, use them.
"Sudakan: Poods should be able to be launched at different speeds."
They can, Warp 3, 6 and 9.
"Sudakan: in that case it shoud be impossed a limit of horwasp players per melee"
There is already. ___
Horwasp Sectors tracking thread; http://play.planets.nu/#/activity/2820310
Horwasp are overall winning even though everyone is ganging up on them and has CAMPAIGN-MODE ships and features! ___
My suggestions after reviewing the first finished Horwasp sector;
"Glyn: What I suggest Joshua do;
-Reduce Horwasp maximum Beam and Torpedo tech to 7 -Make each lost fighter equivalent to one Horwasp Clan after battle, and make them unlimited for each engagement like their Torpedoes are.
-Make the Hive ship a pod. -Remove pods minesweeping ability, except their Sentry pods. -Make pods totally immune to Webs/Minefields EXCEPT if launched from a planet covered by them at time of launch...and only for that first movement at launch. (We already know mines communicate with each other to adjust their overall size, how can they not notice a massive energy launch?!? Also makes Sentry actually worthwhile to build for them) -Remove pod visibility totally, but show "pod launch detected" at origin planets if within sensor range (no indication where it is going).
-Change proto-molecules to attach to higher crewed ships faster (count clans). -Have proto-molecules attach to all ships within the protofield, not just Towers moving through them... and then reduce in size after proto-molecules attach. -Make it so you have to be inside protofields to minesweep them. -Remove minefields ability to annihilate protofields. -Change the proto-molecule damage effect to lower Shields strength instead, 100 proto-molecules=no shields, then have them begin to kill clans and then crew, proto-molecules consumed in the process (make Robots immune to the clan/crew loss). -Only allow Starbase Fix and Repair ships to remove proto-molecules, encouraging players to sit still to remove proto-molecules only slows the game down. -Allow sweeping proto-fields which have their center-point covered by Ion-Storms (but still not visible on scans)
-Have ghostships in protofields convert to Soldier ships that retain original ship fighter-bays, engines, shields, torpedo tubes and beams... but can be loaded with Horwasp Clans which up their fighter-bay count, supply fighters and torpedoes, and add beams/torpedo tubes if not originally equipped.... would hit mines and be Web-drained like all non-pod vessels (but still fight without fuel)
-Make Horwasp clans/crew immune to Star Cluster Radiation (but not natives on farm pod) -Make Asteroid Fields uninhabitable to Horwasp due to no atmosphere (and change it so planetoids can't have natives also while on the topic).
edit) Also only make minefields and Webs that cover inhabited Horwasp planets visible to them, since otherwise they don't effect Horwasp in any way shape or form... they don't scan, they sense life." |