Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. With the current Starbase mechanics, there are several things that happen due to the reduced size and engagement distances introduced by Real Space:
1a. Sending a fleet to an enemy system doesn't always trigger combat with the system's outpost. Due to the distances involved, it's possible for the fleet to position itself on top of the star without engaging.Two possible solutions, either increase range slightly at least for star bases, or change the navigation mechanic so that fleets told to navigate to a system are sent to the outpost instead of to the geographic center of the system.
1b. Prior to hyperjump blocking technology, it's trivially easy to bypass a defensive fortress since the engagement range is so small. While the player can recognize this and not build bastions until the technology is researched, the AI still wastes resources on them. This could be addressed by either increasing the range of starbases, or by making the hyperjump blocking technology on by default. I lean towards the latter.
2. It's much more difficult to intercept fleets. In some cases, when one fleet is told to attack another while both are moving, the intercepting fleet will miss by just enough that it has to loop around and then pursue the target fleet. If both fleets have the same speed, this is very frustrating and requires a lot of extra setup and attention to coordinate fleet combat. Increasing the range of engagement somewhat would help to solve this.