Well, I have finally caught up and I must say the work you've been doing here is ridiculously good. I know what kind of micromanaging madness this game entails, let alone reporting on it for months while running it. I salute you, sir. - Thank you, sir. Yes, the micro is insane... especially when we hit occasional bugs (like the "DSP in orbit" bug).
My thoughts so far:
- this new pirate addition is awesome. It really brings in an entire new layer to this game. I love it. - I also love it. The Pirates change the game completely.
- I love laser gunships shining. Huge difference between this game and the original Aurora game. - I am also enjoying the Gunship revival. The meta used to be Base Strike - Carriers and PD. Now it's a toss-up. Jeune Ecole seems to be a strong contender.
(Which, btw, I highly recommend for folks to read who haven't done so yet..)
As for current events.. I would love to see another Precursor battle. I would *also* love taking a shot at invading the Goons. I mean, a guaranteed rich planet *and* another alien species to enslave?
Who wouldn't love that?
And a planetary invasion would really show off an entirely different side of Aurora, I imagine. - It will take us a while to work our way up to that. Still focused on expanding the resource base... we are ALMOST gaining Corundium as fast as we are using it up.
Though I have no idea what that entails except, I suspect, a metric ton of ground units.
In general, while I think the approach taken so far has been rightfully cautious and meticulous, from a "how do we get lots of interesting stuff to happen" perspective, a little bit of risk taking won't hurt. Especially since tech levels, infrastructure and economy seem solid enough for the empire to take a hit or two without being an instant game over like it might have been 30 years ago. - I think I'm going to start with infiltrating stealthed scouts. Research on Stealth continues. We have completed the "90% Stealth efficiency" tech, "Minimumn Size = 500 tons" tech, and are currently researching the 1:8 Stealth Generator tech. That will allow a 4,000-ton scout (with 90% Stealth) with only 500 tons devoted to stealth. The rest of the tonnage can be detection gear (and engines, fuel, life support, spare parts, etc).