ORIGINAL: RooksBailey
ORIGINAL: themetalcrow
that's cool but do you guys feel this is an exploit or have you seen ai empires arming their mining stations as well or what?
Going forward, I think DW does need to better define roles for ships and stations. Ship classes need more definition (the new carriers are a step in the right direction and a good example of what I mean), and freighters and bases need to be less free-form both to avoid possible exploits, as well as to make them more interesting for the player to research and design. For example, I believe civilian freighters should not be able to carry military-grade blasters unless the player researches "merchants of war" on the tech tree to permit such a design (just an example). This would provide more structure to the design process, as well as give the AI a chance to match the players designs. Same for mining stations (the player starts with an unarmed version but can research a militarized one if he wishes).
I disagree with a zero weapon limitation on starting merchants and mining stations. That's when you need self defense the most. A limitation of 1 weapon on both starting merchants ships (as it is now) and 1 weapon on mining stations (which can have more than 1 weapon currently) wouldn't be a bad idea if it could be tied to research that gives increased mounting capabilities.
edit> Also, before any such limitation is implemented for mining stations, the capability to retrofit them somehow will have to be allowed.













