Starpoint Gemini Warlords

Starpoint Gemini Warlords

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j_saalbach Jun 17, 2017 @ 2:25pm
Red territory dissaperaing rapidly.
After taking some adive to help for a build up I waited a bit and did other turns but it seems that the blue tiles of friendly groups and all the more legal groups are rapidly killing off hostile groups and are almost now over running points I have to conquer so far all the hostile forces territory is shrinking to areas that has defenses way higher than I can possibly tackle. I was just wondering are the other Gemini factions suppost to eliminate or apparently take over almost all Reminant and criminal controled tiles at around mission Oriphel? Because just all boarder territory has been lost by the enemy factions and I've seen no sign of them even attempting to retake them from non player opponents.
Last edited by j_saalbach; Jun 17, 2017 @ 2:25pm
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Showing 1-13 of 13 comments
Burusagi Jun 17, 2017 @ 2:30pm 
Yep, I've voiced my concern over this in previous threads. The little pirate factions quickly get overwhelmed and bullied by the bigger lawful ones, often leading to all but The Ward and Outlands (beause they own planets and can push back) being wiped it far too early.

I mean, I don't even have Destroyers yet but the Baeldor d00ds are sending fleets of multiple Carriers and Dreads to crush The Revenant, lol.
balmora pete Jun 17, 2017 @ 2:38pm 
I think what needs to happen is that the pirate factions who only own bases (like Syndicate, Royalists, Stoners, Genos etc) in their enemy's territory should be able to build at least one fleet. Maybe not a ridiculously powerful one, but one that is capable of taking over forward outposts.

I love fighting for the underdog, it's fun to oppose an overwhelming enemy like the Baeldor or maybe Korkyra.
Set-115689 Jun 17, 2017 @ 2:59pm 
If you plot and scheme you might be able to slow the process down. Protecting some allies from enemy fleets or taking over a nearby sector can free up their resources to attack other factions. There seems to be trends that you can manipulate to some end.
j_saalbach Jun 17, 2017 @ 5:31pm 
Well anyway their needs to be some kind of ballance with the smaller pirate unlaweful factions. I mean according to the bio's some of these factions are going to be major problems so maybe their could be some way for the smaller pirate factions to hit back and retake from the larger factions. Or at least have it that some territories the laweful factions can't really attack (or at least put a limit on the size some factions can be I mean Nexus is suppost to be a shadow of it's former glory and kept that way by the Barrony but it's grabbing so much territory it's actually gotten twice as big as all the barronies conbined. That kind of breaks the story behind what's going on.
Burusagi Jun 17, 2017 @ 5:40pm 
Aye, at the very least they should be more than able to hold their own territories against their default enemies unless something shifts the balanace (such as Player involvement).
j_saalbach Jun 17, 2017 @ 6:44pm 
Ya or some story plot kicks in of side event. Right now it's almost like the story missions will pitch me against enemies in territories so far behind the allies lines it's wierd. Or territories against those groups that are major conflict zones that would make since for them to loose and get retaken regularly. I mean lore wise their were a few in the Geminipedia.
JZ Comics Jun 18, 2017 @ 12:17am 
I'd like to have random fleets from various outlaw groups randomly spawn at random areas around the map and take back territory, even if they don't have territory. This makes sense to me because not all citizens of gemini are going to be loyal to their faction and some might want to break off and rebel. So it wouldn't break immersion to have random enemy fleets or warmasters spawn with no territory.
depresso Jun 18, 2017 @ 12:35am 
What I ended up doing in my game was partitioning off a section of the map (one for Hexen, one for Outlands, etc.) and just don't conquer it. They still have a fleet (a measily 6,000 power one) and because it is just a waste of a area (no resources) they don't really expand or threaten.

They are my pets. When I get bored I'll declare peace with them, then attack my old allies (as the reputation resets to neutral from what I've seen) and then let them expand out again.

Then I'll repeat.
j_saalbach Jun 18, 2017 @ 10:53am 
You know this territory rapid dissapearing would work better for a nonstory move setting but for a setting that involves a story mode their really needs to be some counters so the different faction territory doesn't start to mess with the plot. I mean were required to expand in some areas but some of the areas were suppost to expand into are former enemy territory and factions that are suppost to be plot wise ally and currently ally to you are controling it does cause for some problems.

maybe something to slow down expansions like some kind of construction that could need to be done for you to expand your terrritory. Like some kind of administration hub to help with the buroceracy of controling territories over a certain amount.
balmora pete Jun 18, 2017 @ 6:07pm 
I have a decent suggestion for this! If you are neutral or allied with a faction that is very much obliterated (0 fleet power) or "landlocked" (only have stations in enemy territory), why not add an ambassador option to donate materials to selected faction, so that they can build a fleet? This could give you a bit of reputation with them as well.
Burusagi Jun 18, 2017 @ 6:38pm 
Syndicate probably has it the ♥♥♥♥♥♥♥♥♥.

They're literally on the other side of the map.

I've never been able to get to them before Korkya has wiped them out.

Which SUCKS because I love their ships >_>.

http://steamcommunity.com/sharedfiles/filedetails/?id=950182520

EDIT: It doens't make sense either since storywise they are apparently a HUGE faction that can amass massive warfleets to attack your home planet at one point...
Last edited by Burusagi; Jun 18, 2017 @ 6:43pm
Retrox Jun 18, 2017 @ 6:49pm 
Originally posted by j_saalbach:
You know this territory rapid dissapearing would work better for a nonstory move setting but for a setting that involves a story mode their really needs to be some counters so the different faction territory doesn't start to mess with the plot. I mean were required to expand in some areas but some of the areas were suppost to expand into are former enemy territory and factions that are suppost to be plot wise ally and currently ally to you are controling it does cause for some problems.

At least in the campaign, Nexus and Baeldor in particular are terrible about reinforcing their outlying territory. On more than one occasion, I've just parked a fleet at my border and waited for one of my "allies" to lose a territory before moving in and claiming it for myself. War by proxy is my favorite kind of war. =D
Last edited by Retrox; Jun 18, 2017 @ 6:49pm
j_saalbach Jun 20, 2017 @ 8:17pm 
Ya but it's a real problem when you want to expand and the only stuff you can expand in becausae your trying to build up for are areas that are around 20,000 or 10000 strength when your build up was to get 1000. I actually did that and all territory I could capture had already been taken by the Nexus and the Republic. their are no territories around the Solari concord that has 1000 strength.
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Date Posted: Jun 17, 2017 @ 2:25pm
Posts: 13