Sins needs more rock/paper/scissors in combat
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Sins Forums
I have finally gotten XP installed again so i can play som sins. So now ive tried out beta2. I really think SINS needs a whole lot more rock/paper/siccor when it comes to combat. Right now all the different ships just dont seem all that different. Sure when you get to know em you will see they do have differencies but these are to small.
Secondly i think the game needs another ship class. One above captial ships.
Fighters < frigate < cruiser < captial ship < dreadnought
something like that. I keep reading that bla bla bla captial ships are supposed to be rarites. But in big games they aint. And suddenly they dont really feel like capital ships becouse you have a amarda of em. Devs should understand that its ok to have big untis that players might not will be able to afford in small or even medium games. Also when it comes to the big ships not being to overpowered this is where the rock/paper/siccor comes in. Make em vulnarble to frigates etc or something like that, so ALL units remain usefull for the entier game. To many strategy games leave lower level units in the dust when players move up a tier. This is poor game design. Starcraft WC3 is great examples of how all units remain usefull at all times.
Maybe make different dmg models for different sizes of ships. So a dreadnought cant hit frigates easly becouse they are to small for there guns, while some types of weapons simply dont have the power to penetrate the amour of the big ships and so on. Again much more rock/paper/siccor plz.
On another node. did the game slow down from beta1 to beta2. yesterday i played a game for 2 hours with no enemys, and in that time i only colonized like 9 planets and some astroids, with no opposistion other then pirates. I just remember the game being somewhat faster in beta1. Also now crystal is really rare and almost have to be bought at the black market. But nothing wrong with that really. Actualy maybe you should make crystal only astroids and stuff that gives bonuses so they become strategic important. The only importance of planets and asteroids now are, placement, and artifacts.
Hope some of the devs read this
Secondly i think the game needs another ship class. One above captial ships.
Fighters < frigate < cruiser < captial ship < dreadnought
something like that. I keep reading that bla bla bla captial ships are supposed to be rarites. But in big games they aint. And suddenly they dont really feel like capital ships becouse you have a amarda of em. Devs should understand that its ok to have big untis that players might not will be able to afford in small or even medium games. Also when it comes to the big ships not being to overpowered this is where the rock/paper/siccor comes in. Make em vulnarble to frigates etc or something like that, so ALL units remain usefull for the entier game. To many strategy games leave lower level units in the dust when players move up a tier. This is poor game design. Starcraft WC3 is great examples of how all units remain usefull at all times.
Maybe make different dmg models for different sizes of ships. So a dreadnought cant hit frigates easly becouse they are to small for there guns, while some types of weapons simply dont have the power to penetrate the amour of the big ships and so on. Again much more rock/paper/siccor plz.
On another node. did the game slow down from beta1 to beta2. yesterday i played a game for 2 hours with no enemys, and in that time i only colonized like 9 planets and some astroids, with no opposistion other then pirates. I just remember the game being somewhat faster in beta1. Also now crystal is really rare and almost have to be bought at the black market. But nothing wrong with that really. Actualy maybe you should make crystal only astroids and stuff that gives bonuses so they become strategic important. The only importance of planets and asteroids now are, placement, and artifacts.
Hope some of the devs read this

