XXNephilim XXNephilim

Questions to community & devz

Questions to community & devz

Ok - as some of you already know we have just joined the forums and are slowly but surely gearing up for the release... In short - we are bunch of naabs eeeeeeee :D

We know that some (most!?) of you have been testing the game for some time so here is set of hopefully easy and rather naaby questions :)


1. Gameplay: are we talking about "classic build rush" here or indeed something else? For example if player A knows what to build / research first it will own player B who still doesn't know the winning formula - Or does player B indeed stands a chance against player A cause his micro / strategy is better? Difficult question - i know but would be cool if someone can feed us in :)

2. Lobby: is there any clan support present? Ladder of some sort perhaps?

3. Lobby: are there any stat system / ranks / ladders for individual players present?

4. Lobby: are there any chat channels in lobby? in short - when we log in can we see who is online and who isnt - can we chat with guys who are online and invite them for a game?

5. Lobby: is there any match making system?

6. Game: can we record replays?

7. Game: are there any shitty exploits that players discovered and that devs still didnt address?


That will do for now ;)

Many fenx in advance!
98,986 views 75 replies
Reply #26 Top
I'm curious tho, why all this new stuff doesn;t have to be tested as well...
Reply #27 Top
it is just not by the public you dont think ironclad cant aford testers do you?
Reply #28 Top
1. Gameplay: are we talking about "classic build rush" here or indeed something else? For example if player A knows what to build / research first it will own player B who still doesn't know the winning formula - Or does player B indeed stands a chance against player A cause his micro / strategy is better? Difficult question - i know but would be cool if someone can feed us in
End of quote

there is as of yet no "winning formula" although certain strategies can well dominate others (being too reliant on focused fleets on a small map will have you chasing your tail)
Reply #29 Top
I suppose you could say that Fleet is its own tech tree now...
Reply #30 Top
with its own logistics structures, or still tied to planetary developments?

Or even independent of both, where cash = higher fleet cap w/ no limits tied to planets?
Reply #31 Top
All i am reading here looks too good to me. Could the developers or the publisher tell me who is your distributor in europe??
Reply #32 Top
Could the developers or the publisher tell me who is your distributor in europe??
End of quote


It's still under negotiation, so we likely can't disclose anything until (hopefully) a deal is reached.
Reply #33 Top
Another question - not as difficult as previous one based on latest screens lol :LOL: - so here we go... Should be simple for you Beta guys :)

In movies i saw, lines that are connecting planets seams to be only way we can travel through space - they almost act like some sort of galactic highways...

Am i right in concluding that this is indeed the case or are we going to have "freedom" of moving any way we want in space...

I mean lines / highways are all cool and fine but don't they limit the battle strategy and tactics by for example reducing or almost removing flanking options from your strat!?!?

Anyone who can tell us more about these highways (or lines) and generally about few points i mentioned above :)
Reply #34 Top
You are correct in your conclusion :)

The lines are called phase lanes, and they link all the planets/anomalies on the map. Stars are unlinked, so you can travel from a star to any other star (if on a multi-star map).

In a way this could be seen as a limit, but in practice it's rarely the case that there's only *one* way to go. It depends on the map - a lot of the premade scenarios have some very devious layouts that allow some great sneak attack possibilities, but the random maps sometimes funnel you into attacking from only 1-2 possible directions (such is the curse with anything random :P).

Of course, after phase travel there's the planetary grav well, where you're free to move around however you like! There are also some interesting mechanics with phase lanes - they determine which planets you can travel to, but the more experienced people will quickly get quite good at controlling where they come out of phase space!

Is there anything more specific about phase lanes you're curious about? Since this is sort of pretty general :P

Edit: In Sins terms, there's a pretty nice break between strategy and tactics. Generally, when Sins players talk about strategy we mean moving around the galaxy/star system map (planet hopping, attack directions, splitting fleets, etc). Basically, strategic positioning of forces and choosing planets to attack. When we talk about tactics, that's the nitty gritty grav well combat, where you see all the flashy pew pew ;) Micromanaging fleets is mostly talked about in relation to tactical combat. So, phase lanes influence your strategic planning (both offensive and defensive), while not touching your tactical combat :)
Reply #35 Top
I have a question, Do you have to use the lanes, or can you Phase jump outside of them (I saw ships floating around in one of the beta videos) wonder whats going on with it

Reply #36 Top

I have a question, Do you have to use the lanes, or can you Phase jump outside of them (I saw ships floating around in one of the beta videos) wonder whats going on with it


End of quote


You must use phase lanes, unless your Vasari -- the Vasari can create phase gates, which allow their ships to travel from any system with a phase gate, to any other system with a phase gate. (Oh, and one of their capships can work as a phase gate once you get it to higher levels).
Reply #37 Top
Ahhh this must be what I saw Multianna using in the beta videos

Thanks for clearing that up.
Reply #38 Top
Yep. It's technology that's specific to the Vasari race, and as you can imagine quite powerful since it can save great amounts of travel time :)
Reply #39 Top
Thanks for the answers to all and special fenxorz to Annatar!

eeeeeeeeeeeeeeeeeeeee!

I am most probably talking bs here since i haven't tried game as yet, however, predetermined lines / highways if not practically then psychologically feel limiting in wide open space...

Wouldn't have been better if we can draw that lines ourselves and therefore decide which way and how to move with what units!?!?!?

Its minor thing based on theory only so don't take previous line as criticism :)

Anyway - next question!

Can you tell us more about manging your planetary colonies - do you need to feed them, defend them, pay them, will they revolt (ala Total War) if you don't etc...

In short - forget about military aspect and speak about civilian as much as you can :)

Thanks in advance!

eeeeeeeeeeee

Reply #40 Top
I am most probably talking bs here since i haven't tried game as yet, however, predetermined lines / highways if not practically then psychologically feel limiting in wide open space...

Wouldn't have been better if we can draw that lines ourselves and therefore decide which way and how to move with what units!?!?!?
End of quote


Well, how and with what units you can decide.. just the "where to" is predetermined. Hopefully once I'm done with the colony management answer below you'll understand better why phase lanes are good :) Without them, expansion and territory become a lot less important, as your first target would pretty much always be the homeworld so that becomes meh :P

Can you tell us more about manging your planetary colonies - do you need to feed them, defend them, pay them, will they revolt (ala Total War) if you don't etc...

In short - forget about military aspect and speak about civilian as much as you can
End of quote


Colony management isn't quite that delicate. Planets have infrastructure (what's bombarded to destroy the enemy colony on a planet so you can re-colonize), population (what pays taxes and gives you $$$), and "allegiance".

Infrastructure is pretty straight forward. Destroy it and wipe out the enemy colony and you can (usually) put your own. Same thing for your opponent! The TEC have a planetary shield generator that reduces bombardment damage while the shield is working, making their planets with the shield generator tougher to take down - if you don't destroy the generator, of course.

Population/planet roles - different planet types offer different max population numbers, which is pretty standard. Terran-class planets of course have the highest, while Asteroids, Volcanic, and Ice have some of the lowest. The higher the population, the more money the planet generates for your glorious empire. Of course, there are technologies you can research to increase the maximum populations allowed on some planet types. Each planet type generally plays a role, too. Terran planets are going to be your main money makers because they support huge populations, and are generally well rounded. Volcanics currently give you a lot of extra fleet points to work with (though it was mentioned that the fleet point system is changed so I don't know what they will do in release). Ice planets are primary crystal resource generators (needed mainly for research and specialized higher end units). Desert planets offer you lots and lots of logistics slots to work with (explained later). Asteroids are your basic outposts, can't do too much with them but they are useful to expand and cheap to manage, and can still support a decent amount of orbital construction/defenses. Dead asteroids are your military choke points - nothing civic can be built around them, only military defenses.

Allegiance - Generally, the farther away a planet is from your homeworld (counted by the number of phase jumps) the less loyal it is, so the less resources it produces (and the fewer fleet points it grants, but as I mentioned that's changing per dev posts, so I'll omit fleet point related stuff from here on out). You can research/build culture centers around your planets to spread your influence to beef up your planets' allegiance for some extra resources out of them, but it's still going to decrease the farther away they are from the homeworld (making good placement of your homeworld - as you can designate which planet you want to be the capital of your empire - an advanced strategy in bigger maps to maximise your resource income). The homeworld/capital itself gets a massive loyalty/allegiance bonus. At the start of the game, it makes something like 10/11 credits/s, compared to planets you colonize making a measly 1-2. Now imagine small maps without phase lanes, and you can see why everyone would just attack the homeworld and cripple the opponent ;)

Orbital building/upgrades - each planet colony generally has some upgrades available: population, logistics, military, exploration, and "make capital" type. All pretty straight forward. Logistics allows you to place more civvy buildings in orbit - things like research labs, shipyards, trade stations, culture centers, etc. Military allows you to place more defenses - fightercraft hangars, cannons/launchers, phase jump inhibitors, planetary shields, repair stations, etc. Some of the specialty military buildings are race specific. The TEC get the planetary shield, while the Vasari get phase gates, building that messes with enemy weapons, etc :P

Well, that was a long enough essay! I might've missed something, but probably not :P
Reply #41 Top
You deserve special award for all this! Many thanks man!

So really - target of the game is destroying opposing side colonies and once last one is turned to ash you win and game over?

I presume there are no "twists" to this mode so to speak and we can only hope that moding community creates them for us or are there any other modes available in the game...

Please dont get me wrong - all this so far sounds amazing and its promising months not to say perhaps even years of fun, however, i just want to establish certain gameplay facts...

e.g.

to put it simply - our only gameplay mode (in sp and mp) is conquest?

true or false?
Reply #42 Top
to put it simply - our only gameplay mode (in sp and mp) is conquest?

true or false?
End of quote


So far as we know, true. ;)
Reply #43 Top
Conquest it is then and here is one mega eeeeeeeeeeeeeeeee to it :LOL:

I really don't want to take so much of your time and am starting to feel little bit uncomfortable here :s - but hey ill keep on throwing questions if you (and rest of community) don't mind.

In your reply to civilian aspect of the game you said that colonial management isn't all that delicate as reference to my remark on Total War and few points i made... This sort of makes me conclude that game is really focusing on military aspect and that indeed it is way "richer" than civilian one...

You mentioned fair few things in regards to this already - things like defensive systems on asteroid "out posts"... logically this sounds to me that military part of the game concept is based on following things:

1. defensive - stationary - planets and asteroids

2. offensive - mobile - various ships


Also i presume each side has got its own research / building tree that you gradually unlock one after another and purchase using $$$ you get from civilian side of the game...

Correct me if i am wrong so far please :)

To save you writing loads - perhaps there is existing link in forums that displays list of all defensive installations and ships you can build?

If not, and if you don't mind typing for extra few minutes quick summary would do - even simple number of each would do :)



Reply #44 Top
I really don't want to take so much of your time and am starting to feel little bit uncomfortable here :s - but hey ill keep on throwing questions if you (and rest of community) don't mind.
End of quote


I don't mind :P Got time at work to do this kind of stuff!

Also i presume each side has got its own research / building tree that you gradually unlock one after another and purchase using $$$ you get from civilian side of the game...
End of quote


More or less. There are other things to the research trees, of course, but economic upgrades are definitely there, and unit/structure unlocks are too, along with weapons upgrades and such.

To save you writing loads - perhaps there is existing link in forums that displays list of all defensive installations and ships you can build?
End of quote


Ron's Manual Thread

Ron wrote this a while back and it hasn't been updated for a while, but as far as ship/building lists it's pretty accurate I think, so read through to your heart's content :P
Reply #45 Top
I vote Annatar as official forum mod!

eeeeeeee :LOL:

Fantastic man!

I think i am getting really close to understanding this little gem - and that link will keep me busy for some time i am sure :HOT:

I am not promising i wont be back with few more though hahahaha

Many thanks for all :CONGRAT:
Reply #46 Top

No one in the community can answer the lobby questions because ICO has changed a lot since beta 4 so I'll field it:


We track a lot of stats on every player and we've been using it for months to help us balance the game. We haven't decided how much of this will be exposed or how else it may be used but you will be able to see the wins and losses of a player. The stats could also be used to determine how players are ranked, how they are matched up in an automatic matchmaking algorithm or we could provide detailed analysis through website access to key stats.  It really depends on which way the community wants it to move after release and if the demand warrants it. In the meantime our efforts were best spent creating a robust lobby which is something we know everyone wanted and would use. So w/r to that you can do everything in #4 and more along with parts of #3 but #2 and #5 we'll wait and see where people want things to move. (As of another direction we may move: a lot of people expressed more interest in something like a meta galaxy conquering online mode instead)


-Every single game you play (single and multiplayer) is automatically recorded and can be shared with friends.


-We've been quite active about squashing exploits with the communities help since last march and we will continue to do so in the future (we currently don't know of any major ones).  

End of quote




(As of another direction we may move: a lot of people expressed more interest in something like a meta galaxy conquering online mode instead)


That just made me a most happy camper ;) I hope we see this someday!
Reply #47 Top
hmmmm...

what exactly is "meta galaxy conquering" !!?!?!?!

o0

is it "persistent universe" of some sort?
Reply #48 Top
More or less, yeah :P MP matches fought for territory gains/losses, etc ;)
Reply #49 Top
:SURPRISED:

Bring it!

Perhaps one of the best things to focus at in regards to expansion pack or potential Sins 2...

Not exactly MMO but persistent ever growing universe for everyone to fight for - build and destroy...

RTS / 4x Eve...

Or pixelated mp supernova! :LOL:
Reply #50 Top
if it was done by empire instead of race? Like you start as one player but you can gain AI allies and human allies. Clans would gain an advantage but if the galaxy was big enough their would be areas were one particular Clan or Empire dominated but it would be impossible to dominate the entire galaxy. Also maybe like random events? Say like the invasion of whatever attacked the Vasari that forces empires to band to gether or be destroyed?their would be AI worlds and empires that would attack each other along with real players. Their would need to be some sort of tribute system and the AI characters would need some sort relations tiers. The AI would buffer empires from one another so that powerful empires could not just destroy new players because it would not be worth it with the AI. Also there would need to be some sort of honor/prestige benefits; i.e. Massive Mullti-World Empire attacks Migitworld Inc. Massive Mullti-World Empire would of course destroy Migitworld Inc. If there was, however,a system were the Massive Multi-World Empire took relations penalties with their AI allies for annihilating a Empire that was far beneath their beneath their martial and economic level. New, weak, empires would be placed in one area were they were about the same level as their opponents, both AI and players. They would grow in power and expand out into the galaxy at large. When players were off line their planets would disappear and would show up as blank Phase Lane locations.
Perhaps an Emipire's home world could never be destroyed but pillaged. Also a espionage system would be cool, being able to sabotage an enemies production or steel the locations of all of his units. Perhaps you could implement a Declaration of War macanic. You take reputation penalties with the AI Empires if you attack without a Declaration of War, but of course then your enemy knows that you are coming. If you snuck ships into an the territory of an Empire that you were opposed to, not necessarily at war with, but opposed to, it would result in an auto Declaration of War unless the Empire that owned the territory in question said no to the Declaration, however if you persistently refused this Declaration then planets near then incursion would lose Allegiance, possibly prompting them to switch sides.