Ideas: How could Sins be more strategic with current game engine?
Any ideas how to bring more strategy to Sins?
What if s/c had to be docked/launched manually?
A third very rare element that would cause wars within wars...just to continue?
Any ideas how to bring more strategy to Sins?
What if s/c had to be docked/launched manually?
A third very rare element that would cause wars within wars...just to continue?
I'm confused...
Are you talking about a microcosm? As for the manual launching / docking of sc that would never fly.
Well, if you seriously buffed SC but made them cost way more AM and made them have to refuel, then you might...
Based on the strikecraft suggestion it actually sounds like you're looking to make it more tactical/micro-oriented.
I'm guessing make all carriers have a spawn strikecraft ability and that's the only way they can launch them, like the Skirantra's scramble bombers, but the strike craft hit really hard and fast like a missile barrage. The cooldown on the ability could mimic refueling.
If you were, say looking to make a mod to do something like that, you'd probably want smaller fleets(?), harder counters and all ships with powerful abilities/spells (some coming from research).
Something like this?
One thing I'd do is make capships more dependent on their support fleet (and by proxy, titans on their support capship fleet), while also making the fleet more reliant on the capships.
This is partially done with auras and support abilities ofc, but it could also be done via an "attrition" system where if you don't have enough fleet supporting each other (too few caps / too few frigates / too few cruisers), you suffer an attrition debuff to repair/regen rates due to bad logistics.
This could in turn lead to extra elements like a capship specialized in providing backend support to fleets (mitigating most of these downsides if you want to do guerilla warfare with small groups), or even a Titan which has an aura suppressing the whole thing as it's main deal.
No serious suggestions ofc, just musing. ![]()
No.
I didn't find any problem with micromanagement. Mostly, I'd choose my long-range frigates to attack light frigates, my corvettes to harass long-range frigates, and my light frigates to attack cruisers while the big boys duke it out. Less casualties on my side at least. As for the strike craft? You can only micro-manage them insofar as to attack other bombers and possibly small frigates.
The strategy is in knowing the strengths and weaknesses of your ships, and those of your enemy.
I say no on more micromanagement. If you have multiple fleets, each with strikecraft, each fighting in some different part of the galaxy, than things could get ridiculous. Plus, part of the appeal of this game is that it doesn't require large amounts of micromanagement (i.e. SC2 clickfests)
I'm not saying I want the base game to be like this (it won't) or even the sequel(?). My assumption was the OP wants to make a mod along these lines which could be interesting.
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