Mylon

Mylon

Joined Member # 1768544
2 Posts 8 Replies 288 Reputation

ID is a giant farce. There is so much misinformation put out about evolution on their side of the fence, combined with the fact that attacking the other valid design is their only credibly tactic... For those that might know, the Flying Spaghetti Monster was born out of a counter-argument to ID. If we can get away with teaching ID, then we should teach about how FSM created the universe with his noodly appendage. What evidence do we have to support this theory? Why, all of the uncertainty an

467 Replies 801,342 Views

People love Blizzard games because they have polish. They release the game when it's [B]done[/B] and not a day sooner. Out of the box it has a lot of attitude, charm, and at least a decent story. Battlenet, while not the best matchmaking system is still one of the better ones, despite all of this time. Throw in stuff like Warcraft 3's map editor and you'll have lots of time playing RPGs, zombie survival games, or if you really insist, DotA and DotA-style games. The gameplay isn't gr

232 Replies 591,645 Views

Is it possible to make capital ships go beyond 10 levels? I want to know before I get my hands dirty even trying to make such a small mod only to find it is impossible.

9 Replies 5,668 Views

For PC gaming and how to do it right, I point to Blizzard. Like a lot of people have stated, a lot of publishes vastly overestimate everyone's system specs. Blizzard games are designed to run on practically anything (one of their stated goals of Warcraft 3 was to make it run on a 400 mhz processor, granted, they didn't meet their goal, but they also published it a while after that statement). Compare WoW to a lot of MMOs out there and you'll find WoW probably runs better on lower end

254 Replies 1,048,454 Views

[quote]A lot of the very hardcore players are concerned about multiple-building selection because they think it reduces skill. Now I can go back and double-click on my barracks, select all five of my barracks, and build a marine. Before you'd have to click marine, marine, marine, marine across the entire base.At the same time, we want to give what is now a fairly standard RTS interface to a lot of players. There's a lot of low-skill and medium-skill level players who will get a lot of value out

34 Replies 5,529 Views

Space Empires 5 is pretty stable, but still lacking in a couple of areas, most notably the UI. Designing ships is clunky, as is trying to retrofit or scrap facilities or small units like fighters. So if you have a mod where you can have different kinds of facilities based on how much you're willing to spend (cheap mine, expensive mine), upgrading from the former to the latter is cumbersome.

20 Replies 980 Views

The simple solution to the mitigation system without overly increasing game complexity (like critical hits disabling systems) is to make mitigation decay exponentially. This way one high-DPS ship is not able to max out the mitigation of a ship. Likewise, the mitigation cap could be increased, further decreasing the effectiveness of focus fire. Mitigation would have a half-life, so 30 DPS would result in a fairly low amount of mitigation, 300 DPS would result in a mid-to-high mitigatio

4 Replies 5,938 Views

Sounds like mitigation would be better served by having a non-linear decay rate. Like a half-life. This way more DPS means a higher mitigation cap, rather than anything over 12.5 raising the cap to max.

80 Replies 33,359 Views

Retreating always bugs the heck out of me in RTS games. If you have to retreat, you're probably already dead. But wait! Insult to injury, your units are going to take more damage while retreating! In Sins, the pace and method of battles mean it's possible to retreat without being totally gimped like in other RTS games, and it's something I wholly appreciate. But then, there is the problem of "retreating" to run the blockade.

15 Replies 8,071 Views

[quote]How about just getting rid of the silly mechanic and adding some "anti-focus" factors that mimic the real world, such as damage and/or accuracy that scales with range to the target and a reduction of combat effectiveness (rate of fire and/or accuracy decrease) for damaged ships?[/quote] I agree. The reason focus fire is so important is because a ship at 1 HP is still just as effective as one at full HP. And even moreso, a ship at 1 HP can be repaired! 10 ships vs 10 ot

7 Replies 17,182 Views

I agree with you, Gubbs. Giant fleets of doom vs giant fleets of doom. I spent far too many hours in one game jumping in and out of a system trying to break a siege because all 3 players in a 4 player game were trying to kill me and I couldn't go anywhere. Of course, since I couldn't go anywhere, I couldn't make any friends because I couldn't kill anything. Or do anything else except amass my own fleet of doom.

4 Replies 10,666 Views

Combat in this game is a chore. Nevermind the huge amassing the AI does at the borders with that one giant fleet of doom, but trying to break the siege? The AI focuses fire on each and every capital ship, one by one, making them incredibly fragile and rendering the levelling up part of combat nonexistent unless a lot of micro is used. But my own ships don't similarly focus fire, so if I jump in with a superior force the AI chews up my ships and takes minimal losses on his own e

9 Replies 18,494 Views