Leaper22

Leaper22

Joined Member # 2209486
0 Posts 15 Replies 170 Reputation

one of my ideas was to vary up the weapons ranges of ships, rather than having almost all of them be the same. that way you could either choose to skirmish with light weapons at a range, or charge your enemy and fight an intense, but quick, battle. This is something I think IC should explore further. Nice idea.

42 Replies 15,170 Views

I would essentially agree with Spartan's comments on fleet battle. That being said, using the HW engine as an example (you could use SotS also, but I think HW is more comparable)- even simple formations could be useful. Fighters screening for capital ships, etc... come to mind. Now, it could be argued that it worked in HW but wouldn't work here for two reasons. First, the gravity well in Sins is a much smaller area compared to the open-ended maps of HW, hence the need for f

42 Replies 15,170 Views

+1 for the inclusion of Fleet Formations and moving in formation as an option.

42 Replies 15,170 Views

I think Arkon's post/idea are worth delving a bit deeper into for numerous reasons. First and foremost because it's a solid idea. Second, because I think the more that is added to Sins to give players other things to think about other than "physical" combat just solidifies even further that this is a 4x RealTime Strategy Game. Influencing culture and the options this brings continues to help the game step forward in that direction. On that note, I am guessing that

4 Replies 2,914 Views
Reply to Cruisers in Beta Feedback

Sentient: I was using the scenario as an example of the type of role I would like to see cruisers play. The numbers were to illustrate a point. Don't start pointing to ideas as "broken" by taking a concept-thought out of context, it's not going to lead anywhere but to arguments. Thanks.

61 Replies 21,273 Views
Reply to Cruisers in Beta Feedback

I'm envisioning the presence of something like a Command Cruiser on the battlefield as something to fear. But not because of it's weapon capabilities. Heck, it could have absolutley zero guns for that matter. At this early stage of experimentation with the Cruiser level ships however, I would say that boosting their defense capabilities (via shielding, point defense, whatever) is probably something to look into. But what is really interesting would be to have my fleet of 30 ships (no cruiser

61 Replies 21,273 Views
Reply to Cruisers in Beta Feedback

I would ask that Ironclad evaluate very closely before deciding to change the role they have envisioned for Cruisers. I think the concept of having them be specialized and having more of a "commander" role is awesome . Too many games that do the tried and true "Destroyer to Cruiser to Capital Ship" model run into a huge problem with the lower level ships being nearly useless in the late game - (Especially RTS games). Your ideas of having Cruisers being more supportive is just what the g

61 Replies 21,273 Views

There is a lot to like, but I'll list one that probably won't get mentioned often. The different "skybox" colors. I love the different universe colors and that it's random, and I have not seen an offensive color yet, although I do have my favorites. Which leads me to a question... If you have multiple star systems, are the skybox colors the same on ALL systems once the game is generated? If so - I wonder how the devs would feel about making each star system roll a random numb

154 Replies 335,345 Views

So far so good. I'm going to enjoy beta testing beta2 very much, I think. I'm especially enjoying the increased options in planet/colony development options. I wasn't expecting this. Question for you guys based on the gaming forums I post on regularly regarding Sins: Do the pirates actually receive the bounty reward when they blow up your ships? I mean, does it actively benefit their economy and allow them to start fielding stronger and stronger ships, or do they just incre

595 Replies 413,899 Views

"the way the camera is focused on ships or objects needs to be adjusted, for example when i click on an object (when in focus mode with the 'm' key) and zoom in with the scroll wheel it the camera needs to lock on to the object throughout the zooming motion until i click on something else or deselect the unit. i do however like the "zooms to the point where you hold the mouse" concept when im not trying to select a unit, it allows me to zoom quickly to different points

13 Replies 5,647 Views