Space Voyager

Space Voyager

Joined Member # 2314234
10 Posts 448 Replies 10,010 Reputation

Perhaps... Although this IS the pirate idea... But it has little to do with pirates as they are... I'll move it. Crap, I can't edit or delete previous post. NOW I'm a spammer...

44 Replies 12,760 Views

I guess I'm kinda spammer today. Sorry for that. Since pirates as are now really act as mercenaries perhaps there should be something done to add "real" pirates, too. I thought about what to do about them and I guess their main problem is space. They have nowhere to be, nowhere to hide. This is mainly because the gravity well isn't big enough and if you are in it you see everything. Quite a lot should be added to give them that so I guess it won't happen, but since I already ha

44 Replies 12,760 Views

Just a Q; is the patch visible in SDC under the "purchased items" or is there some other place for them?

8 Replies 1,548 Views

Well, if you have a couple of guass cannons and repair stations, you don't have anything to worry actually. Pirates will just suicide against the defenses. That is an AI problem, not a feature. The main problem with pirates is that they have no room to make sneak attacks. And they have nowhere to hide. Basically they are unable to act as pirates. An idea; So perhaps they should be called mercenaries as you say and just be given a few pla

44 Replies 12,760 Views

As i pointed out earlier the dev's want to have multiple simultaneous fleet battles happening at the same time in the full game. It will be impossible for a player to manage multiple battles so the AI MUST do it for them. Which means the AI MUST become smarter than what it is now. I agree completely and the devs stated there are BIG changes for AI ahead. I'm pretty sure fleet/ship command will be one of them. I'd like to see a much more lively movement of fri

20 Replies 7,359 Views

unless you're having major engagements in more than one system. And you do have major engaments in more that one system even in a small map. Which doesn't mean I feel the cap should be higher, I just think another way of preventing bigger number of ships (supply cost in a way of contant money and resources drain) would be FAR more appropriate. And believable.

25 Replies 8,389 Views

That would suck so bad. I hope sins is not like that What do you mean? How else can people fight on equal terms? One can't start with ueber ships against a newcomer... Isn't he "punished" with less experience already? About the "custom capitals"; perhaps one could, when starting a host, set starting conditions like the number of capitals already present and number of upgrades already present for the player to distribute as he sees fit? Meaning that

48 Replies 22,071 Views

The warping is kida weird now. I don't like the arrow effect (the "field" surrounding the ship) and the slight SW random time delay - as someone proposed - for ships when jumping as a group would make a nice addition. A candy.

13 Replies 11,997 Views

True. Especially the rock/paper/scisors effect it creates and the way AI is more than able to use it itself. But this game is designed completely differently. In SotS you have time to create custom ship designs because you dictate the passage of time with turns.

25 Replies 6,272 Views

I also think the pirates should attack everybody with a bounty on him/her. Perhaps the joint pirate forces should be somehow capped and their attacks proportionate to the bounty hight differences. Or no cap and the pirates arise for each target... Anyway, I don't like the idea of pirates having capital ships. Pirates are known for their hide and sneak attacks, not for building huge armies of huge ships. From what I have seen their forces are already very strong and people g

44 Replies 12,760 Views

While industrial espionage is an everyday thing there is no way somebody's technology could just be stolen and he wouldn't have it anymore. The prerequisites for such a feat are so finely tuned it's just not worth looking into. FOr starters there should be no patent made and somebody would have to take ALL the existing plans (which is not a single map or something for high-tech equipment and it's never all in one place), grab ALL the scientists working on the project and so forth... Remember WWI

44 Replies 12,760 Views
Reply to AI Ideas in Beta Feedback

If it's targeting a frigate, just send it behind the Kol and keep doing so each time it gets turned around into range again. It's plenty slow enough at turning (at least without upgrades) that you should be able to do this. How about the AI do it? Wasn't it supposed to be like that? Has intensive micromanagement become a feature of this game? Or is it just because the AI hasn't been given the final attention yet?

16 Replies 7,329 Views

On another note.. Has anyone found a use in the beta for "jump range" research? It is there now, but i have seen no effect researched or not. This could be a remnant from the times without the lanes. The good'ol times.

10 Replies 8,362 Views

Meh, screw current terms Ive never liked the idea of Destroyers being smaller than 'cruiser' If you don't like what the current terms mean perhaps you should search for other terms. Like "maneater class".

47 Replies 39,111 Views

Just a thought on this autocasting; IMO not being able to cast them manually at all would be the most consistent with "grand general" idea. Choosing them is more than enough, the rest should be left to the AI to make mistakes and for the general to swear about it. /hides from the micromanagement freaks/

38 Replies 45,695 Views

Planetary defenses, and garrison fleets are a must have for this map. You can see the pirates coming from a mile away (this is intentional). They will hit you pretty steadily, but you will have time to prepare for them. Yes, THIS is what seems RIGHT for a space strategy game. The need for static defenses and (a need for) a fleet of ships AT EVERY PLANET. And a possibility to send reinforcements (for both sides) so some battles could go on throughout the game!

12 Replies 8,646 Views

So if the AI was better, you wouldn't really have anything to do? Good thing you added the smiley, before I saw it the post gave me the creeps. But YES, you are correct and this illustrates the issue quite nicely. The battles were supposed to be simultaneous etc., so the AI should be so good one could concentrate on other things and only participate in th

47 Replies 64,441 Views

This debate seems to reflect the most basic divide among the players. We have the usual RTS players who want to have a fast-paced action, somewhere along the lines of HW. Meaning practically NO strategy and a lot of nice looking battles. EDIT: And he wants to lead all of them. The other side is the usual non-RTS players, meaning turn-based strategy players. Why do we have both sides? Because Sins was said to be a strategy game that combines the two... The real time ha

47 Replies 64,441 Views

Military bases could be like that. And their military influence could grow with upgrades. If there is such a thing as military influence.

30 Replies 10,489 Views

It was the 1st time i saw the AI split its fleets up, and attack more than 1 world at once. I can now see the "whack-a-mole" the dev's were talking about. This would be a very annoying multiplayer map. But, that is exactly what the devs PRAISED in the start! Multiple battles happening, multiple fleets flying around, no time to oversee all the battles so you need to choose which ones to lead pesonally, the need for planetary defences building!!! Sudde

12 Replies 8,646 Views

Everything you do to speed up the game will make it less of a strategy and more of a finger twitching. What stops you from attacking with low-tech ships? AFAIK you can build the ships from the start. So there is no limitation to start the war. IMO the technology starting level is the way to go for MP, as others said already. With demands like this there is no wonder the game is turning from the epic it was said to be into a usually shallow RTS. If you have too much ti

47 Replies 64,441 Views