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...
Space Voyager
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
Just a Q; is the patch visible in SDC under the "purchased items" or is there some other place for them?
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
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
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.
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
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.
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.
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
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
That's alright. If you see it again, just take a save game and send it off It will help a lot with the mass AI improvement we are working on for release. Yummy!
ha , I can rush even more now . Thanks kosc! That sounds so... RTS...
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?
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.
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".
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/
End of phaseline. I guess.
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!
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
Why is there no poll for single player?
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
Military bases could be like that. And their military influence could grow with upgrades. If there is such a thing as military influence.
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
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