Space Voyager

Space Voyager

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

[quote]Yeah, I was really holding out for the mutiple (fully functional) planets in a single gravity well ability. [/quote] That would be GREAT, really. Binary planets, a planet with (a) moon(s) etc. It would also make some gravity wells bigger and more tactically challenging.

19 Replies 12,692 Views

Fleets right now don't act as fleets if you don't count the system-system movement. Otherwise there is no fleet cohesion. Packs of same-type-ships start rolling around, that's it. In reality it would be as if all the destroyers from a carrier group went after submarines and all the cruisers went after other cruisers (or something), leaving the carrier on it's own. It never happens. But AI is in the works so I'm sure this will change.

47 Replies 54,917 Views

I proposed [link="https://forums.sinsofasolarempire.com/?forumid=440&aid=164918#1332916"]planetary managers[/link] that would basically do the same for planetary structures/developments. There was no dev answer but Ron definitely nailed it with "it's too late". So I'm guessing this will be the same. Otherwise I definitely agree that paying in advance is not realistic but it makes things much easier for the developers. And if you don't have an economy model with interests built in it doe

50 Replies 10,350 Views

Good question. Because after a while all asteroids are completely depleted and if you haven't researched the "better mining" techs much sooner than it may be a complete waste of money/resources to do it afterwards.

22 Replies 30,611 Views

I agree with Ron. This is a superb command option - using one button with two functions. Perhaps the tutorial should be more firm in making a player use it a couple of times with each functiona but that is it.

36 Replies 68,171 Views

[quote]I'd love the selling of resources[/quote] Agree completely! It would also be cool to be able to have different prices for allies/normal free-for-all black market. I guess you'd have to have an option to set a limit to resource reserves you want to have at your disposal (so that it wouldn't all be bought jsut when you need it most)...

297 Replies 218,670 Views

frankly losing any capships in any games is punishing, so just dont do it. I actually thought it would be worse... Lately I've been loosing some ships against the AI (because I'm not paying attention all the time) and I guess one CAN bounce back after you get sufficient credits BUT it may be far worse once the AI is better and can take advantage of your losses better (at all), as would a humna player.

130 Replies 26,138 Views

in many more ways it would be difficult to implement and I don't think its ever going to happen. I don't think so. It's a very straightforward system for basic planet development. It can only include like five or six structures/developments before it shuts down, just to get the planet started without checking on it every time I gather some change. For instance; build extractors, build trade port (if available), build rafinery (if available). Or w

3 Replies 3,006 Views

I like the magnetize special ability... And it works quite differently from the flak option. You need an enemy ship nearby to magnetize than the strike craft fly into it, damaging it in the process. The only problem is that autocast sucks at using it for now.

17 Replies 22,005 Views

That Mazda was probably a Marza but I'm sure it worked just as flawlessly. I've encountered a few such AI fleets as well. The luckiest encounter was when the AI attacked my heavily fortified planet where I just finalized the advance fleet (adding cruisers and frigates to the already experienced capitals)... After shredding the AI ueberfleet with combined efforts of the fleet and planet defences th

11 Replies 25,127 Views

Is it possible (and would others like it at all) to change the fleet info card that appers in the lower right corner when you hover a pointer over the fleet in the empire tree into a falling menue that would appear at the empire tree? It could make the ship selection much easier if you could hover the pointer, get the fleet "info menu", move the pointer right on it and pick the ships you would like to select (like selecting all the Gardas in a fleet to move them to a ship that is surrounded by b

3 Replies 2,766 Views

if it takes you any more than fractions of a second to babysit your cap ship its not the game that has issues. So you check on your ten+ capitals deided in four fleets in a fraction of a second? YOu must be one nerv-twitching guy... Sins has a heavy focus on combat, not just empire building, so having capital ships is far from an unnecessary RPG element. Having them is cool! Making them from zero (comparing the le

130 Replies 26,138 Views

thats why you're supposed to not let that happen, its a strategic blunder on your part. Oh no, that is definitely NOT a STRATEGIC blunder. This is a RPG blunder... You shouldn't let your level 35 main character die, you must reload the game... It has nothing to do with strategy. Have to strongly agree with Ron Lugge. The devs repeatedly stated that the capital ships are intended to be the core of your fleet. They shoul

297 Replies 218,670 Views