Munvyrm

Munvyrm

Joined Member # 2380689
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Going back to Assumption #3... First of all, are there not ships in Sins that have more than one type of weapon? Ships don't have accuracy, weapons do (unless of course you are ramming, but that is a whole different ball game). How complex do you think you could make accuracy and still have it be easy to understand? Really, whether a weapon is going to hit or not has quite a few factors which can interact in different ways depending on the type of weapon and the type

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A few quotes from Frogboy's " A Guided Tour of the Sins Beta! " " Sins of a Solar Empire is designed for the strategy gamer. It's not about who can click the fastest, it's about who can put together the most coherent strategy that requires the player to research new technologies, capture critical resources, and build the right mixture of ships that they can put at the right place at the right time. " " One of the mantras you'll hear us state over and over is that our goal is to

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Yeah, macromanagement usually refers to people who excel in production and construction, while micromangement is the people who use more precise control over their units. From what I hear, the object that the developers are shooting for is actually micromanagement of fleet production and macromanagement of fleet deployment. Your work goes in to building a fleet, then you send it off to do its work, and the computer deals with the nitty gritty of actual fighting. I'm totally cool with t

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OK... After re-examining Frogboy's original post, I will try and address the core issue of intuitiveness of fleet mechanics. Absolutely, it should be readily apparent how to put together an effective fighting force that can deal with a myriad of different situations. However, if you do not have a certain amount of nuance lying below the surface, then how do you seperate the great players from the merely good ones? In the same way a master chess player can manipulate a less ski

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Don't get me wrong, I am not suggesting getting rid of focused fire, but I think you can get to a point where fire is too focused. For instance, say you had a capital ship battle with over a dozen ships on each side. Having both sides go at each other one ship at a time would seem kind of boring. If you could shift it so that it was more advantageous to have only three or four ships concentrate on one enemy rather than eight or nine, it would create more interesting looking battles.

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A quick note here, for my first post on this particular forum: A ship taking damage from heavy weapons should have either a slower rate of fire or lower accuracy or both than it would normally have. This is to simulate the " thrown to the deck " affect so common in shows like Star Trek and Battlestar Galactica. A ship under a truly withering assault should have a very hard time using its weapons to good effect. So, the idea would be that in fleet to fleet combat, focusing all

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