Superweapons are good, but you need to build multiples of them. 4 Novalith cannons can simply eliminate opposing factions, strong opposing factions, in the space of about 1 hour. They do 1500 damage each, so you can target a fully emergency sheltered homeworld and destroy it in a single shot. Less fortified planets require even fewer shots. Superweapons are terrible when you just build one, but pretty much end the game when you build many. (Which, is the point.)
TarlSS
A single planet, no matter how well outfitted, is never going to defeat a main fleet attack, especially one specifically built to fight defenses. That's just not going to happen. If you're fighting 3v1 FFA, by all possible reason you should -lose-. You wouldn't be complaining about this if it was 3 human players that pawned you, it's just that the AI is smart and knows to attack you when you're down. Defenses in this game are as limited in effectiveness as they are in any othe
Flak Frigates and LRMS already defeat turtling systems anyways. Even if there is no change in PJIs, I think we all agree that the radius idiocy should just be removed. The entire system ought to be affected by wherever the PJI is, there should not be any need to 'place' them. As of now bad placement can simply result in nothing at all.
Oh no, I meant I don't want the empire tree to move around of it's own voalition, which it sometimes does.
Can you put in an option to put the names of planets in the empire tree? I just look at the thing and I have no idea where I am. And how about making it so it doesn't hopscotch scroll around when your fleet moves, or at least having the option to do that? Maybe I just want to look at the top of the tree or something.
Hi, I see that Sins is replay capable, how about a replay forum or something so we can see people playing the game? Usually Gamereplays.com has a pretty good forum, but obviously it doesn't right now. I think this would solve a great many issues involving balance and then we'd able to finally tell people how to alleviate that 'siege frigate cat/mouse' game some of us have been able to solve, some of us that haven't.
Remember, in the new version, you can just hit -/= to make the game go slower or faster, just like the speed mod in Supreme Commander/TA You can play at 2x if you like, or just queue up a bunch of orders, and pimp out x16 when you're tired of waiting fothings to get done.
How about just making the number of PJIs limited by map, then allowing them to lock down the whole system again? This way, let's say if it's a map with multiple star systems, you could make it so there can only be 5 PJIs around, so you can't lock down your entire empire. Or if you don't like hard caps, make it so each PJI has an upkeep, like the fleet upkeep. Heck, you could tie it to fleet/capship technology. You could even make the research different, like PJI I allows you on
Oh, and finally, if you find yourself holed up in a star system late game, just use superweapons! That's what they're for. A novalith cannon at every planet can easily destroy an opposing empire if you target their most valuable planets. The other AI empire will eagerly gobble up the remains (Or you can, even).
Quite honestly, the defensive problem really only crops up in 8 player FFAs or something. Seriously, in what game, at all, ever, is 2v1 really anything but an autoloss against to poor schmuck that gets ganged up against? The key here is to realize -you will lose those planets- If you're getting offers from other factions to attack one faction, even if he is your ally, take it! Often you can betray your neighboring allies while his fleet is away and make friends with someone e
Stop defending and just attack. The key is to get over the idea of defending your border planets effectively. You just aren't going to be able to. Look at the Ai's border planets, they get chewed to bits all the time. If you attack, then the other guy attacks, think about who can kill each others planets quicker? Eventually your fleets -will- have to meet, but it's the guy with the biggest and best infrastructure that eventually wins after all the devastation is over.
..Build while the siege bombers are bombing, you can easily get 3-6 turrets up before your planet dies. Build them relatively far from the bombers but still in range so you don't trigger the AI to kill them. With 3 tactical slots & three constructer ships you can hold off fleets for a -really- long time this way. (It is however, extremely expensive and not effective against massive massive fleets full of capships and whatelse.)
Hangers are no good against siege frigate spam. You need gun turrets, just place them in front of the planet, maybe 10 or so with a repair bay and you'll be fine. Siege frigates aren't scared of hangers, it's turrets that kill them very quickly. You have to seriously spend -alot- of money on defenses. I'd say at least half of what you spend out to go in fortifying your border planets after investing in your economy. Eventually as you take planets you'll develop a 'chain' of heavily
Balance Changes are good. Always good. The more, the better. You won't 'kill' the game with regards to well-thought out changes, only possibly alienate loud mouthed rankwhores who have some kind of emotional investment in the way the game is currently played. Seriously, frequent balance changes haven't 'killed any games'. Most games that start good, stay good, with a few exceptions of the community dying off due to high initial sales and poor sustained marketing. (Ala Rise of Legends)<b