Well, yes. I figured piracy concerns were a given where rentals were concerned. I'm just highlighting other reasons why the parties involved would be far less likely to pick up on a rental campaign.
Sakhari
[quote]A lot of the piracy problem (and reasons mentioned here) would simply go away if you could RENT PC games again.[/quote] In theory, this is supposed to be where a passable demo version of the game in question would come into play but, for some reason, demos these days always seem to do a half-assed job of presenting the way a game is actually supposed to play, leaving out key features and often showing their product in a very poor light. As for the rental idea, that's jus
[quote]It takes time to build this fleet...[/quote] You're right. A lot more time than it takes to get a pile of LRM's on the field.
Siege being an issue at all in the single player is apparently being addressed by the AI fixes. To the point of having it's own special blurb in the AI section. Handily nerfing them on all counts when the actual problem seems to have already been dealt with just strikes me as odd is all.
Don't let me sour you on the expansion in general. Opinions will vary, of course, but I still think it's a quality game and there's plenty of skirmishing fun to be had. But yes, the campaign isn't presented anywhere near as well as DC's (which, in gameplay terms, was iffy in its own right). There's very little character interaction (in fact, I don't remember any race-specific banter between the faction leaders. It was all just one leader or another doing their "let's do it, men!" th
Like what I see for the most part but are siege frigates really 'that' big of a problem in competitive play? That's a fairly substantial blow they're taking with this update.
[quote]"A day or two" is probably an underestimation, since I will likely play the campaign multiple times with various different races, so it could last a while yet.[/quote] Well, if that turns out to be the case, then you have a much stronger stomach for repeated skirmishes against easy AI's (on any difficulty) than I do. This time around, there are only three different scenarios - basic skirmish, take and hold skirmish, and the strongholds which aren't nearly as interesting or chatt
[quote]I quickly used up all of my fleet capabilites, meaning that it left me with nothing for Cap ships, and the ships I got were heavy cruisers and carriers, which is nice, but I had no free fleet cap for siege frigates, colony ships, or scouts![/quote] Step 1: Scuttle ships you don't need. Step 2: Collect free resources for doing so. Step 3: Build whatever you damn well please with the proceeds. Under no circumstance is having a pile of free ships to be considered a
Since this hasn't gotten a response, I'll give you a general guide to these buildings. Specific values will be absent but you'll get the gist of how they work. Refinery - If you mouse over one of your metal/crystal extractors, you'll see a statistic that reads something to the tune of 'Quota - x/3'. Each extractor can be influenced by up to three refineries and each refinery will service extractors in the zone where it's placed and all adjacent zones. I'm not sure if there
[quote]It seemed strange to me that I would feel inclined to spend $40 on a Dawn of War game when all I'm going to do is play through the campaign and go right back to SoaSE.[/quote] Not that I disagree with the notion that a story can add draw to the game but this struck me as the most important part of your post. It seems to me that if you're going to spend a day or two on the campaign in Soulstorm (which, to me was abysmal in the story/character department, even compared to Dark Cru
Against the A.I., you can either measure the time between the last two pirate raid-related messages (which will be the same every time) and place a bid at that point, chain-bid fast enough (usually 1.5-2 seconds between bids) to stop the computer from getting a bid in at all, or just build a wall of turrets with a couple of repair bays on the planet that they're most likely to attack, which shouldn't be too hard to pin down. It's a pain either way but all of those work for me reliably.
[quote]You can't cue up more than you can afford any how right?There will be some element of waiting anyways until economies kick in more?[/quote] Naturally, but the concern seems to be for long-lasting games. The late-game economy can easily balloon well above the size you'd need to support more than one research option at a time, especially as the options you're researching start taking longer to complete. In shorter games, I don't see any problem with making this change but
[quote]After all, it's not like adapting to random circumstances is part of strategy or anything, oh wait...I love people who want nothing random in a strategy game. They want everything to go by the numbers so they can make one winning strategy that beats them all, never having to change their strategy to oustide forces (by outside, I mean non-player controlled).[/quote] It'd be all well and good for competitive players if this were an option that could be turned off but in actual comp
It's not a simple matter of how much crystal you have one way or another or how quickly you can get a second cap ship. The argument is about how much (in a competitive game where people are going to be at each other's throats from the get-go) extra punch you can get out of that extra frigate or by having a planet upgrade, structure, or bit of research completed 33 seconds faster than your opponent. Whether or not you 'could' get a cap ship in 7 minutes is irrelevant. In a competitive
The distance in number of jumps from your homeworld determines the allegiance cap of your colonies. Eventually, when the maps get large enough, maintaining an average of 80-90% just isn't going to be feasible. When you move your homeworld, the caps of your colonies immediately adjust to compensate but the changes in your actual allegiance will happen over time.
[quote]F/B issue again is a single player vs multiplayer thing. The AI as it stands uses few Flak/Interceptors so as a player you can go with just bombers, but humans obviously will come with forces to quickly dispatch bombers.[/quote] Fighters are also more effective against several types of frigates including LRM's, Siege, and Scouts which the AI will use frequently. In most cases, I find myself up against more targets desirable to fighters than bombers in an AI game.
[quote]The problem is that while the planet goes down incredibly fast, even if you have an immensely powerful fleet that is in position and the AI still attacks, you can only kill a small portion of them before the planet dies. Combine that with the fact fleets can just skip around and you can just rush to the capital and destroy it any time. So, yes, it is broken.As people have said there's basically no point to strategy to the game right now, and little point to static defenses aside from beat
[quote]That's not a lot to 30 siege frigates.. Try it out... While Relic online is down[/quote] I just can't help wondering what the 90 LRM's (or roughly that amount of other frigate types) that you could have for a nearly equivalent cost in resources and LP's is up to while all of these siege frigates are waltzing through your territory, supposedly unchecked. Hopefully, they're either intercepting for a huge resource loss to your opponent or wiping the floor with their likely
[quote]Q: Does this upcoming patch fix the disappearing weapon effects when playing as Vasari, that some members here have been experiencing?[/quote] I was wondering about this, too. The proposed fix in the tech support area didn't seem to help me much and, for me at least, this more or less neuters the excitement in late-game battles with the Vasari. Also, I don't mind the surrender thing being an option but thinking back to games like Rise of Legends and the like, nothing
I'll probably be playing it off and on when I get tired of whatever else happens to be big on the scene (the new Dawn of War expansion, for example).
[quote]Anyway, congrats. Gamespot is pretty notorious for its generosity... [/quote] Odd... they're notorious for precisely the opposite reason on most other game forums I've dealt with. Given that they rate, more often than not, in the same ballpark as nearly everyone else in the industry (I read them because they tend to be on the harsher side of things when I'm looking for reviews), I still have trouble seeing where all the hatred stems from. In any case, an excellent score
[quote]Right now upkeep is perfect: it doesn't represent how many ships you support... it represents how many ships your empire is equipped to support... Just because you have 1 ship doesn't mean your empire isn't paying to keep fueling stations open to equip a 1000 ships (which you told them to be prepared for!) [/quote] If we're going to play the realism card, then why would these facilities be soaking up the same amount of resources whether they were being used or not? Using expenda
[I]"If this were a straight-up RTS, I would be inclined to agree with you; but in a 4X game, there is such a thing as a "economic or point victory". Sometimes multiple such paths to victory: technological research, an overwhelming economy, or enough diplomatic clout to get you (or your culture) declared Supreme Leader."[/I] Are any of these victory conditions available in Sins? Being relatively new, perhaps I missed the roads to these but as near as I can tell (and by all means, correc
Most of my thoughts have already been covered (glad someone brought up the superweapon countermeasure idea) so I'll just echo one key sentiment here. If heavily defended superweapons are the biggest issue with making phase-lanes more defensible, then I'd agree with what was said above: take a good hard look at the superweapons instead of leaving the inhibitors as useless as they are. And end-game joytoy should not be responsible for hindering play in every other part of the game. Now
[quote]Yeah, but how would the game work without Pirates eating up the majority of your resources, either through attrition or bribery? It's clear that Pirates are necessary, taking them out might as well be adding an "I win" button to the UI. [/quote] Why would this give either player an advantage over the other? If both players don't have to deal with pirates, then the playing field is still level and those resources instead go towards trying to take out the other players by your own