Hmmmm.... I dont even know how to respond to the OP right now I'm to brain dead from 16 hours of work and no sleep last night playing part of only one game - a small part at that. Wow! 10 games and apparently the longest game was 40 whole minutes.... Yet the game is to slow AND to long. Maybe I"m to tired to clearly understand the OPs position. Nothing to do but sit and wait... I play on slow with super large settings and I often find I dont have enough time to analyze everything proper
Spartan
[quote] My Quisp Avatar could beat up any of your Sins Avatars. He would just spin his propeller at full quisp speed and grind you all up. ~S~ Snacko
Aloha! I have been checking many game news sites and I must say I'm floored at the lack of coverage Sins is getting. Sadly I have been to busy with my real work to do much promotional work the past two days and I spent most of last night trying the game (a very bad thing as work performance was horrible today). Anyway, EA is pretty much the central underground new hub for gamers and as far as I can tell nearly all the mainstream sites as well as many cottage community news-houn
I hope the AI gets a rewrite to account for or maybe I should say prioritize focused and split fire bonuses when doing single and multi fleet engagements.
Wow! With a few more reviews like that you guys will be able to retire early.
Watching the pirates rape the AI is quite fun at times. Oddly enough in my last game one particularly bad AI got hit three times back to back by pirate fleets in a span of a few minutes. It was glorious to sit there and watch. I'm still not sure how it happened but it was fun nonetheless.
[quote] ...and I thought I was the only one with that definition of "strategy" vs. "tactics" I've always thought that most games masqerading as RTS's should in reality be called RTT (real-time-tactical) games. When I think strategy I think HOI (hearts of iron) and such others........now of course
I have a game going now with 9 AI on hard and a pirate base in each star system. I'm loving it. It is a stone cold stale mate across the board. The AI is really trying to use the pirates to get an edge it is very cool. I wish I could see the AI personalities since I set them to random. It appears to be a good mix what ever it is. Eight hours of play and we are all pretty much like we started. I wish the AI would team up to take out the pirates as that would make for an interesting turn of events
[quote] I've been reading this post and wondering if if a few options in the random map generator wouldn't be good. I'd say to be put the following: Enable Pirates Yes/No (If no the other options could would be disabled) Pirate Strength (so it scales by the resources AND this option) Pirate Frequency (so you can choose how frequent pirate attacks should be) Am I missing anything? [/quote] A pirate config options section w
Pirates really are the the gift that keeps on giving and they add so much to the subterfuge & strategy aspects of the game. People really should show them proper love. :HOT:
[quote] Thanks for the replies. @1Sparten. Thanks, but I don't really have the time for guild management. It's probably a silly idea anyway [/quote] It is never silly to want to do something you find enjoyable with other like minded people. BTW: There is a website called woman
[quote] game is just great .. speed can be adjustable. AI and pirates are also great dont dare to dumb down the AI otherwise nobody will play this game after a week cause everyone will have time to learn it more. its just fine .. in fact its one of the most stable first release i ever saw in my life. [/quote] QFT! :CONGRAT:
[quote] The game should have a "Use no Siege Frigate" achievement [/quote] I like that idea. I never use them anyway so it would be an easy achievement for me.
I agree on all the points except the wins comments. I have seen some wins updated for people. The post is a good job nonetheless. I also have one with regards to creating rooms. Maybe I missed something but when a person creates a room,then leaves it and no one is in it I think the room should disappear or the creator should at least have the option of terminating or transferring ownership of the room.
[quote] As a brand new 4x type game player I like that it is slow so I can take it all in. Some of these newer "RTS" games like World Conflict move so fast I feel like I have to rush through each mission. As a noobie I need time to react to all the new stuff I need to learn, so far I am enjoying it. [/quote] I'm with you. I like to take my sweet time and over analysis things. Then and only then do I want to make a choice and when that ha
Ummm..... speaking from many hours of beta play. There is much to the depth of the factions with regards to tactics and game play. Yes there are the basic hull classes but beyond that there are major differences. Please spend a few hours reviewing the tech trees, the ship functions and how things work together. You may be surprised with what you will find. There is a lot of depth to this game and the strategies one can employ to win.
Welcome to the community! :) I also hope there will be random events beyond simple side missions. However I only have a few hours of play under my belt so I can not confirm or deny anything. I do wish it so nonetheless.
For what it is worth regarding the pirates, I think the intel one gets is pretty realistic and not a gimmick oriented sales point. The information available to our current governments in this day and age is simply mind boggling on some levels. I know I used to do counter intel work for the military many years ago and I only looked at battle field space. So for something like a fleet of pirates to gather and plan a large attack and not even considering passive monitoring tech, surely th
The voice recordings are on par with other titles of this nature. Moreover "lame" is such a lame word to use when describing sounds. Your usage is akin to a malaprop and surely there are better words to use. If you must use it then do so with regards to your typing skill. Moreover if you are going to slam someones work, especially in public, then at least have enough self respect and decency to use proper English. :NOTSURE:
Welcome to the community monk! It is always good to see new targets appear on the horizon. :p
[quote] Unless you start the game with locked teams, the AI players will fight each other just as much as you. However, if one player (AI or human) becomes powerful, they will start to form dynamic teams to help bolster their power. Ultimately, if you are more powerful than all the AI's together, they will all gang up on you (or even an another AI player who is powerful) until you are no longer the powerhouse. At this point their alliances may dissolve or they will switch to
[quote] Glad to see a majority of people are enjoying the game. Unfortunately trolls are starting to appear on some of the more prominent game sites.....(sigh)Isn't that always the case for new games? Thanks for all the support everyone but don't forget the role the beta testers played in this too <img id="ImageResize_Image_3" onload="ImageResizer.createOn(this);" src="http://images.stardock.com/smiles/Smile.gif" align="
It is nice to hear Nephilim. Now get the rest of your clan involved! So we can have some clans wars soon!
Interesting. I turned off the bloom for other reasons and oddly enough I did notice a drop in the cracking sounds. I will turn down the multisampling for my next game.
It appears my argument about the gun platforms being to limited in range and firepower are still valid. In the beta some of us modded the hit points (HP), rate of fire (RoF) and range and things seemed to work out well at least in my opinion. For what it is worth the settings I used were: HP: 10% + RoF: 15% + Range 20% + With intelligent placement and interlocking fields of fire four gun platforms and two hangers could hold up to 20 moderately advanced siege frigates (