[quote]-Fixed sometimes drastic frame rate drop when chat messages are displayed.[/quote] I still get framerate drops from chat messages. Also, ICO lobby drops framerate when it's full of text, but not when it's empty or when viewing a screen without much text (player settings for example.) Basically it's just like it used to be...?
Crandaeolon
Am I missing something, or are the new larger fleet sizes not displayed correctly at fleet research screen?
I assume it's alright to post now. Mostly Advent stuff follows. I commented on this before in some other thread, but anyways. To make Illus suck a bit less, they can be microed to better effect by either exploiting slow turn rate of LRM/Assas (play them like Flaks) or moving them to a good spot before FF'ing. I didn't see you mention Repulsion. It's a fantastic ability to counter heavy cruiser spam, get away from trouble or prevent the enemy from escaping (park them between gr
Entertaining replay, in a way. That "someone stole my ice planet to build beam defenses on it" -comment made me spew coffee on my monitor. :D Too bad the general skill level of players (except Astax) was rather low. [quote]I think you're forgetting something here. Sins is new. Very new. Very very new. ... On a side note, I'm surprised Huntings BO's became popular so fast.[/quote] Well, I'm sure that with balance updates and new start options it will change, but as of 1.02 those
Wow, is that Siege Frig change for real? Triple nerf to an already borderline useless unit?
Pardon if I've missed it, but is there any consolidated location where I could see what the major gametimes for these clans are? Personally I'm interested in Euro primetime clans.
It's possible that migration does not work correctly because of the over-zealous (or bugged) verification system ICO has in place. It's well known that people can host even though they get the "people may not be able to join" -error message - it would sound logical to me that ICO doesn't count these as potential migrated hosts. (This is still only speculation, of course.)
I've seen out-of-gravwell phase missiles explode, so there probably is some kind of flight time limit.
[quote]With this method, I can capture 3 surrounding planets in less than 15 minutes while keeping my casualties very low.[/quote] I hope you're not doing this on small maps - greedy colonizing cripples your econ and you will lose against any halfway competent opponent(s).
I wonder if the false error messages have anything to do with this. We know that sometimes people with error messages can host just fine; perhaps such machines are excluded from migration and this is the reason why it fails so often.
I agree with the OP, this needs a more elegant solution. It adds unnecessary randomness to the start. It's a valid complaint, affects everyone, and should be relatively easy to fix. A price lock for X seconds sounds good, but the starting price needs to be more than 300 for crystal - it's more valuable than metal. Maybe around 500. That would have the added benefit of breaking the "perfect" build order somewhat and forcing hard choices.
What does MeshMock do?
[quote]Ironic, since the simplistic rock-paper-scissors theory of game design is also what causes spam.[/quote] Not really. A very strong RPS system is one way to ensure that a balanced force is the best choice. (The Total War mod Samurai Wars is a good example of this, if you've ever played it.) The problem of this approach, of course, is that a balanced force is the _only_ valid choice. This is also the problem with hard unit caps. IMO a good RTS game is a mix of all of these
I hope the patch also includes research cost options - not only time. But if not, maybe in 1.04 then. :)
[quote]Rise is a fast-paced game, yes, but it's also quite a lot deeper than Sins. Man, what are you smoking??? It's "deep" only in the sense there is more stages. Might as well talk about Empire Earth II if that's the kind of mindless "deep" game play people want. I think there will always be some fast-twitch RTS players that don't "get" Sins. Speed does not equate to strategy.[/quote] Let's see. Rise has 22 different unit types as opposed to SoaSE's 10 (or 12 if you includ
These feel much more ad-hoc than the previous ones. Slipping a bit? :LOL: Just letting Illus do their thing on autoattack is bad; they don't position themselves intelligently. What you want to do is move the fleet into the enemy's face and FF on something that gives you maximum coverage for the other 2 beams. If you really have to use Illus, that is.
[quote]What you all must keep in mind, is aslong as they provide us with the tools to make as much depth as we want, that's all that's needed.[/quote] Modding is all well and good, but unfortunately it's very difficult to get a smallish MP community like in Sins to adopt a mod. (I have a plenty of experience of this can of worms with the Total War games...) Very often the "vanilla" version of a game defines its multiplayer. That's why the core game needs to have sufficient depth, balanc
Speaking as a primarily MP player, I have to disagree with some of the OP's points. First, defenses. Defenses are ok in my opinion. Repair stations combined with a few turrets can easily defeat pirate raids, and they are good support vs a larger fleet as well. Yes, you will need ships to defend your worlds against serious attacks, but that is not a bad thing at all. It makes you actually think about task forces instead of just making a huge fleet or two. Pushing around a single huge pil
The OP does have a point, sort of. Sins is a rather simple game at its core. However, simplicity is not necessarily a bad thing. And right now, the game needs scaling options more than depth - research cost option (cheap, normal, expensive), victory conditions, accelerated start, that kind of stuff.
A large 8-player game of Rise of Nations lasts a bit over an hour. It's roughly comparable to a Sins game of 50-60 planets, single star system - Twin Empires is a good example. The Twin Empires game lasts at least two to three hours, usually ending because one side has quit or surrendered. Rise is a fast-paced game, yes, but it's also quite a lot deeper than Sins. Yet all that fits in a much shorter time and most importantly, it's a predictable time - you know what you're committing to
[quote]Huge amount of depth? Check.[/quote] Sins is no "deeper" or more complicated a game than most traditional RTS games. Most techs in the Sins tree are just incremental upgrades to damage, shields, resource gathering and so forth. The number of different units, special abilities, amounts of colonies (in MP games of practical length) etc. are also comparable. The innovations come from pace and, partially, scale. The game is so slow that chatting, plotting and strategizing co
How about just getting rid of the silly mechanic and adding some "anti-focus" factors that mimic the real world, such as damage and/or accuracy that scales with range to the target and a reduction of combat effectiveness (rate of fire and/or accuracy decrease) for damaged ships?
Funny, I always thought that shield mitigation would ramp up in a non-linear curve, because a linear increase really doesn't make any sense at all for reasons already stated. So we've got a counterintuitive AND dysfunctional mechanic, a bit like the armour value that doesn't reduce damage taken like in practically every other game out there. Ultimately both of these things affect mostly the amount of time it takes to get a damaged ship repaired and its shields regenerated, as opposed to
A dev stated in another thread that it'll be fixed in the next patch.
Damage mitigation is always effective regardless of shield status. It's a bit unintuitive, but that's how it is. Vasari phase missiles do negate mitigation whenever they penetrate, though.