ReallyNotInVain

ReallyNotInVain

Joined Member # 2441053
5 Posts 46 Replies 289 Reputation

During my very short games the first encounter happens very early and thus the damage output of the capital ship is important. Just this evening my first battle was begun with a capital ship and two LRMs. Every dps counts here. I didn't use the Kol though. While studying the capital ships' abilities I had an idea and used the Akkan colonizer. The first obvious advantage was that I saved myself the colony frigate and thus could field one more LRM, offsetting the dps deficit of the Akka

17 Replies 18,936 Views

Here's just a quick idea: LRFs main advantages are: They are cheap, available early, can shoot at a very long range and their rockets rip LFs to shreds. The LRFs downsides are: ... ... ... *a pin drops* ... ... Obviously that's a slight exaggeration, but I want to point towards the idea that LRFs need some sort of noteworthy downside in order allow the LFs to play any role on the battlefield. My personal idea would be to reduce their firing arcs significantly s

67 Replies 166,204 Views

Thanks for the hints towards larger games. I'll get to that once I've practiced more with the military aspect of the game. While successfully harassing an AI with a Sova yesterday evening I noticed that apparently the aggressive variant of the AI isn't the most difficult to beat. Even though all variants of the AI build a lot of LFs the aggressive one takes ages to bring LRMs to the field because it keeps supplying the player's capital ship with cheap experience in the form of LFs. I'

17 Replies 18,936 Views

Thanks for the guide Deceiver, that absolutely did the trick. I just crushed a hard aggressive AI with both hands tied behind my back while operating the mouse with my left foot. I never suspected that you could bring out LRMs within 10 minutes without depriving your economy of the necessary start-up investments. I later analyzed that during the first 15 minutes the AI had a major economical edge on me, but the firepower of the LRMs far outweighed that and the game became a walk in th

17 Replies 18,936 Views

Hello. I've been lurking these forums for quite a while after having recently reinstalled SOASE (vanilla version without Entrenchment). I've read ship and faction comparisons and got a basic idea of how battles work. I experimented with what I read in a small 1 vs 1 with different AIs on the map "Close Encounter" but have met a sort of stalemate at the level of the Hard Aggressor AI. I've spend a lot time looking for advice but never found anything that would help me at this p

17 Replies 18,936 Views

Am I the only one who names his ships after the Lancer universe's Rheinland Military? The actual names change, but they're always along the lines of RMS Wolfsburg, RMS Salzgitter, RMS Eisenach, RMS Freiburg, etc. Planets are mostly named after bigger cities that are in each other's vicinity: Essen, Düsseldorf, Köln, Dortmund, Bonn, etc. You can also change the nationality once in a while to improve your geography. That's an easy way to remember things. :)

87 Replies 130,603 Views

When Chuck Norris enters an online game all other players immediately lose. Even the ones in other online games... And all players in singleplayer mode... When Chuck Norris is out of resources he can still built everything he wants to. The game is too afraid to dispute him. Chuck Norris' Light Frigates counter LRMs.

375 Replies 1,022,631 Views

I don't think I'll regularly play this in 2 months time. I'll propably check the website once a month to see wether there's a new patch and test it for a bit if there is, but other than that no. I played something like 5 games up to now and I've basically seen it all. I've had fun with it as long as it lasted (which is over 20 hours of playing, which is a good value for money if you compare it to other leisure time occupations), but there is nothing about the game I look forward to anym

53 Replies 81,723 Views
Reply to The AI Issue in Technical

Also, I notied that the strategic AI seems to ignore wormholes and their effect on the time it takes to reach a destination. That means, when planning to attack an enemy, the AI doesn't consider that due to nearby wormholes it could easily attack my homeworld on the other side of the map but instead chooses to attack my nearest planet it can reach by conventional phase-travelling. I'd like to add that I'm aware that the pathfinding-AI successfully uses wormholes. That means whe

2 Replies 3,690 Views

Isn't that a bit sad? Why have pirates in the game when all they do is a) cripple the AI and b) give your ships free Xp when you feel like it. That's why I suggested to give them their own game-dynamics. E.g. they should have their own credits-deposit. Their goal then is to gain more money by looting trade- and refinery ships, or collecing bounty, or both. The money they gain is then invested in more vessels so they can take on bigger targets. That way the pirates would have the

67 Replies 34,807 Views

Well, basically, what you said is exactly the issue I'm going at. I don't treat the pirates as an independant force, I use them as a cheap replacement distraction-force. I spend up to 2000 credits and the pirates in turn eliminate a random planet of the enemy, or at least cause him to withdraw his main battle fleet to save it. I don't think that should be what the pirates are about. They should move in, strike swiftly, collect as much bounty as possible, plunder some tradeship and then s

67 Replies 34,807 Views

I've been thinking about Freelancer since I first heard of SoaSE. Can't wait to strike down upon the enemy with my "Goethe" and "Schiller" battleships (...and be foiled by 3 puny fighters with torpedos...)

28 Replies 68,885 Views

Hello. I've been toying around with the map designer and I faced a problem that limits a design I wanted to try. The problem is that the game always spawns a player home-planet together with an asteroid and a colonizable planet of any type. And, unfortunately, there's no way for me to stop it from doing so. For example I'd like to limit the availability of crystal in the outer rings of the system so the player is forced to move into the center, where of course the other players

0 Replies 7,500 Views

In my opinion pirates are almost fine as they are, but I have two tweaks: 1. Why do pirates bring siege equipment along? What do they gain from it? They are there for the trade-ships and the bounty, so why bother with the planet population? Pirates shouldn't siege. 2. Pirates should jump out when they have achieved their goal. Why should the pirates stay in an almost empty system finishing off research centers when they know you'll be jumping in your main battle fleet within a couple

67 Replies 34,807 Views

[quote]Don't feed the troll, kosc [/quote]To all well informed forum-members what I wrote must really look like trolling. I'm aware of that, but that's what uninformed criticism is like. I work in game-testing (yes, for full-price titles with a budget just as big as Sins') and where I work uninformed first-look impressions are worth gold. Even more s

39 Replies 35,620 Views

[quote]There will be a demo in around a month. Pirating the game won't get you anything but trouble.[/quote]I'm only interested in your well being because I support your stance towards your customers so I'll give you my unfiltered feedback in the order I came up with it: - You rushed out the game and didn't think about releasing a demo when you should've. - You're afraid the game is buggy or boring and don't want customers to find out before you received the money. - You willingly om

39 Replies 35,620 Views

I've been wondering about this topic myself. The developers should really throw together a demo as soon as possible or people will consider the torrent-download as the demo...

39 Replies 35,620 Views

I was going to suggest the InGame-videos, they are really great. I've been visiting the SoaSE forums for quite a while now but I still didn't preorder it. I mostly didn't because Ironclad is always looking like they are going to simplify the gameplay. It's basically what happened to GalCiv. Instead of modeling the real basics of economy the system is "simplified" and suddenly I have to read up complete threads on the new "easy" system just to get an understanding of what is going on

12 Replies 21,755 Views

No, I didn't preorder the game. I stated that a couple of times and got tired of leading every of my posts here with that information. I admit though that it might not be clear for members around here since most users here seemed to have preordered. I'm sorry for any confusion I'm causing. I am aware of dead asteroids and the lane system. I've been following Sins for quite a while, even way before the beta started. What I like about the asteroid belt is that it's a complete circle. I wou

35 Replies 21,287 Views

I'll talk about this from a programming point of view, which is more structured and conclusive: Each entity in the game (unit, planet, construction site, but also your treasury or the enemy radar) can post news based on it's status. A freighter could post the news "I'm being attacked by faction X in system Y", a carrier could broadcast "I'm being overrun in system Z", a planet could send "A huge enemy fleet is bound in, requesting reinforcements", even a fighter states "I'm attacking enemy b

3 Replies 15,915 Views

Hello. Based on the ingame videos I saw I'd like to suggest making the message display in the top center of the screen sensitive to the position where the camera is zoomed in. The idea is that while the camera is zoomed into a battle the player would like to get critical information about the development of the fight. He would like to be informed if a capital ship is reaching a critical status, or when a carrier is withdrawing it's fighters from a target to defend itself and similar

3 Replies 15,915 Views

@SchematicNinja: You called the asteroid belts "rings" - am I guesssing right you imagined them planet-centered? When I read the thread first I was rather thinking about solar-centered asteroid belts. Like the area between Mars and Jupiter (...give me a second: http://en.wikipedia.org/wiki/Asteroid_belt ), just a bit thinner for gameplay reasons. Phase-travelling through such an asteroid belt isn't a smart thing to do, so ships would have to go through them at sub-lightspeed. The wikiped

35 Replies 21,287 Views

I like the asteroid belt. I pictured it as a zone that every ship has to travel through at sub-lightspeed. Approach it, break phase space travel, move through it, go back into phase space. that would be the space-equivalent of a river on earth. A natural border. Depending on how flexible the game engine is it could be possible to fight within the asteroid belt. Large ships could receive a maneuverability-penalty so the asteroid belt could be used by smart players to defeat an otherwi

35 Replies 21,287 Views