Apheirox

Apheirox

Joined Member # 2451718
11 Posts 108 Replies 3,248 Reputation

Campaign [CAMP-PAIN], noun: A series of predictable scripted events offering stunted gameplay for most of the time due to game elements being locked and 'saved' for later.

12 Replies 5,734 Views

I believe what I'm going to suggest has already been brought up multiple times over the course of these forums' life time but since Diplomacy makes for an excellent time to reconsider it I'm posting here. I believe it is a mistake to have unlimited quantities of crystal and metal available available at the Black Market. I also think the in fact quite low ceiling (~600 credits) on price fluctuation puts too much limit on what could otherwise be an interesting game aspect: Economic warf

13 Replies 6,859 Views

Problem is it wouldn't fit in with the game lore. For example, many Advent ships rely on their crew's psionic abilities to function. I doubt the TEC population would be able to replicate that. Vasari technology is generally so advanced that the pieces obtained by the TEC is meaningless to them. Their phase jump inhibitors are actually stolen from the Vasari, they don't really know how they work.

1 Replies 2,875 Views

See this link for wiki on what Prisoner's dilemma is about: http://en.wikipedia.org/wiki/Prisoner's_dilemma Basically, I'd really like the AI to play as if it is 'wanting to win'. So, if one player is growing powerful beyond what the AI will be able to deal with that will lower its diplomatic standing to said opponent. It will then seek to form alliances with other, lesser players in order to be able to defeat the superior

5 Replies 5,229 Views

Again, different traits in the different leaders is something featured in the Civilization series. In Sins, we have that option in assigning 'aggressor' or 'researcher' etc strategies for the AI's. Overall, I'd like to see Sins take in a lot of Civilization's features. It would help Sins be more truly '4X' than just a generic (albeit very good) RTS.

14 Replies 9,281 Views

I agree. Sins would benefit from taking a look at the Civilization series (actually, I would bet they already did). There's a reason Civilization is valued as one of the best and most famous games of all time. In Civilization IV, there are six or seven different ways to win of which only two are conquest-orientated. Of course, though, capturing more territory will make it easier to achieve the other goals, as well, and vice versa. In Sins, a non-combat victory is nigh impossib

7 Replies 7,001 Views

[quote who="Yarlen" reply="9" id="2462114"]As I indicated in my stickied posts, most of Diplomacy isn't implemented yet and what is there is largely placeholder. [/quote] Bolded the important part. That is great news as frankly, what's currently implemented is sketchy at best. I'm really looking forward to whatever updates to the beta you guys are brewing for us and check these forums here almost daily to see if anything new has come. I don't eve

16 Replies 11,618 Views

[quote who="saracen16" reply="28" id="2454375"]Oh, one more thing: the MENU MUSIC. Please change it. Put something like the original SINS menu music or something calmer and quieter to present an atmosphere of "understanding", or a brooding track... I dunno.[/quote] Seconded! I always hated Entrenchment's menu music which is totally unsuitable and it certainly does not belong in the Diplomacy expansion pack.

49 Replies 112,305 Views

[quote quoting="post"]Vas and Tec need 5 labs to unlock all techs. Advent needs only 4 (why was that?) [/quote] Advent are masters of the psyche and its manipulation. They have many techs geared towards expressing this, such as their tier one ability to persuade pirates better and the later ability to make other empires less upset if they fail to complete a mission. It makes perfect sense that the reflect trees reflect the Advent's superior persuasion skills. The Adv

49 Replies 112,305 Views

In response to #52, 53: Why is it so set in stone for you that fighters cannot be rebalanced to become the LRF counter they were intended to be? It's like, 'no, fighters suck and they always will so let's use scouts instead'. Hello? The figters are unbalanced, that's why they're not working and that's why you're having to resort to scouts! Don't settle for fighters being 'the useless unit' (exagerated). If fighters were buffed to counter LRF well, it would kill most of the balance issues with

71 Replies 110,863 Views

True, damage certainly isn't fine. Even without shield mitigation, at 700 damage per mine you'd have to plow your capital ships through many to even disrupt their shields. I think it takes three or four mines just to kill a freakin siege frigate which is quite horrid.

28 Replies 47,874 Views

Well... If the AI ever gets an upgrade, I have an idea for a name. easy --> normal --> hard --> unfair --> Cykur ;) I don't think the developers ever foresaw it would be possible for someone to beat nine unfair AI's.

34 Replies 67,433 Views

They should definitely be cheaper, yes. But that's hardly enough, is it? They can fool the AI but any human player will simply phase jump to a clear spot. Heck, you can even just send a couple of scouts ahead and have them detect, leaving them useless. Their greatest shortcoming is really the fact that they simply aren't very effective, not their outrageously high cost. I don't think the mopping up would be a problem were they invisible. The detection radius would clearly have to be m

28 Replies 47,874 Views

The answer is 'when it's out'. The devs have stated that blah blah blah so you shouldn't ask for blah blah blah blah - When's it out? When's it out?

95 Replies 212,806 Views

Mines should be made useful. My idea of how this should be done is by making them invisible rather than invulnerable and phased out but other options are welcomed in play. Beyond the whole debate on the more specific details and balancing of this, do you agree mines should be improved?

28 Replies 47,874 Views

[[quote who="Gruzuius" reply="34" id="2443925"]Lets look at the three strategies that qualify as a 0T ier rush. They build just scouts, LFs will kill them They build just LFs, LRM will kill them They build a mixture, LFs will kill them See, all these strategies have an easy counter. Even if you're Advent and will find it hard to get your LRM, you can just fight Rock with Rock and build LF to counter LF (hint, Disciples are the best LF anyway) <

37 Replies 121,199 Views

There's really no need to get upset, Cykur. I have no reason to believe you are not a capable player and it's not what I'm hinting at. I think the effort to display how to best the AI is commendable and the fact you can take on even nine of them at once is humourous. I only watched part two of the vs9 replay and the reason it's uninteresting (for me) is you are already well established and holding a whole star system here. That means the tipping of scales occured many hours of ga

34 Replies 67,433 Views

I suppose I should answer the question in the OP. You build HC to: -kill capital ships -kill long range frigates In addition to that, however, due to their 'composite' damage type they also work against -light frigates -flak -siege frigates -structures -carriers packing fighters * In other words, they work well against almost all units - except precisely the ones you were sending them at in the scenario de

28 Replies 17,937 Views

I think it's kind of funny how many people don't realize that HC's are countered (cuntered?) by support cruisers. In the OP, Wingflier is having problem dealing with a Hoshiko-supported fleet. That should come as no surprise, since unlike the LF's they have no options for disrupting enemy antimatter generation. You needed LF in that mix, Wingflier. That would have helped you stop the carriers regenerating strike craft, as well. Secondly, I want to comment on Cykur's statement that the

28 Replies 17,937 Views

You know pbhead.... you might want to rethink how you use punctuation... because... these ramblings aren't very coherent... And it kind of makes the threads hard to read...

22 Replies 11,337 Views