The only reasons I can see Phase Inhibitors not being all that great right now is that, for one, as you mentioned, there alrady are structures that do this for us. It's in the case of being in unfriendly space where the issues exist. However, what's the point of a phase inhibitor that can keep a fleet from jumping, while the fleet is also out of the woefully short range of the vary star bases inhibiting their jumps? In other words, I think there are other fish to fry first before Phas
Ragmash
I also agree 100% that there should be more done with the hangers. Honestly, I think there's plently of room on that whole new tech branch for plenty more goodies aside from the SB stuff.
I've mentioned this in another thread, but I think it's legit enough to put here too: I think it'd be awesome if there could be a tactical structure that could auto-deploy mines to a specified location for you. This structure would also have the capability of slowly replacing "used" exploded mines autonomously, but each of these structures could only maintain a certain number of mines. (10, 50, 100, whatever balances the best). This makes mines less of a micro-management thing
I'm glad I get to be part of this beta, if only to appreciate the final release that much more. =) Now that all this Holiday junk is done and over, I'd expect things to get rollin rollin rollin...
Good: Mines definitely are something this game needed, akin to "walls" in other RTSs, that encourage more strategic movement of fleets. They are a cheep way to effectively slow the onslaught of attacking forces. The Bad/Ugly/Suggestions: Mines as they are right now require /way/ too much micromanaging. Period, between laying and sweeping. If I'm currently on campaign, managing my fleet, "pwning noobs," I'd rather not have to go back and check my more strategic planets' defense
So far, I've put in enough time in the beta to feel like I can offer a valid first opinion of the game at large. I love that there has been a new branch added to the tech options! I feel this adds much more depth and room for expansion and it is this branch with which my comments are concerned. First, as I mentioned, I feel this branch ("Security" for the Advent) adds much more room to expand, considering how few techs there are to study in it, compared with the number in the
I seem to be one of the "lucky" few folk who's problem isn't actually getting the beta downloaded, but getting the program to run afterwards. =/ Maybe I'll just have to wait until it's fully released. All good things come to those who wait...
Suggestion: One way to avoid the issue of straggling ships would be to move your fleet into a clump at the end of your grav well before giving the order to jump. Methinks this would be effective if you like to have your force attack completely en masse, which I agree is the best strategy if logistically possible.
I'm having the same problem. I've had Sins v1.05 installed for some time before directly updating it. Had zero problems with Impusle: DL'd in around 5 minutes, uncompressed files, and said it was ready to run. Clicked the "run" button, the screen went dark like it was trying to start running the game, then it went back to he desktop with a Microsoft runtime error. I then completely uninstalled Sins and downloaded the most recent version (v. 1.09[b]) complete through Impulse. Thought ma
If I had ever been undecided about buying Sins, this video alone would have made the decision for me. ;) Keep of the awesome work. You apparently have a knack for this. =)