I know that many RTS handle it the way SINS currently does, but i find that paying the full unit price before the construction starts is kinda silly. The way for example TA or SupCom does is much more naturally and lets you have many projects at once without wasting res you keep in your bank. Especially for a mercantile race like TEC it seems really silly to fully pay the contractors in advance before they actually do something. I suggest that the costs for structures and b
Pithlit
[quote] I believe that the 0 health buildings does go against logic but for some fluke it might actually be gameplay enhancing. I for one believe so and it has been engrained into my gameplay style to manually search-out 0 hp buildings , even scout for them and send in opportunistic attacks just to kill 0 hp buildings. I think its fun and a test of your awareness in-game. However I do see it been a problem if your not the sort of player who microes his battles... [/
Well i have just noticed this ^^: While in the game menu (ICO or single player doesn´t matter) if i hold down the right mouse button i can turn the game view around, just like ingame. I don´t know if this is intended or not as it really serves no purpose. Also the view is not locked at top or bottom view, you can turn it over 360° in every direction, archieving some really weird scenes.
[quote] I'm willing to bet your seeing this in battles over your own territory, when fighters are going after capitol ships even before attacking bombers... right? Its a known issue, been corrected just not in a released patch. [/quote] Nope, they are attacking the bombers just fine. But then after all bombers are
Mhh, if there was a fansite kit or something, it would be certainly possible to whip something up
3: Fighters will ignore other Fighters after they have taken out the enemy bombers and will go for other enemy vessels instead. They really should clear out any fightercraft before going after larger ships. Bombers>Fighters>All other
1: Ships will not autoattack structures with 0 HP (placed but not built) even if there are no other targets. As even enemy structures take up tactical or civil buildpoints it can prevent you from building in a newly aquired gravwell. You have to destroy these structures manually to get rid of them. Either give them a low priority or the same as the built/partially built one as it really takes only one salve to destroy it(i hate this with metal/crystal extractors) 2: Due to the
Well, as i have seen it ingame the techs apply even when the asteorids are depleted. I have gotten as much as 0.5/sec out of a depleted crystal asteorid. Before i researched the last crystal tech it was 0.4 and then it jumped up to 0.5
Nice to see that at least someone agrees that bigger masses =/= tactics ^^ Its nice that you pointed out again, that you can still beat masses with otehr masses of units more A > A Is always in place. This would also count for any other unit (as i would balance for effectiviness/cost ratio) only for some units there would be a difference here. Nobody would force you to use counters, you could easily beat down the ene
Well the question is rather simple, how much is every type of res worth in your eyes? The game suggests that metal and crystal is equally worth, personally i think that crystals are worth much more than metal ^^ I know that is of course influeced by your needs and the supply, but if you think of a game where you get an equal amount of res is wich ratio would you want them to get? So just give us the ratio you think is alright for the three <img src="smiles/Smile.gif" border=0 align="
Personally i agree with kryo that it would introduce too much micro in the current format of the game. I although like the idea that was mentioned: "Lucky hits" Every (cap)ship has on each salvo a chance to land a lucky hit (totally by chance) and damage one of the enemies subsystems if their shields are down already. That would have a similar effect of the Akkans ion shot only that it would only deactivate one system at a time for a certain amount until its been repaired sufficient
Yeah, me too a few days ago when the guys were talking about it in some other topic ^^ It should be checked by default!
I think that would be very neat, too ^^
This suggestion is about the Info you get when you mouse over a ships or structures values, once you have selected it. In the lower left part of the UI, right of the current news there are the hull, shields and antimatter displayed. Currently when you mouse over these you get "This is the shields Hull" which is pretty much self explaining as the icon is a green health cross. It would be cool if it showed us the status of the hull as it does currently whey you mouseover a ressour
There is a small typo in the Research description of the Kodiaks Interdiction ability, that labels the ships as "Heavy Frigate" instead of heavy cruiser. Have to check if this mistype occurs somewhere else aswell.
In case of an alliance the cultures of allied partners should also have an additive effect on each other, not simply being canceled out. So for example an allied player goes for culture and with that boosts your planets with it. (alliance as in permanent pact)
Annatar: The Problem is that without a counter system its just a huge slugfest. Once a player has an advantage he will just steamroll you (providing you both keep playing at the same level of skill) because there is nothing you can counter his larger fleet/more res to spare with. All you can do at most is trade ships with him (like in chess) something where the player on the short end always looses. Imagine chess without soft counters: Every piece can go at exactly the same spot as t
I don´t really see why adding other races throws over my balance? They would still use the same classes of ships, of course with other priorities. So you have to use another mix of ships, but the rules essentially apply to all races. As for the point of blurry lines and no tactical possibilities, this truly only depends on how much you enforce the counters. Tactical layering begins when you have to scout the enemy and already have the counters for his counters ready.<br
Interesting, but kinda moot to build walls in a 3D space enviroment ^^ There were some suggestions of minefield that could effectively narrow down the path the enemy could advance (not as much as walls on earth) by area denial. Maybe you could look that up and give us your input there, as it basically goes for the same thing: preventing the enemy to go where you don´t want him to go ^^
thank you for you feedback, i really liked reading it You can't use this as a rule of thumb. It can be desirable to have extreme long range weapons, which would be balanced by a bad aiming for example. While this is true in an open combat scenario this often poses problems with confined spaces and sure retreats (like gravwells) as the enemy can
^^I fully agree with you. I don´t want to elevate my opinions above others, i only wanted to show how and why i have formed my opinions and that they are not only things pulled out of thin air. And from now on i´ll only 'suggest' that some people seem like they have no idea what they are talking about when they are talking about balance As you have requested, and as i had already promised i
Hi, i would like to make this topic a guideline for future modders who will all have their Problems with getting the balance right and fair, while still keeping the game strategically interesting. I hope you will all join me in a civil discussion here, adding point yourself that you find necessary without ranting or flaming other posters. Each and everyone has his own views on balancing but to avoid any hard feeling i´ll try to keep my Guide as general as possible, but posting SINS related
Well, i have quite a bit of modwork under my belt, both as a developer and balance tester, so i think i know what i am talking about. As said i don´t want this to be a rantfest or anything, more as a outline for people who will for example be starting a mod. Balance is the hardest part to archieve in a game if you don´t have a plan, but also the most crucial. Well you see what i mean and my methods, soon, maybe you´ll agree with my views ^^
Your comparison of 10x LRMs vs building 1 capital ship is a little off.. yeah its more cost effective and less time to build a capital ship.. but that ship can only attack what 1 or 3 targets? where 10x LRM all concentrate dmg on the capital ship and overall should have more dmg output than 1 capital ship. Well it is not off, it is an actual test i did yesterday. This is no number juggling its hard game prac
I'd say 0-1 Cap ships are half price and automatically gain 1 extra level, and give Flagships a special abillity. That way your replacement ship comes out at half price, and is level 2, with a special ability (that you don't purchase with levels) While this could solve the problem with rebuilding capships, the problem with capships being ALWAYS superior to a fleet with the same cost/supply persists. If we would