Or perhaps adding a differentiation between being fully idle (bombing) and simply being temporarily stationary. Idle ships could receive substantially higher damage? Just an idea - probably a big change to implement but its similar to idea of being caught 'flat footed' in d20 type games and would make it so that large bombing fleets that just ignore an opposing force (ship or defense structures) would get chewed up fast.
dustinja
Seems like the simple answer is to make siege frigates more fragile. Typically siege weapons of any kind are vulnerable. I wouldn't mind seeing a bit more balance with planetary defense units either. Seems like a no brainer that a battlestation should be able to obliterate a number of ships pretty quickly if they simply park and start dropping bombs. Who would pilot a ship to bombard a planet and not even acknowledge the fact that a battlestation is railing them lol. Person
I love how much the word annoying is being used to describe pirates. lol. Have pirates ever been convenient? "Oh good - I almost made it to port with all my goods intact. Thank goodness these pirates showed up to clean me out. Bless their completely unannoying hearts, I would have had to sell it all."
Thanks! I just did a quick scan of the thread and its clear at least that others have the same questions in mind. It's also clear there is even more variation / game play elements than I was even inquiring about (I hadn't even thought about Rate of Fire being different between ships :S). Alright, I'll be patient and try to discover some of this on my own while other number crunchers like me start to spread the knowledge. It's a shame that things have to be masked so as not to overwhe
[quote] Hmm... well if you've looked through the manual already, I don't know what to tell you. The really detailed information, as Annatar said, is in the entity files, but those can't be accessed yet. There is a little information on each ship's infocard and on the research infocards, but beyond that, you'll have to wait for the entity editor. [/quote] Alright well if that's the case thanks for the help. Perhaps I just need to watch someone t
[quote] Well, if you're looking for a general idea, read through the manual like psugar suggested It won't give you specific numbers, but it's written with very specific wording to give you an idea on the strengths/weaknesses/ranges of ships <img id="ImageResize_Image_1" onload="ImageResizer.createOn(this);" src="http://images.sta
[quote] Try looking through the manual pdf; it should be in your sins directory. [/quote] Yeah I have. It's actually what prompted the question as all the different weapon types and comments on ship speed implied there is some gameplay variation thats not fully detailed.
[quote] A lot of that info are in the .entity files, which are currently binaried until we get our grubby hands on the rest of the forge tools and be able to read them again [/quote] If that's the case is there outdated information somewhere that could at least give a general idea? I'm enjoying the ga
I'm hoping someone that knows the game well from beta might be able to direct me to some information on the different ship weapons. i.e. Is there a gameplay difference between missiles, gauss cannons, pulse beams etc. I can't seem to find an explanation. In fact, it would be nice to know if ranges on the weapons are different as well not to mention whether the different ships vary in speed (particularly within their classification). I imagine I could glean some of this from playing