Blair Fraser

Blair Fraser

Joined Last seen Member # 2601512
64 Posts 2,256 Replies 2,726 Reputation

First, thank you for the observations and your question. It's an interesting project because we get a lot of feedback that things have change too much and lot of feedback that things haven't changed enough. Navigating this dilemma requires we stick to a vision that frames everything then a set of rules of how to explore changes within that vision. A full explanation would be very long but here is a short list (not exhaustive) of some factors we consider when deciding how much somethin

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It is difficult I agree that's why I'm trying to flush out the exact details so we can consider implementing it for you and others who have the same concern. Currently you can 'disconnect' from the camera focus target by using WASD. The camera will move left/right/up/down and no longer follow the unit it may have been attached to. 1. Is it correct that you would want the camera to not change left/right/up/down when you zoom? (i.e. its always looking at the exact same pos

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A notification is a possibility but they aren't meant to be 'super' weapons anymore. They are meant to be a rough thematic counterpart to the Loyalist ability to have 2 starbases in a gravity well. Should we notify when a loyalist player builds 2 starbases? Maybe we have some numbers to tweak to bring it back in line. I'm also thinking about a planetary shield of sorts that is available earlier in the tech tree. It wouldn't be as good as the starbase one. It may also have othe

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We'll consider adding it but we wanted to see if we'd solved all the frustrating issues of the sins1 novalith with a redesign. What was the situation when this occurred? It should be very difficult given the range restrictions. If they got a cannon within firing range of your home planet the writing was probably on the wall as they'd have to have a entrenched position deep into your territory (or a high level titan even closer). Although I wouldn't rule out a bug or balance issue eith

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Thanks for the explanations. Myself, Jamie, and Steve all interpreted your original comments quite differently when we discussed them internally but you've made them much clearer. Now that we understand it'll improve our evaluation and potential next steps. Just one point regarding: Engagement ranges are much more important than the new reinforcement system and I am not sure why one has to be removed to enable the other? They aren't mutually exclusive (one isn

16 Replies 61,715 Views

I see and read all the formation comments, however I just want to address the fleet comments. Sins2 fleets are much more sophisticated than Sins1 and are simultaneously easier to use (and they aren't done yet). Jump together - all grouped, not grouped, some grouped Super easy to create multiple fleets and send each as a group or not. Have the secondary fleets follow the primary fleet if you want to maintain more coherency. This was very clu

16 Replies 61,715 Views

So much good stuff, thanks. Way too much for me to address here but I assure you its being read, collected, and discussed. Some of these points were / are already in progress and some have already made it to the new public test build (e.g. being able to build ship items on the fly). The main thing I want to point out for modders is we have a programmer entirely focused on generating a schema for use in vs.code etc. No more guessing what is available or not.

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We use that mode internally to watch the Ai behavior but will consider making it available to the public at a later date :)

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