Enough of the "weak" units will overwhelm their natural "counters" in real life, and thats the way it is in Sins. Leave it that way! Reiterating this very, very important point, along with an example. The German Tigers in WW2 were pretty vastly superior to any British/US tank, so that in order to take them out, we had to send out our tanks in packs.. a few distract the Tiger from the front (and promptly get blown up), but give the rest shots to the rear.
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One thing that just popped into mind, as far as UI goes. I don't believe it's currently possible in Sins to drag select a group of ships/structures as attack targets? It would make some things easier if say you could select your LRMs and Ctrl+drag a box around a group of gauss platforms, for example, and your ships would all focus fire on each platform at a time and automatically switch to the next. This would also be great for Gardas attacking a large number of fighters/bombers, or if
woo! another useless thread about stuff already talked about and DENIED Few early decisions are absolutely permanent. People change minds when they hear things they also think would be cool If anything, ideas will be floating around for future expansions/updates <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 align="absmiddle"
Ultimately, I'm not sure if another ship class can be added for launch, but I'd expect to see them added in expansions/content updates. Keeping fingers and toes crossed, anyway
Well, another solution to the charging into the front lines and getting blasted to bits is to make their repair drones behave sort of like fighters. That is, the cruiser could sit at the entrance of the grav well and launch its drones, they would then travel to the ship that needs repairing without needing the Hoshiko close by. They could have a really fast flight speed so it doesn't take more than a few seconds to get to the ship initially, and after that they can just hang out in the general a
But the real question is, do you want to be seen riding a pink pony in space by any sort of intelligent life that might be looking? I'd think twice about that trade...
one of the possible conflicts I see is that via research there already is some sort of possibility for customisation in that you research some techs earlier than others and leaving some out altogether. over the long term of course most players will have researched most techs which makes them equal again This is a true statement, but other than a fairly select few techs (mainly ship hulls/weapon upgrades, main example being the LRM frig and missile line,
Actually, a 'destroyer' hull would be between a frigate and a cruiser, I believe, in current naval terms Not that I'm opposed to the idea!
also how about stealing vessals? like salvage corvettes off of HW1 or better yet, marine frigates off of HW2 essentully, just ships that can steal other ships. This worked in HW/HW2 because of the relative small number of ships present (making each ship 'worth' more, I remember struggling to capture that first Destroyer you meet in Homeworld), and different damage models (ships could dodge fire, etc). In Sins, this *might* wor
In small maps where human players rush 2xciv stations just to get the ice and volcano research, you can see the difference. I don't think I've ever seen AI research that.
I think some sort of implementation of this general idea would be great. It would allow people to specialize and make their empire more unique, and add another degree of unpredictability to MP games. Its more like the 'combat' strategy techs that you could switch between, IE ground Warfare, Air Warfare, Defense This kind of makes me think of the way it's done in Company of Heroes. If you go Armor, for example, you have some support 'powers', and
The last time I used hoshikos, they never even had time to be of much use. I went on to do other things, and came back to the fleet with hoshikos to find them all missing--built a few more and found out that the AI targeted them above anything else in the fleet, so they never stood any chance of surviving. Seconded. Whenever I build Hoshikos, they always charge in front and start attacking when the fleet comes out of phase jump. And they always get prio
Launch party at Osiris's place! Who buys the plane tickets for all of us?
For the record, I agree with your wife Just imagine how cool it'll be when the final effects are in instead of the (mostly) placeholders we have now
Thank you, will try that
While playing Sins in windowed mode, the only way the camera scrolls is when the mouse button is on the window border on the sides/bottom, and a very tiny area below the header on top. If you move the mouse off the window at your usual rate of moving the mouse, it won't 'register' the scroll, you pretty much have to let it pause at the border and then keep moving it. But this is a tricky one, on one hand you don't want it scrolling every which way each time you move the mouse off the wi
The main advantage of siege frigates I can see is, sort of like Gauntlet mentioned.. you can wipe out defenses, move your fleet to another planet and leave your sieges to bombard the defenseless planet
Some of us don't want to watch paint dry for the first half hour, it's glacial. Ten minutes before you can even begin launching small scale attacks every few minutes is painful. The scope of the game is across solar systems, the production levels fit single planet empires better. Well, all of my posts take into assumption that the game will be sped up a bit without drastic changes. And actually, the current production model fits 'across solar systems' m
Yeah, I wonder how common it is. Not many people are posting much about it so I wonder if it's just something between a few people since we have a pretty small pool of MP players, or if it's the game's net code still needing some optimizations.
It was mentioned in another thread I believe that the devs are aware of the poor target choices of fighters and intend to prioritize enemy bombers for them. In general, everyone knows the AI needs lots of work but we're not supposed to expect very much improvement in that area until beta 4, since this phase of the beta is testing MP issues primarily!
Because it seems rather odd to have salvage crews with your ships when you head out into unsecured, enemy space, and then have them salvage debris during the middle of combat? I mean, capships aren't exactly defensive focused units. It's not really odd at all. I guess if you want to get into theorycraft, if a capital ship gets beat up that its hull hp is at 10-20%, one would assume it would take quite a lot of metals or whatever construction material as
This includes but is in no way limited to the frequency of combats. Other than the time it takes to fly through grav wells, the frequency of battles is determined solely by the players and is in no way a fault with the game. And decreasing the amount of time it takes to get through a grav well for the next jump is in no way guaranteed to increase that frequency. People will play how they play. Some will try to have one massive fleet that will ta
-selecting several resource asteroids at once and clicking the "build mine" icon should start mines in ALL ASTEROIDS SELECTED. currently, it will just start building in the first selected asteroid. this is annoying, and a waste of time! You can select your planet, go to logistics building, and build that way. With autoplacement of mining structures selected, you never have to worry about selecting asteroids. also,
Advanced suggestions Make ship wreckage salvagable so that can be a source of income for aggressive players and nice early bonus for killing those native ships. Or for an easier implementation, why not give every capital ship a passive salvage ability that funds the player that destroyed a ship a percentage of the ship's cost (in credits and metal/crystal) based on the capital ship's level? It would have to be low, maybe 1% per level, so yo
I think that trade should be really useful, however at the moment, I don't see how a player can justify spending that outlay, when they will likely see a very poor return. And it is really useful. You get I think a base of 33 credits per ship plus a bonus for long distance flights, and trade stations produce quite a lot of trade ships. Even having 4 planets with a station each will pay off your investment quite quick and boost your income considerably.