My lord, yes ships and defenses can shoot up and down, but I was under the impression their (defense placements) range were spherical and thus could be gotten around Z axis-ly. And yes beta AI blahg blah, but even new coding won't stop the advantage of having more ways to split a fleet or flank and enemy. Linkes - U totally dont get my point else why would u insult me in such a way that makes me not want to respond to your post (try to figure out why). I know, that if I can use
Nickname Nick
Being the second post in a row that I read with Astax claiming no use, and my boredom, here is three completely off the top of my head reasons to use the Z. 1. Flying over a row of turrets to reach the planet instead of going straight through and getting shot. 2. Avoiding a wave of defenders attacking straight ahead by going over and past to jump to the next grav well. last but not least 3. In a large scale battle, at least in beta 4, there were ways to get th
Yes, the second best and most annoying part of sins is that we have been playing a stripped version with what we are told is minimal parts of the eventual full game, and it is more fun than most completed games. However, I really want to stress that perhaps the best part of sins is the strong community that has already sprung up around this beta (as you can tell). Edit: I mean to include the devs and pubs in this as well.
I think movement would look prettier, but just zooming in on bombers and flying around with the is enough for me. That's not my problem. My problem is that intensive micro tactical movement makes a hell of a difference in combat. I can take out a Kodiak with 2 cobalts by continuing to make circles with my damaged cobalt while the other presses the attack. In my last game vs computer there was a battle in a grav well 10 on 10 cobalts, where I was victories without losses, by rotating my
I need help as I am having trouble resolving issues with ICO and trying to play online. While trying to create a game I get a message to the effect that some firewall issue is blocking yada yada and referring me to the BETA 3 FAQ. I went through the beta 4 faq and read the possible issues of mesh and firewalls and TP/IP, but to be honest I am a mac user trying to play this game on my roommates pc and I have little knowledge of them. To top that off, upon trying to go to sins chat on SDC I find I
Okay some more, less plausible maybe, but still new abilities. Vasari phase trapper - when triggered during jumping to another planet during a retreat or counter attack, the cap ship switches the position of the jump out point the aforementioned planet another previously picked (fortified /attack world) and prob with phase gate due to manipulation of blah blah superiorblah. You with me? Normally, a pursuit fleet will jump asap and the counter attack starts on one of the two planets and
Hey man- I'm an idea man, if you want me to jazz up the language for PR for the actual game I could bullshit later. And, I could go on. AND, you are combative. [B][/B]AND[B][/B] I think you are trying to be combative like shod, and you like it.
I didnt realize its effects were grav well wide. But fine, take that one off the list. But realize in the time it took to sarcastically help identify my folly, you could have told me how sweet my other ideas were. Or made a suggestion of your own. :P
@shod - my marauder already kinda has that ability! anyway, I want to see some defensive boons that help while you're on the run or at home. like... A nano-technobabbler that replicates dummy cap ships to confuse the attackers while it escapes. Low hp, but maybe some ships will go for the dummy instead of your cap. A bolster planet ability that helps a friendly planet under siege by either increasing the planets shield power or "rallies army" to allow planet based
Oh ok then... I didnt know the numbers, and frankly thought you were joking before
Well I am sure I d/l the latest version since I just installed it again last week. So unless I opted to get an older version I'm up to date. I don't have any screens now, but I may have a save or a reply, I'm not sure as I'm not on my system which has sins. If an when I do get a screen shot, saved game file, reply, etc... how do I post here or should I just send it to the support e-mail? In any event, yeah, for that one game I thought the ship was even crazier then the horror stories re
First stretch of beta 4 and the Vasari for me, so unknown how big of a glitch nor if reproducible. Essentially I built my 1st Anorak (sp?) capital and want to have fun stopping others with the phase-out stunner thing ability. When manually casting on comps Donuv(?), it propelled the Donuv out of the well almost half-way to the next planet. Then to top it off, my fleet chased sub-light to the ship to continue the battle. THEN sublight back to original planet to [B][/B]THEN[B][/B] jump out. <b
Opps, I meant haven't plaed since earlier beta 3. I know it wasnt't in anger, n my comment was in jest my man. Damn you internet without your availibility for sarcasm and irony!
[quote] Can we set way points for a retreating ship/fleet that hits all points smoothly yet? Or does the ship/fleet still stop at each node, then continue on? (Haven't played the newest beta due to time constraints and computer malfunctions) This was fixed in one of the beta 3 patches. [/quote] Geeze, sorry. I have played since early beta 3. Touch-y
Can we set way points for a retreating ship/fleet that hits all points smoothly yet? Or does the ship/fleet still stop at each node, then continue on? (Haven't played the newest beta due to time constraints and computer malfunctions)
With two fleets of equal strength, victory should be determined by the fleet with the superior commander. I like to command my battles tactically, but would still like to not have to. I would like to be able for once in a while just to watch the beauty of battle. But even with the finalized AI (release time) no AI controlled (in single or multi) equal size fleet will out battle me tactically, or I should hope most of us. So where does that leave us? Even if you hate clicking
I don't to return to the other argument. I feel like hijacking it a little longer with the level 1 prototype / individual research time idea. I think it's awesome! I would love to be able to chose which ship I want first, the carrier or Kodiak or... (with respectively diff cost in money, resources, n time). I'm not sure how this supports to OT or the research argument above, but it adds variety to strategy in a 4X/rts way? I'm done.
4x..... though i wanted to sign rts. i still play some old 4x every now n then but what i desire most is the tactical battles of sins. and yes as it stands now most of the 4x elements are missing/lacking. but overall, i truly hope the game continues to lean hard, if not harder than now, on the rts side. but dont let me stop a beautiful new diplo model and other hopeful 4x treats that the new AI really lets shine forth.
I'm sorry, but I have to jump in as a dissenting American. We are the only country to ever have engaged in nuclear war. We are the largest military-industrial complex in the world. We have and operate secret "black prisons" and use torture as a means of interrogation. I'd say these acts and other's (loss of habeas corpus, a merc army a la Blackwater) could give cause to say that the US has lost its way as well. War crimes, terrorism, "enhanced interrogations techniques"
I have written before and continue to write on I why I believe the use of movement, especially autonomous and semi-autonomous movement, needs to be further implemented. This is not something that an improved AI can solve. Dynamic motion must be included in the AI to reduce intensive micromanagement of combat, as well as to help the AI with combat as a whole. I could further describe examples of exploits and how and why dynamic combat is advantageous over static combat, but I already have. <b
Forget about Star Wars and CPU assisted firing mechanisms. Think more of calvary than our modern navy! The ships should not be dogfighting and weaving to avoid enemy fire. To avoid being in the enemies firing solution (range and cone-o-fire) they need to move. Movement should not be about dodging lasers, but rather being in a position where the laser cannot target you. Overall and ultimately, movement during combat is a necessity. Currently it is very micro-intensive to flank and maneu
The others gave a fair, and taken together, equal assessment of the current state of the game. There are problems, but it is impressive, and this I must stress. I hope I paint a good picture, as it is my intent. I really started playing the game at the beginning of the second and current beta. Right away I liked it. I played it until it crashed my under specs laptop and them booted it up again. Right then I had a lot of time to just play it and break it; and I found a lot lacking. I
Yes, I guess one could say the main problem currently is with the underdeveloped AI and "kiting," and I did try to explain my examples of my posts above, but I think that intensive micromanagement, "click" "fest" "ing", or "kiting" are going to stay. I hope and believe that the advantage gained by this will diminish, but stay due to the imperfective nature of programming. That said I still believe battlefield tactics should confer some adv. My question pyro, and anyone else, is do you h
I do want more "diplomatic" options, including more espionage and trade treaties, but I don't love any of your ideas kosc. Yes, I would like to know how my bounty is hurting my enemy, but the lack of info is part of the bounty's allure. I shouldn't know which of my enemies are attacking my bounty target, unless I have intelligence on them, because the bounty is supposed to encourage secret guerrilla-like tactics to win small amounts of credits, not just start more full-blown wars. On a
It's something that's been discussed before. But none of the devs have really commented on it. So much of the discussions on it are based on pure speculations with the occasional logic of why to include it or why it won't make a difference.