The following are some more suggestions to improve the KOL. 1. The Spine/Antenna Mounted Lasers just seem to be lacking. The Ion Canons in Homeworld 2 seemed to be a lot more impressive in almost every way. For starters, HW2 ion beams moved/pivoted very slowly while tracking targets. This gave an impression of power in that it took those huge, slow moving turrets to harness that kind of power. Also, the HW2 Ion beams seemed more focused, narrower and cleaner someh
Paradoxnt
I like your idea Ron! Anything to get rid of the 'last second speed of light strike craft docking' thing they have going on in beta 2. Carriers would have to wait for their strike craft to dock before being able to jump into Phase Space. Maybe an "Emergency Jump" toggle could be used to get carriers without waiting, but at the cost of all the strike craft that don't make it back in time.
The capital ships need to be researched prior to being able to construct them. Why have research for frigates and cruisers then? It would be lame to force research on the much less complicated frigates and cruisers, but just give everybody access to capital ships. Where would I put capital ships in the research tree? Probably right after each similar Cruiser. For example, the KOL prerequisite could be the Kodiak Cruiser (maybe with an added heavy laser mount branch). The Sova prere
Thanks Yarlen, if you haven't had your praise for the day then...Yay! All hail Yarlen the Wise. Here is an idea for dealing with strike craft doing that annoying super speed last second landing when their carriers are jumping to Phase Space. Perhaps when you give your carrier the order to jump to Phase Space, strike craft should be FORCED to land as quickly as possible. If the Carrier leaves before the strike craft land, ONLY THEN should they be allowed to do the super speed landing.
Thanks Yarlen. Truthfully, DirectX 10 won't really help me as I am planing on delaying my 'upgrade' to Vista for as long as possible. Still, Dual Core support would be helpful to even those of us who hate Vista.
Hmmm, only 2 of the 3 races have anything to do with Sol...and even there, only in the sense that they originated from it prior to their 'evolutionary' divergence. Of course, I still think the Sins of a Solar Empire title is cool regardless. Besides, what is in a name? If the game rocks, it could be called 'Good Deeds of Funhouse Playmates' and I would still play it.
Here are a couple of issues I've been noticing. 8800GTS Intel E6600 Dual Core Asus P5B MB LG WA 226 Widescreen LCD 1. Solar Lens/Flare sometimes doesn't seem to be pointing in the right direction (which should be in 'my' general direction. Sometimes the flare effect points off to the side and remains stationary as I pan around. 2. Sometimes, when I order my ships to move around slightly within a gravity well, they will try to jump to the next gravity well
A few more ideas and thoughts concerning gameplay. 1. AI Players should be less likely to ally with you if you've broken treaties in the past. So, if you betrayed/broke a treaty with an AI/Human player earlier in the game, the AI should be less likely to join up with you. *Also, the AI you betrayed/broke the treaty with should be VERY unlikely to enter into another agreement with you. 2. AI needs to learn to keep its forces together strategically so you can't take o
Hmmm, aside from our earliest games, we never really found mines that effective in HW2. Attempts to mine unclaimed resources/neutral zones would never work well. We all learnt to jump in a carrier a little way aways from the resource spots in order to use a scout to check for mines or ambushes. Any mine corvettes in the area quickly died without doing any damage. Nor were they that useful in attacking. Bringing minelayer corvettes to the battle meant you had less combat co
Yeah, overall I am pleased. Still, I find the game has a few issues that need to be addressed. 1. Combat is a bit....not quite boring, but not really inspired either. Each battle is all about focus firing on one ship after the other. The AI is also a sucker when it comes to splitting up their forces by getting them to chase single insignificant decoy ships. Possible Fixes: a) -AI needs to learn to keep its forces together during combat (and prior to combat as well)
Don't forget about the Reavers....hmmm, could be the pirates.
Still, trying to say that the support requirements for Tacital and Logistical structures are vastly different is pretty damn contrived. There should only be a single 'Orbital Structure' point pool!
I was thinking we could start at all techs/ships available at the Battle of Endor, and then research onwards from there.
Construction Ships do MORE than just blow up....they also give experience to your enemies.
It would make no sense for a star to give a shield bonus to ALL ships....what would be the strategy involved in that. Everybody's ships would be identical. What would be the point in having the bonus if it changes nothing. For the star to hold any strategic characteristics, it would need to give benefits to one (or more) types of ships/weapons/structures, or a penalty to others. **If Ironclad wants to allow modders to blow up stars, that would be awesome for the SoaSE Star Wa
Well, the 10 defeating 20 won't tactic explained above won't work well against human players...unless they are noobs If you manage to use better tactics/maneuvering during combat than your opponent, you should reap the rewards. The AI just needs to be programed to keep its fleet together during tactical combat and use focus fire. Thanks for the feedback Nick.
I remember you could set ships/modules in Homeworld 2 to decrease ships abilities as they took damage. I hope Sins allows for that kind of modding as well. I would love to reduce ship speed/maneuvering/fire rate/accuracy as they take damage.
Maybe suicide is easier to resist than being commanded to attack someone else. Still, I think the Advent will have one Anti-Planet attack that commands the people to kill themselves (or something like that). Hmmm, maybe the anti-planet attack actually commands people to attack each other....that would make a lot more sense. But then we come back to the question of why the Advent don't just command the ship crews to attack EACH OTHER.
Yeah, the AI does waste resources sometimes bulking up defense platforms in dead end planets/asteroids.
Yeah, gravity wells that actually influence ship movement would be excellent.
You mean Ironclad would foolishly choose game concept, game play and graphics over Dual Monitor Support?
Fighters would be too maneuverable and fast for bomber rockets to hit. Besides that, fighters don't attack enemy ships nearly as well as bombers.
Thank you for the info Yarlen. We appreciate the time you took. Maybe sounds good to me right now.