Hmmm, do you suppose the developers are going to allow a 'open connected map' option for multiplayer? That would be awesome. Especially considering that the phase lanes are probably the biggest complaint from 'realism' players...planet/star scale would likely be the next biggest complaint....followed thirdly by gravity well size...followed fourthly by phase jumping not requiring antimatter consumption based on range. Okay, enough of that. Putting that kind of multiplayer option in th
Paradoxnt
Hi Matty_P, just thought I'd add my 1 cent on the game's zoom function. For the scope of the game, I think the zoom/unit selection features are brilliant. SoaSE has to cover FAR more scope than Homeworld...or really any other game that I can think of that uses a single map. So if zoomed out units might seem clumped and difficult to manage, try assigning ship groups with the CTRL key. Or you could use the ALT key to select all same ship types that you click on. Or you could use the c
Hi LodossKnight, you are saying that the economy hard cap at 75% will force players to turtle in order to win? I hope you can explain the logic behind that. I would be concentrating my fleets to take new quality planets in order to make new ships faster.
Okay, I am going to stick up for Ironclad here..but not before I say I mostly agree with what you are saying. I too would prefer a game that resembles a cross between a real time MOO2 and Homeworld. I too would prefer realism over game play designed for the masses. The developers especially need to be concerned here because it will mostly be the SciFi gamers who will be buying this game...not the FPS gamers out there. I think it is pretty safe to say that the SciFi space gamers are m
It is great that 3D movement is implemented in the game, but it would be nice if the Star Systems were in 3D as well. Stars and planets shouldn't be side by side in a nice tidy 2D map.
Here is another neat Star Wars concept that will be possible in SoaSE. Open connection maps will also occasionally have phase lane paths (hopefully invisible) being cut off by gravity wells. These points are going to make excellent interdiction zones. It is nice to see that there will be a strategic use for Interdiction type ships in this game, besides tactical.
Hmmm, something just occurred to me about open connected maps. I just hope we can mod all those phase lanes so they aren't visible.
Hi Steven Fraser, in your post you mention that Phase Highways can't be removed from the game. You are right, but you are missing the point of an open connected map. In an open connected map, ALL gravity wells are connected with every other gravity well. This means you can go anywhere on the map at any time you want (can possibly be limited by tech research if you want). Anyway, for modding purposes, there doesn't seem to be any technical obstacles to have an open connection
I wanted to also discuss SoaSE maps in relation to a Star Wars mod. We have 2 options depending on the number of star systems that can be placed on a modded map. Option 1 (if we can place a huge number of stars): This is my favorite option. This would allow us to make an authentic Star Wars Galaxy map that has all the known systems (complete with correct names). Of course, we could also create several sizes of maps, so everyone has a choice for game size and likely length
I just wanted to thank Ironclad for keeping this game true 3D. I've been starting to use 3D a bit more in my maneuvers, and it works well. I also like the 3D formations your fleets will take up if you have many ships. True 3D will also offer a lot for modders.
Hi Jamatang, I would either use the classic ship sets, or I would do a progression of technology starting from the Clone Wars ships. Either are fine by me. I couldn't help for the Homeworld 2 Warlords mod when people were doing the models, and sadly my 3D skills haven't increased much since then. I plan on contributing this time around with the editing, research, testing, and ideas....though sadly, all of which are nothing without the models.
People are using the Airbourne Missile Defense Laser as an example of redirecting a beam using a optical refraction turret. Those beams are so weak, they have a hard time damaging flimsy missiles...or pop cans. In fact, I think they do pulse damage instead of heat damage. They wouldn't be able to do squat to anything with a bit of armor on it. But this is the future, so maybe laser efficiency has gotten infinitely better and the ability to optically redirect the beam is more advanc
Holy ****, the talented EvilleJedi is posting in this forum. This guy is incredible. If any of you have seen/played the Homeworld 2 Warlords mod (Star Wars), then you'll know just what kind of skills this guy brings to the table. His models AS IS would be amazing in SoaSE. Hmmm, if he could easily transfer his models and stats, that would reduce the workload for creating this mod by about 70%. Wow, and if we can mod SoaSE maps to be open connected, this will allow for a perfect Star Wars ga
BSG would need an open connection map (ie, without Phase Lanes). IF an open connection map can be modded into Sins, then no problem (and I suspect it can be as that was how the original game was meant to be). IF it can't, then a BSG mod wouldn't work very well. Nor would Star Wars, Star Trek, Babylon 5 mods work well without open maps.
So then maybe fighters could get a speed boost or an increase in anti strike craft power to compensate for their shortcomings. I also have an issue with planetary shield generators in space (easily destroyed). These things should be part of the planet itself. Planets should get an automatic shield generator that increases in power/resistance for each level the planet is advanced (ie: 1, 2, and 3). Or maybe it could be a separate and costly upgrade for planets. Planetary shie
Hmmm, yeah I suppose super ships would spice up the endgame quite a bit.
Hmmm, what would help balance open space would be getting rid of those easily destroyed planetary shield generators in space and instead giving a leveled up planet some automatic shield strength. You can relate the shield strength to the planet's level (1, 2 or 3). This would also minimize small spoiler attacks to your backyard, because small fleets wouldn't be able to destroy planets and would only serve to tie up enemy ships in useless endeavors. Also, the game mechanics cou
Okay, my first modding questions. 1. Does anybody know if we can tweak the game to not use phase lanes, but instead have an open galaxy? There are many mods that really require an open system to be faithful. 2. IF an open galaxy is possible for mods, is there some way to limit jump ranges? 3. Will it be possible to shape shields so that they perfectly hug the ships hull? 4. Would it be possible to make planet/asteroid upgrades come with an automatic shiel
KOL beam weapons firing at crazy angles is irritating. Perhaps the KOL spinal mounted beam weapons should have a tiny firing arc pointing directly ahead of the ship. To compensate for the lack of arc, these beam weapons should be increased in power. Spinal mounted weapons SHOULD have more power anyway. My ships weapon fire tends to pass through other ships that I own to reach enemy targets (especially KOL beam weapons). I would prefer they didn't do that as it takes away from the en
AI opponents still seem to occasionally get infinite trade income even when cut off from the other AIs. (tested with .61 009 patch). Ships still run into each other a lot which takes away from the game. (tested with .61 009 patch). I notice that my ships weapon fire passes through each other (especially the KOL beams weapons), which really takes away from the game (tested with .61 009 patch). Windows XP SP2 1 Gig DDR 400 P4 3.2 Nvidia 7800 GS AGP Asus P
Yeah, but at least friendly trade ships can still jump in and out...strange that your main ships can't.
I don't know about fighters being useless. When I attack an AI that has close to 10 Hangar Platforms and a few capital ships, my fighters go a long way to covering my fleet while I pick their defenses apart.
Alright, I'll try it tonight as well
Perhaps Armistice should only work on the ships present. So if some jerk wad tries to prevent his death using 3 of those cruisers with Armistice, just keep bringing in the new ships to his system. The new ships will start fighting and armistice will be ended prematurely.
Maybe ships should take longer to build AND cost more. SoaSE beta so far reminds me too much of the endless hordes offered by the average Real Time Strategy Games. Losing entire fleets should actually represent a serious setback in the game. As it is, I can lose a ton of ships and come back with a full fleet in a couple of minutes (as can the AI). The cheap and quick to make endless horde concept also forces the game to drag on too much. Also, it would be nice if there were