matthewfarmery

matthewfarmery

Joined Member # 2787132
6 Posts 172 Replies 249 Reputation

experience from single player mission to single player mission is fine, but in MP it would be a very unfair advantage if you play against someone that has 3 or 4 high level ships versus someone that has 1 L1 cap ship and a few frigates, and as some are doing in C&C3 ranked games (of though units do start of the same) but high ranked players are playing with low ranked players just to get points and achieve a higher rank, but the point is, if sins have rank or ladder games then it would be very u

48 Replies 22,226 Views

I don't mind extra traffic as long as the game still works ok on a large map, but it would be a good idea to have an option to disable the extras in case your system can't handle it

13 Replies 9,201 Views

I certainly think normal and marauding pirates should have a base or bases, while normal don't really travel much and there ships are quite weak, they need a bit more fire power, and if you don't take out the pirate base / bases they should respawn to go to the area that last cleared out and did colonise, that would make normal pirates better, but the marauding pirates do need to be scaled down, and they should spawn from the base / bases and not some random location / unless hard, but their fle

76 Replies 16,883 Views

never played the game, Galactic Civilizations 2, but the system I don't think will really work in sins,

27 Replies 11,274 Views

I sub systems aren't a bad idea, able to take out the engines of a ship would stop it moving, and would reduce the damage of the weapon systems, not sure about boarding parties mind, the Advent hopefully will be able to use abilities to capture ships, and really should be the only race that can, to set all the races apart, they all need different strengths and weaknesses, and different skills that the other races don't have, at least that is my view

18 Replies 7,611 Views

pirates will be toned down in the next patch, at least that is what I read, but yeah that is quite extreme, but normal pirates that you find around planets / asteroids need to be toned up, they were just a bit on the easy side, and should provide a bit more of a challenge. but the marauding pirates are sometimes a pain, especially once you have a large bounty on your head

16 Replies 4,437 Views

strange about the economy them as I did have high resources selected, I will give it another go, as for the home planet at least it needs a slightly bigger radius at least to enable more logistic structures, but I really do like the ships, and the damage they do, at least the cap ship you start off with and the early frigates, so keep up the good work, as this will be an interesting mod to play

60 Replies 47,230 Views

gave this a test run, money is a bit of an issue, I was having trouble upgrading my first planet, and when I colonised an asteroid, I could barely upgrade it at all, yet the AI seemed to have expanded a fair bit, so I was in a bit of a disadvantage, bot realy keen on the small radius . build area for each captured asteroid / planet, while I like the idea, it need to be a bit bigger, but I like what you did overall, the lose an colony ship after colonising a planet seems good, and the b

60 Replies 47,230 Views

flak frigate, but I read somewhere that the flak frigate is bugged for some reason as well Flak frigates aren't putting fighters/bombers as their top priority in the current build, but it's already fixed internally so that'll be solved when IC gets a patch out. ahh right thanks for that, hope the patch comes soon

99 Replies 30,405 Views

What you could do is have the auto cannons be able to shoot fighters. They already can, and do, I think. They're just not very effective at it (which is as it should be). agreed, the best solution is to have a mixed and balanced fleet, at least one carrier and flak frigate, but I read somewhere that the flak frigate is bugged for some reason as well? but once these issues

99 Replies 30,405 Views

if every cap ship has AA guns then there will be little use for fighters / bombers, once the B2 patch is out, both should be more usable, and also having carriers would help a great deal, so sorry I don't agree

99 Replies 30,405 Views

I rather like the OPs suggestion that broadcast centres are for intel, but here is another one, trade ports should increase the allegiance of the plant? so far I don't see much point in trade ports apart from making more money, and as its tricky to really place them, I don't really bother with them, but there needs to be a way for the planet to do an open revolt against you if their allegiance is low, so there needs to be a way to increase it to stop that happening, but it would be good if abili

9 Replies 19,187 Views

yeah its damn annoying not able to edit your posts, hate this forum I think we really should consider ship balancing and if cap ships need a buff only when we have access to the other two races, I think its pointless at this stage only to find they maybe reduced not increased, otherwise we are going to get ahead of ourselves, but if and when we see the other races in action then this topic should be discussed, pointless at the mo,

26 Replies 26,440 Views

in part I disagree, TEC ships should be the weakest of the three races, but you should be able to build more of them, if you make one ship too powerful or over powerful it may unbalance it compared to The Vasari, which means there equivalent will have to be stronger still, TEC should be weak by design, and should be strong in numbers Tech are the middle strength rac

26 Replies 26,440 Views

while I did not beta test beta 1, I have seen pics of very large fleet sizes in beta 1, and that the game engine couldn't handle that amount,

20 Replies 41,220 Views

in part I disagree, TEC ships should be the weakest of the three races, but you should be able to build more of them, if you make one ship too powerful or over powerful it may unbalance it compared to The Vasari, which means there equivalent will have to be stronger still, TEC should be weak by design, and should be strong in numbers

26 Replies 26,440 Views

you are talking about the fleet cap, that is something different, logistics cap deals with refineries, light factories, cap ship factories, broadcast towers, and so one, the problem is that not all areas give you a good enough cap, and dead asteroids don't give you one at all,

20 Replies 41,220 Views

not sure if anyone has mentioned this, while its very easy to increase a bounty on a player / AI, what about decreasing it? a possible explanation is, you might want to team up with that player / AI at some point, or you may want the funds back in your coffers, as I can't seem to find any way to decrease the bounty on someone

595 Replies 415,563 Views

I do agree that cap planets need a increase, however the only issue I can think of is if you reassign another planet as a cap planet, I assume the original planet would still have the log increase intact? if that is the case then people may cheat to increase the log cap, unless there is some check script to make sure you have already set the max amount for one planet and you won't get the chance to increase the new planet in the same way

25 Replies 19,459 Views