Wintermist

Wintermist

Joined Member # 28268
19 Posts 122 Replies 958 Reputation

After observing unit behaviour in battle I have some concerns. I want my units to stay close together so they can support eachother. I have seen many ships lost due to the fact they all go separate way and when it's time to do some fleet support they don't reach eachother in time. This behaviour would be fine until I group them all, then they should stay close to eachother and work as a single unit.

10 Replies 4,519 Views

Yeah those are all good ideas! It would add personality in two forms: You get a hero unit you can relate to (Something that has a name sure is more fun.) and you get to customize what you want to focus your fleet on. The Flagships themselves can use the same hull, as this would make sense out of a production view, but different equipment installed. Modular style. As you may choose a certain bonus this may also incorporate more strategy as you may build you fleet differently, tr

24 Replies 10,469 Views

Sure, the Flagship doesn't have to be the biggest and meanest, but, it would be a ship that stands out, that give personality to the whole fight. Since it would be a personal pet of the players, it would make sense for it to be a bit tougher so that you can care for it properly and retreat it if things look bad. As it stands now, the game doesn't have any personality. You build a myriad of ships and send them off to fight. There's never an incentive to zoom in to see your ships in actio

24 Replies 10,469 Views

Both ideas would work, however, it would be very unrealistic if we lost the researched info due to the loss of the artefact. So, if we use artefact research stations, we would never lose the researched completed and thus it wouldn't be the end of the world if we lost it. And the other side, if we find artefacts, and can only add tem to ships to enhance their systems, the loss of that ship would either destroy the artefact or let the enemy take it and use it on their ships. No r

13 Replies 4,565 Views

Well, consider how large a capital ship really is. Now also consider the amount of damage they take from incoming fire. Realise the huge amount of damaged metal, chunks of whatever material they're built from are blasted off. It would take a nano-bot years to repair that. It just doesn't make sense. Repair crews inside the ships would be able to repair electronics and other damage, but I'd like to see them get in a space-suit and start to weld new armor onto the ship during combat.

33 Replies 17,070 Views

I'd prefer to just see artefacts be expanded a bit. Considering they are alien artefacts or something that has great power that we can't reproduce, it would be nifty if we'd need to build a structure to actually use them. Sort of like a Artefact Research Center or some such. Also the artefact Tech tree should be expanded to make more sense not only of the process of understanding what the artefacts do, but also how we could implement them in our ships/on our

13 Replies 4,565 Views

It's just a normal Kol. I've not checked the stats on it but it's named a Kol and looks like a Kol. A Flagship is a beast of a ship, something that would take a long time to create. Something that would cost you plenty of funds and materials. Something so spectacular we can only build one. Now this is the proper use of the name Flagship. This is the super capital ship everyone's talking about. It's the ship you use to lead those ultra important assaults. It should come

24 Replies 10,469 Views

I've been thinking about this a while, as I noticed I very rarely build repair stations as the ship repairs well enough on their own. Why not remove the automatic repairs and instead just use the shields. Once the shield has depleted the ship starts to take damage. The shield will constantly regenerate but damage will not, forcing you to use more repair docks as well as create forward operations outpost. It would add more tactic and strategy to the game as well as adding a smal

33 Replies 17,070 Views

yea but we cant say cos tec ships are ment to be crap and be badlymade they are traders not fighters and they are the weakest of the 3 factions but i agree maby make umm a bit better and i would like to see the marza and u know its 3 barrled ati planet gun id like to see it shoot ships. And on the left of if u are looking down the 3 barrles there is a bank of what it look like laser cannons that dont do anyting also cap ships should have torpedo tubes where the anti pl

99 Replies 30,454 Views

As I see it, Sins of a Solar Empire is very similar to Homeworld 2 in that aspect, except it brings it to a higher level. In Homeworld 2 you fight one map, in Sins of a Solar Empire you fight galaxy-wide. And where Homeworld 2 need you to control the ships on a finer level, Sins of a Solar Empire has a smarter AI behaviour and you focus on the war on a grand scale. The only issue I have with this is that in Homeworld 2 I care more about my capital ships, as they're much more expensive t

99 Replies 30,454 Views

I do agree it would have been much more realistic for larger ships to have a full range of defensive and offensive capabilities. However, this would make a rather dull game in the end as once we can construct that specific ship, there would be no reason to produce any other ship and how fun would the game be then. I do play a ton of Homeworld 2 with different mods and the one I found to be most fun was the one you had to use a wider range of ships. The Tactical Fleet Simulator Mod does

99 Replies 30,454 Views

Oh, and someone mentioned that asteroid with crystals on it being odd, but, isn't it just an asteroid with crystals that you mine, but extremely zoomed up to capture the view of that Frigate?

62 Replies 73,597 Views

I have to admit that the screenshot shows some ships (in the background) that won't be in Beta 2 (which will remain TEC only). Designer: 1) No; 2) Because capital ships are meant to be very special and unique. Frigates are meant to be "workhorses" for lack of a better word. 3) No. Dang, Capital ships is pretty

62 Replies 73,597 Views

I got some more questions and ponders after being away from the game some time: 1. Will we be able to upgrade turrets from say Gauss to Laser to Auto-cannon or whatever seems suitable, perhaps in a tech tree improvement? 2. How come frigates and manned gun turrets don't gain experience too, much like capital ships, perhaps with the exception of being able to chose new abilities, just an increse in accuracy. 3. Will we be able to get a super cruiser in which we can dock

62 Replies 73,597 Views