[quote]I don't think it's something suitable for basic frigates. In truth, it'd be a LOT of work (and a LOT of CPU cycles!)for something you're not going to see. Why? Because your attention isn't on the damaged frigate. It's on your economy, your structures, and your capital ships.It would be unsuitable to have to weed out your crippled frigates to keep a fleet moving quickly. That is a major annoyance that shouldn't have to require player attention. I definitely wouldn't want a major fleet to s
NowhereDan
[quote]Having certain ships good at killing another certain type of ship reduces the incentive for focus firing, and Sins includes that mechanic.[/quote] No it doesn't - it incentivizes you to focus fire certain types of ships against the type of ship they're good at killing, one at a time. [quote]As for suppression fire, highly damaging but not killing ships would not work. I would just send in repair droids to restore my combat effectiveness while I actually blast your ships into
Well, if you wanted to make it harder for damaged ships to retreat and repair, just tie in the engine speed to the hull condition too. A ship at 50% health would move half as fast. Of course, I imagine that would screw up fleet movements, since a fleet only moves as fast as its slowest ship (I think), but since cap ships are much slower than everything else anyway, I don't know if that would really mess it up.
It's always bugged me a bit in RTS games where a unit is every bit as combat-effective at 1% health as it is at 100%. Shouldn't all that damage cause some reduction in combat effectiveness? Does anyone have a way tying the hull damage to the firepower? Like if a ship has taken 50% hull damage, it only does 50 or 75% damage?
Dunii - you're asking for an RPG/adventure game. This is an RTS. RTS games are, and always have been, about combat.
[quote]Is there any place I can download the current ships from? I see some nice looking models in game, but don't know where to download from or how to import. Thanks[/quote] No. As stated by Stress in the original post: [quote]I will answer the inevitable question of "When will it be released?" now. "When it is finished". We are doing this on our own free time. We have no set schedule. No time limit. I want this to be good. So it wont go online until we feel it is ready.[/quo
https://forums.sinsofasolarempire.com/173883
So just to be clear, you're suggesting that no game that's had even a little internal beta testing could possibly have any bugs? My god man, have you ever played anything published by EA? Or anyone else, for that matter? I'm sure Don't patronize the developers. They've made a terrific game here. Yes, there may be some balance issues, and yes, it has the occasional crash bug. However, there has never, ever been an RTS that didn't have balance issues at launch, or even after a few patche
I have heard of BoTF. I have also heard of a bunch of completely terrible Star Trek games that made up all kinds of non-canon things that I wouldn't want to see in this mod, either. The Ferengi make as much sense in this context as a Wal-Mart faction in Command & Conquer. And no, I don't assume the Romulans would just take the plans for a Scimitar and start building them any more than I assume they'd do the same thing with a Sovereign or a Negh'Var. That's never been done in the Star T
The argument about what's a capital ship and what isn't is kind of goofy, since there's really no such thing as a capital ship. It's all relative - the term simply means "the biggest ship you've got." I seem to recall that the Ferengi were initially conceived as a major enemy of the Federation; a new opponent to get away from TOS enemies like the Romulans and the Klingons. But they moved away from that idea, since a ruthlessly capitalistic enemy made no sense in a universe where you can
It's gorgeous even with the glitch. Keep up the good work!
Ah, I cannot wait to see that Sov in game! For the weapons, some feedback: the phaser color looks a bit too red - it should be more orange. And I guess it's irrelevant until there are ships in there to judge scale, but the pulse phasers look like they could be a little too long. You may already be on top of this (can't tell from stills) but one of my pet-peeves in Star Trek games is when the phaser blasts last too long - Bridge Commander's phasers, for example, lasted a full t
There's also no sound in space, so there should be no sound effects. There's no air in space, so there should be no fireball explosions. It's also impossible to travel faster than the speed of light, so there should be no jumping from planet to planet. You couldn't build a spaceship or colonize a planet in a matter of seconds, either, so the game should take years to play. See where I'm going with this?
[quote]I think it should just be federation, klingons and romulansThey have always had ambitions of taking eachother over throughout all star trek history. Never really allied or enemies too long due to them all being major powers in the alpha quadrant.Dominion aren't really a threat to them with the wormhole properly blockaded, and knowing that the major powers in the alpha quadrant will join forces to defeat invaders such as the dominion and/or the borg, I feel we don't really need to see tha
This mod thread has revived some serious DS9 nostalgia for me. Just for fun, I went back and cobbled together an extended battle scene from the episodes The Jem'Hadar, Defiant, The Die is Cast, Call to Arms, Sacrifice of Angels, Valiant, Tears of the Prophets, The Changing Face of Evil, and What You Leave Behind. The result is five and a half minutes of solid action that almost makes sense as a battle where a Federation/Klingon/Romulan fleet intervenes in a Dominion attack on DS9. I spent severa
[quote]Some additions WERE welcome though. i.e. the interceptor: since borg space is vast, and cubes are reasorce intensive, it would make sence that the borg would maintain a small force of cubes, and a ginourmous force of smaller ships too patrol the border, only to marshall their cubes where needed when. The fact that voyager could toast an interceptor in a quick firefights is perfectly acceptable too me.[/quote] To me, that was totally unwelcome and unacceptable. You don't need a bunch
[quote]4) Behind Closed Doors - The mod team already has their plan on what they want to do, and how they are going to do it. [/quote] That's certainly true. I do not intend any of my comments to be telling them how to do anything, I'm just throwing ideas out there for them to use or not use as they see fit - obviously not all of them are even very good :p . There's no harm in discussing it - in fact, that's kind of the point of a discussion thread. Even stuff like the Borg, where they
I dunno - the developers have said they toyed with having larger ships maneuver in combat but discarded it because it made things confusing and difficult to manage. If nothing else, maybe they can tell you how to re-enable it for mods.
[quote] One idea being kicked around by the SW people is leveling your smaller ships, I think this may be a good idea in this mod as well.[/quote] That's a fantastic idea! You wouldn't even need to have them unlock special abilities as they go, since that would be some excessive micromanagement once you get a ton of ships. They could just level up and get an automatic modifier to their shields and/or weapons. It would be a great way to make players want to keep even the s
Major Stress has said they've picked their lineups based on tech levels, not specific ship roles or sizes. So the argument of classification is irrelevant. Besides, the Defiant is officially an "escort," so what does it matter? I hope they don't waste a slot on the Prometheus. That POS represents everything that has been wrong with Star Trek for the past ten years. It's a gimmicky, fanboyish, win-button ship (almost literally - all you have to do is say "computer, blow that ship up," an
The Borg balancing question is a difficult one. What if you modified the TEC's Uprising tech so that once a top-level tech is unlocked by any player, a side-effect would be that everyone becomes a target for the Borg? (Warning: may cause nausea, headache, loss of appetite, Borg invasion.) That way you can be certain that by the time a Borg invasion is possible, everyone's going to have at least 100 ships in play - enough to conceivably stop a single Wolf 359-type cube. And the way the Uprising t
[quote] Sovereign is the battleship, Galaxy is the carrier (only ship with hanger big enough for peregrines), Akira, Nebula, and Ambassador are support cap ships.[/quote] Isn't the Nebula a better choice for a carrier than the Galaxy? I'd always seen it as the support version of the Galaxy, and you could even do a new hangar pod for the Nebula that would make it an even better fit. It's got that whole modular setup that make it ideal for strapping that kind of thing on. [quote]<
My honest, knee-jerk reaction to "Apocalypse Rising" is: Really? It's so generic. I get the reference to the DS9 episode, but where Sacrifice of Angels sounds unique and colorful, Apocalypse Rising sounds bland. That said, I'd play it even if you called it Mr. Snugglemuffin's Magic Beanbag Adventure as long as it's got Star Trek ships blowing the crap out of each other, so the name isn't all that relevant :)
Those will change the speeds when it does move, but frigates, cruisers and capships all just sit there until ordered to move or when moving into range of a target, then hold still as they fight it. How do you make it behave like a bomber and make runs on the target?
It's been done with the beta, not the final game. I wanna see'em in the final!