[quote] I love the serious aesthetic; if you can`t imagine yourself accepting an effect or ship design in the theater for a top-notch sci-fi film or series (Babylon 5 comes to mind), then it shouldn`t be there Are you implying something about Babylon 5, or complimenting it? O.o [/quote] Definitely a compliment.
WarlokLord
[quote]Hamarabi P.S. Hope to kill you all soon! Just kidding! Or am I!? [/quote] Heh heh...
Based on what I have seen, the single most appealing thing about [B]Sins[/B] to me is the design aesthetic. Having made the decision to make capital ships 1.) powerful and 2.) cumbersome, you seem to be adhering to a [B]Descent: Freespace [/B]design aesthetic. That is wonderful - games like [B]Supreme Commander [/B]share that gritty design style as well. For perspective, consider [B]Empire Earth 3[/B]. In that recent rts, all the assets seem somewhat cartoony and very bloated... exagger
I`d like to see already excellent graphics swollen up with higher poly-count versions that require Pixar-level animators to generate, so that despite no visible difference at anything but artificially close-up ranges I can write a promotional statement about the game declaring the insane number of polys present in each entity. And then have the announcement follow of even [I][B]more[/B][/I] totally unnecessary poly count increases in the next entry in the series. (grin differen
Greetings, One of the many things one can appreciate in a beta is the state of any music therein. Given the time that has passed I was curious both as to the score`s status and more significantly to the possibility of hearing even just a few [I]portions[/I] of a few tracks from the game, something beyond the trailer accompaniment. I am a huge soundtrack music fan, and I am very interested in hearing the 'vibe' of this game. Regardless, thank you for your time. War
[quote] Silly. Mindscreamingly nonsensical. But then again, Germany has been that way for over half a century; they have allowed the Nazis to rob them of free expression, well beyond their existences. Half a century ... that would be 50 years... I really dont know what you mean. [/quote] The modern German population insists on allowing the 1926-1945 Nazis, long since passed from this life, the ability to deprive them of freedom o
"This isn't about restricting freedom of opinion, it's about examining what the limits are." That quotation encapsualtes the stupidity of the whole episode and episodes like it. 'Its not about [I]limiting[/I] freedom - its about finding out what the [I]limits[/I] [B]are[/B]...' Silly. Mindscreamingly nonsensical. But then again, Germany has been that way for over half a century; they have allowed the Nazis to rob them of free expression, well beyond their existences.<b
[quote] Movement As stated, the fact that my ships engage at full distance means I have to zoom out further to manage them, and makes for a generic feel, and makes for very unbalanced gameplay. The first two are self-evident, but let me explain the latter. A frigate would NEVER sit there and get pummeled by the main fore gun of a powerful battleship. Frigates exist specifically because they CAN stay out of the way of such guns. Thus, frigates should be programmed to maneuver away fr
Demophilic? Never heard of that. I think it will be quite demo`able... just restrict included factions to a single side (Humans, presumably) and the battlefield to a single starfield map. Supreme Commander did it.
[quote] Regular 4x games do this by making some research just take a large number of turns. The only way Sins can do it is by taking research itself take a lot more time. But when you make the transition from turn based to real time, everything becomes faster. You don't need to wait for every player to complete their turns, it doesn't take 3 turns to travel from point A to point B, it can take a minute. Relatively speaking, "stuff done per unit of time" (very loose, I know <IMG id=ImageResiz
I voted for the 4x preference in this poll, but bear in mind I have not personally sampled the game to know what the balance currently is. This is just my instinctive leaning when somebody posits the question "real-time emphasis or 4x feeling?" The best 4x game I ever played was [B]Bugs Of The Federation [/B](so re-christened due to the [B]out-of-sync error [/B]this [I]turn-based game [/I]possessed...). It had the best feel to it. The tactical combat needed more depth and proper co-op a
I also hope that "fireworks" remain realistic and unridiculous. To explain that, I point to one of the (many) problems with the [B]Star Wars Empire At War: Forces Of Corruption[/B] expansion pack. Particularly in the planet surface combat, the designers implemented all sorts of terrifically flashy stuff... totally at odds with the effects we had seen in the films. Too much flash makes this sort of thing cartoony instead of unto/like Babylon 5. Stay 'real'.
Based upon what I have seen I have a visual request. Being a big fan of Descent: Freespace 1 and 2 I revelled in the vast sparkling blackness of space. In many of the videos and screenshots, [B]Sins[/B] looks terrifically colourful. I realize sometimes one wishes to break up the void of space with nebulas and whatnot, but I yearn to play with the backdrop of twinkling black. I would like to see more of that background. Perhaps make it a graphics option slider, to control the fr
Why not give fighters a *chance* of intercepting/striking bombers, or giving bombers a *chance* to be distracted by pursuing/incoming fighters? The more variety the better. If in 1000 fights Fighter X always takes precisely 3.655 seconds to destroy Bomber Y, thats unfortunate. I remember in Descent: Freespace my missiles were sometimes evaded, my gunnery sometimes didn`t pay off. Use number calculations as a base, but allow unusual things to happen... keep players on t
I would have liked a detailed explanation of the erratta at screen left, and a deeper tour of the menu/activity system in the lower right, but what I saw was still quite useful. Thank you for the video. I prefer the informal presentations, with real people actually playing their game, to any kind of 'production'...
Greetings, I have watched and been intrigued by the beta gameplay videos posted by Multianna, but the last bit of theater gave me cause to worry. I hope a developer might respond with his/her thoughts on the issue. In most of the videos gameplay occurs in a single star system with multiple planetary bodies. The game possesses the capacity to play in multi-star systems (multiple solar systems). In the last video from beta 4, I believe I beheld an increase in game speed. With the