[quote]The CD that comes with the collectors edition contains additional original music that isn't in the game. [/quote] [font="arial,helvetica,sans-serif"]Interesting... (he said interestingly...)[/font]
WarlokLord
[font="arial,helvetica,sans-serif"]Aren`t ALL Vasari?... We`re just [I]misunderstood[/I]...(cough)overlords(cough)...[/font]
[font="arial,helvetica,sans-serif"]Greetings, I would like to apologize for being a little personal in the 1.3 Suggestion thread concerning Siege starships. I think I was actually in a bit of a 'mood', and the poster who took me to task for such was correct in doing so. I am unconvinced of the wisdom of 'deflating' an asset because of the way in which an A.I. may use it, but I am not infallible. Sorry for that. Btw, the zealous Advent are [B]DEFINITELY NOT [/B]my faction... ugg
[font="arial,helvetica,sans-serif"]Interesting. Btw, what is the utility of manually calling your fighters/bombers in to hangar bays? Why do so? I am thinking it saves time on deploying them after a jump, but I`m not too sure.[/font]
[font="arial,helvetica,sans-serif"]I was pondering ideas on increasing population limits on fleets and I wonder if I may have been mistaken to endorse such a change. Isn`t a finite fleet deployment something that makes a larger scenario more interesting? Something that would add greater wholly reasonable importance to the Population Cap research tree? I`m not sure. A game setup option perhaps? (i.e. Increased Cap Limits)[/font]
[font="arial,helvetica,sans-serif"]Let him come to your fortified world? Then he is without his repair platforms and you are with yours. That would be a tough nut to crack. I`d think the repair platforms made the difference.[/font]
[font="arial,helvetica,sans-serif"]I DID post with something other than an opinion - 5 points of strategy wrapped around situational awareness and adjustment of fleet positions. Sounded logical to me. Btw, there are ships that have the capacity to delay Phase Jumps. There are also Phase Inhibitors in systems if you build them; and I might add, if you pause to destroy them you are not beelining for the colony. And such requires battle firepower, not Siege firepower, meaning you wouldn`t be doing
[font="arial,helvetica,sans-serif"]Sorry - one more Siege Frigate post (a solution for all): In game menu Option screens, feature a "[I]Siege Frigates Nerfed[/I]" toggle. Default is unchecked.[/font]
[font="arial,helvetica,sans-serif"]Regarding A.I. ability, remember that Difficulty and Fun are two different things that on occassion cooperate. If you improve the A.I., please toy with variety - *sometimes* the A.I. should be more capable in some way or ways, not all the time. Regarding in-game voice audio, I find the current frequency and array of voicework to be fine. I find the absence of more voicework pleasing... I am "We`re in for some chop" and "In the pipe, 5 by 5" 'd
[quote]Forgive me if my tone is somewhat frustraited but I think in light of the latest game I've just played, I'm entitled to it. So what do I want in 1.03? The god damn Seige Frigates nerfed or replaced with a more expensive cruiser version. Here's the scenerio: 20 Seige Frigs (AI) vs. 4 Planetary shields, 30 LRMs, 1 Carrier, 1 Battlecruiser (type that can conolise). Me TEC, them the Vasari. Four Planetary shields did diddly squat in terms of defence and 30 LRMs and 2 Capital
[quote]Minimize the need for the initial land grab. Too often, the winner is decided very early in the game by who manages to snag the most resources up front. This gets tiresome. [/quote] [font="arial,helvetica,sans-serif"] Then *conquer* them back... its a 4x [I]conquering[/I] game... :p [/font]
[font="arial,helvetica,sans-serif"]I wouldn`t want to see anti-fighter Tactical platforms, since that is something that makes fighters/bombers so vicious. The capital ships from whence they emanate are generally weaker for the privilege. Counter fighters with more fighters. Or your own fleet carriers (fighters). And don`t forget fighters.[/font]
[font="arial,helvetica,sans-serif"]An unlimited tech tree would at some point in time unfairly favour those who research more quickly than others (i.e. Advent), wouldn`t it? [B]Randomly Generated Map option [/B]- [I]multi-star toggle[/I] or somesuch, so that instead of action in a single star system, the possibility exists for many. Keep it random so you never know what kind of layout to expect. A nice further emphasis on scouting too.[/font]
[font="arial,helvetica,sans-serif"]If your package crosses international borders, be glad it wasn`t shipped UPS - I have a profound distaste for what they termed "customs brokerage fees"... I`m just waiting for more illuminations on finer points of play via the manual.[/font]
[quote]My first gripe, which shouldn't be addressed probably so early in post-dev, is that the three factions all play too similarly for me. Maybe I haven't played enough, or I don't understand how they are that different... My advice would be to differentiate the ships in some larger way. The point that I think could be worked on in a patch is that defense seems poor. Everyone else is saying they don't like the PJI, but I'm saying I don't like the hangers or the gun emplacements. Even
[font="arial,helvetica,sans-serif"]Its quite possible (and noticeable!) that enemy fleets ignoring each other to attack you exclusively are doing so because their controlling factions have Cease Fire agreements or Alliances. I was winning one game when my foes turned the tables on me and crushed me through Allied cooperation. Thats fair - I should have moved more quickly.[/font]
[font="arial,helvetica,sans-serif"]... A graphics settings test through the menu with fixed assets/scenarios in order to gauge settings, ala [B]F.E.A.R.[/B] ... [/font]
[quote]#Lower hit points on all Frigate class ships as they live way to long [/quote] [font="arial,helvetica,sans-serif"]No thanks. Leads to faster fights, less time to react and behold the combats, less time to THINK.[/font] [quote]# make defences able to counter annything below cruiser sized ships[/quote] [font="arial,helvetica,sans-serif"]No thanks. Things as they are now are great: defenses *can* be formidable, especially in conjunction with a defending fleet, but
[font="arial,helvetica,sans-serif"]I hope regardless of what is done with [I]fleet population[/I] limits that the current settings can remain as an option. Maybe have the Fleet numbers scale according to the size of the starfield(s) in which you fight? Or simply to the number of star systems in a map... . The [I]Phase Jump Inhibitor [/I]works well now in my opinion - it won`t win a war for you, but it can delay the enemy just long enough to let you take down a few more of his/her ships
[font="arial,helvetica,sans-serif"]... [U]Unlimited experience levels for capital ships[/U], but of [I]diminishing returns[/I], so that beyond the 10th level the only boost such a ship receives is a gradually diminishing modest hit point boost? No additional abilities, no further statistic increase to weapons or batteries, etc. etc. - just hits. A 50th (!) level ship might only have a total of maybe 200 hit points greater than that of a 10th level vessel of the same type. <
[font="arial,helvetica,sans-serif"]Kind of sort of... (grin). I know the game is performing well right now, but I`d like to make sure that in the busiest of circumstances I`m not missing anything. With Yee Olde [B]F.E.A.R.[/B] video test, you had a standard by which you could gauge such things. Its possible I`m not missing anything, but its also possible that when things get really busy I am losing a few weapon effects. I don`t know.[/font]
[font="arial,helvetica,sans-serif"]Greetings, I have a powerful system to run [B]Sins[/B] with, but I`d like to be able to run an unbiased, accurate test in [B]Sins[/B] to see if my graphical settings are optimal. I wonder if my 4x AA should be scaled back to 2x. Something similar to the test you can run in the F.E.A.R. series of games, in the graphics menu. Anything like this in the official pipeline?[/font]
[font="arial,helvetica,sans-serif"]I hear all the appropriate sounds on my rig, when I am nearby to 'X' elements with the camera, on my machine. The only problem I have had was with sounds *not* being relative to that camera - the [I]menu sound toggle [/I]in question sometimes needed to be re-toggled to engage properly.[/font]
[font="arial,helvetica,sans-serif"]I would simply choose a color for the progress bar that contrasts well with the background colour of a faction`s buttons/icons. I actually *like* NOT having the bracketted upgrade bonuses in the info bar for my ships/structures... gives the game a more organic and less StarCraftian feeling. I would rather behold a whole hull and just have a 'feel'... a 'sense' of the power of the vessel, than be confronted by a sterile and precise clinical breakdown of
[font="arial,helvetica,sans-serif"]I believe any experience values from kills made by fleet elements go to capital ships within that fleet... a HUGE benefit...[/font]