[quote]I play a lot of rts and this game just takes too long. Games should last at 2 hours at most not just starting the big battles at 2 hours. The should have trhe resoucres double thier exctractiopn rate. It would spped it up. i just took 6 hours to finish a game. that is to fucking long! [/quote] [font="arial,helvetica,sans-serif"] HAHAHAhahahaha... Thats all I have to say - I`m not feeling very diplomatic in the face of this magnitude of silliness, sorry...[/font]
WarlokLord
[font="arial,helvetica,sans-serif"]Wow. Wow. Beyond a certain zoom range I don`t see attack effects (i.e. beams, missiles, etc,) and I think I should - I am quite close to the ships at the zoom level I am thinking of - but that is my only real complaint at this point. Hats of to the designers for some of the coolest looking starship designs I have ever seen, particularly for the [B][I]Vasari[/I][/B]. Wow. I need to read through that hard-copy manual though... I suspect
[font="arial,helvetica,sans-serif"]Just to emphasize the absurd logic in this argument: Someobody is complaining because of the speed at which 24 siege ships destroy his/her colonies. Of course! There are [size="7"]24[/size] of them!!! They had [B]BETTER[/B] take down a colony quickly![/font]
[font="arial,helvetica,sans-serif"]I don`t see the problem... that many siege ships *[B]SHOULD[/B]* be able to kill a planetary colony in short order. [I]Thats why you`d build them[/I]! Don`t like them? Then strike at their fleet [U]BEFORE[/U] they arrive in your system. Or suck back the damage they deliver to you and endeavour to [I]pursue[/I] them - after all, you likely have a better ship combat fleet than a bunch of Siege ships, right? [B]Hunt them down[/B]! I do not see th
[font="arial,helvetica,sans-serif"]I can`t tell you how thrilled I am that you are going this route with [B]Sins[/B]. It takes courage to buck trends - even stupid ones. As another poster said, thank you for treating us intelligently. In my LAN group (now mostly and online group) it can be difficult to hook people on a new game. The main stumbling block is a copy of the game. Being able to try something before you make a full purchase, even if the thing is only meant for group play, is
[font="arial,helvetica,sans-serif"]Thanks heaps...[/font] :CONGRAT: [font="arial,helvetica,sans-serif"]('thumbs up' smilie...)[/font]
[font="arial,helvetica,sans-serif"]Greetings again. Barring a terrible memory (my own), I was hoping you might answer this query: will there be a button or hot key combination toggle to suspend rendering of iconography of units/structures so that - like [B]Supreme Commander [/B]- you can view space scenes free of symbols? Again, I can`t recall if I asked this before. Sorry about that. I think during a major combat event I would appreciate this capability in order to be
[font="arial,helvetica,sans-serif"]I would ask what the method of shipment to Germany is... maybe its some sort of special expedited post so Volks get it sooner than through regular airmail.[/font]
[font="arial,helvetica,sans-serif"]"Impoovement"? Heh heh.[/font]
[font="arial,helvetica,sans-serif"]This might sound a little strange, but I am looking forward to [B]Sins Of A Solar Empire [/B]with *guarded* optimism. At least to the extent that I am not expecting it to be the second coming of Christ. [B]SoaSE[/B] is going to be a very good game from the looks of things... I will be very content to discover first-hand precisely how good. I`ve just found myself mulling over the perils of over-hype and games that have disappointed some people
[font="arial,helvetica,sans-serif"]Ask me this after I`ve played it... Now that my upgrade is complete (Quad core, 2 gig 800 mhz ram, 8800GT SC - yay!) I am prepared.[/font]
[font="arial,helvetica,sans-serif"]Thats great news! I remember the days of [B]BuckCraft 2[/B], when those who had not spent cash could at least get some taste of the gameplay before they purchased, to see if they indeed wanted to. I know a number of my game group who might certainly be interested in sampling the play this way... definitely after I beat them with an insistent stick. (as opposed to the rotten stick [I]I[/I] am beaten with when I ask once again, "Is it done yet?"
[font="arial,helvetica,sans-serif"]What about now?[/font] ;)
[font="arial,helvetica,sans-serif"]How about now?[/font] ;)
[font="arial,helvetica,sans-serif"]Is it done yet?[/font] ;)
[font="arial,helvetica,sans-serif"]Yes... this is the first time I have ever pre-ordered a game. Paperwork is in the pipe, looking forward to hearing the score and of course playing this game.[/font]
[quote]If you purchase the retail box version from Stardock directly, you will automatically get the Collector's Edition. [/quote] [font="arial,helvetica,sans-serif"]I think I may just do this. It will be the only time I have ever pre-ordered a game. Blame the screenshots you just released (Jan. 10th, 2008).[/font]
[font="arial,helvetica,sans-serif"]Yes, I have to agree - those screenshots are light-years ahead of the base game shots we`ve seen from the betas. Impressive in every way; many strategically dispensed screens give intriguing hints as to welcome elements in the full game. [B][U]Thumbs up[/U][/B]. And some 'clean' black space at the tactical level of view too! Thank you! If the soundtrack ships with a pre-order from retail, I might get it there (will the special/collector`s edit
[quote]Sins was built to answer a year's worth of complaints, that's what open betas are all about [/quote] [b]My paycheck is too small![/b] Hmmm... thought I`d give it a try. (grin)
[quote]Ctrl-Shift-Z toggles the UI. [/quote] [font="arial,helvetica,sans-serif"] Cool! Although like Aldarian said in the post following yours, that is not a [i]single[/i] button - therefore we must still [B]fire[/B] you... (grin) CTRL-SHIFT-Z... I can do that. Thanks![/font]
[font="arial,helvetica,sans-serif"]Greetings developers, I know its a little late to request things but I`m hoping either this already exists or it could quickly be implemented. I see in the newest screenshots (which look great btw) that the screen has a large number of readouts and displays. When a player wishes to sit back to view the action, I was hoping you could reach forward and press a single button - a toggle that turns all HUD and targetting Off/On. Something to *quick
[font="arial,helvetica,sans-serif"]I... would be leery about this angle. Right now pirates and piracy are mechanics of variety and strategic betrayal. If you make them a playable faction, you then change them ("gotta be balanced!"), which would irrevocably alter their mechanical role. I would rather see more variety in the A.I. role that they play... maybe 1 in 100 games they decide to venture forth and expand their own domains. Still though, they`d remain a flavouring element
[quote]However you want to sell it ships do just pause in space and casually accept incoming fire. It gives the combat scenarios a very false & static feel like a turn based game.[/quote] [font="arial,helvetica,sans-serif"]Like a turn-based game... this is something about the combat that I like. More in line with the 4x concept, more in line with the ponderous strategic scope, the deployment of fleets and the capital ship roles. Add tactical ship movement and you`ll invariably
[quote] On the other hand, is the playfield in Sins static? In other words, you can`t rotate the playfield can you? If not, we don`t really need a compass marker... just use left, right, up, and down(!). Um, of course you can rotate the playfield... Don't even tell me you play with the default angle... [/quote] [font="arial,helvetica,sans-serif"]Okay, I won`t... because I haven`t played it, just an observer at the periphery of Multianna
[font="arial,helvetica,sans-serif"]Any kind of compass bearing marker - which I agree should be there for the sake of ease of coordination between cooperating players - should be a constant independant marker. The 0 to 360 idea is a good one. I would add that such a marker should be a toggle, with the default setting being off: players then maintain power over what could be considered clutter. On the other hand, is the playfield in Sins static? In other words, you can`t rotate the playf