The difference between using defenses as delaying tactics in Sins vs other RTS is that it takes 10 minutes to get your fleet over to the area in question in Sins. And defenses don't delay for that long. There seems to be a huge discrepancy in the balance between how long it takes to siege a planet (short), with how long it takes to kill orbiting structures (slightly long), with how long it takes to reach a planet in the first place (very long).
Raymundus
I guess my biggest issue is the fact that fleets have some features you would expect as settings for any groups in a modern RTS: - Distance to engage rules - Formation (very good when wanted) - Auto adding of new ships But in order to make use of them you must also deal with the downsides of fleets: - Auto subtraction of units (if they get split between wells) - Cannot stop them from following whatever is stuck as fleet leader (silly that in order to issue a command
"Fleets are not smart enough to separate when say the capital ship in the fleet decides to bomb the planet. In this situation, if my cap ships fleet has combat frigates/cruisers in it, they will simply sit in formation around the cap ship while the planet is bombed leaving logistics structures unthreatened. A much more sensible behavior would be for the fleet to split itself and allow the frigates/cruisers to attack the logistics structures while the capitals bombed the planet, or even better to
I don't think that they (superweapons) should be absolute game winners, but I do wish they forced the opponent's hand a bit more. Right now the TEC one is pretty good, doing nothing pretty much guarantees the enemy an easy planet kill, but the Vasari one seems underpowered (30 secs or whatever of no base defenses is nothing, takes so long to kill things for Vasari). Haven't managed to get an Advent game to superweapon levels yet so dunno there.
https://forums.sinsofasolarempire.com/?forumid=402&aid=176314#1453178 I was complaining about almost exactly the same things earlier. Glad to see it wasn't just my imagination, I have been having a lot of trouble trying to figure out simple systems lately and I sometimes think I am overthinking them. I always want to know exactly how commands will be interpreted by my ships and I spent a good hour just moving units around with different options today and studying their behavior. Still c
The diplomacy is rather weak right now. And calling it "missions" just makes it seem weaker for some reason. I think it would be better if the cpu would just put little flags next to their portraits indicating which resources they were in need of, or which enemies were attacking them, and anything you did to help them out (donating resources or attacking their enemies) gained you some rep. Same for the player though, let us flag what we need in diplomacy and see if any gifts arrive. It would see
I was in a 4 player game the other day and the one guy massed LRMs and wiped the floor with all the rest of us. Even the Advent carrier player. I don't care for the TEC too much, but it was too tempting a thing not to try, and with 90% LRMs I beat my first AI on hard today. I researched more than the OP, had them all insanely upgraded by the end, but my Sova with fighters was all the escort they ever needed. I am not sure if it is a question of being overpowered or not, but I a
I miss the option Homeworld used to have for a few different paint schemes (not just team color, but more general hull colors too). Before the game was release I was really looking forward to it, in some shots the Advent hulls looked orange and in others blue, but alas I guess it was just ambient color tinting the image.
OK realistic was maybe not the right term, how about aesthetically pleasing? I find it less weird on the eyes to see rocks and debris floating between the planets than having a solar system that looks like a pool table :)
Since the new patch my ICO is working finally. There was some kind of little ingame check that popped up when I first logged in (forget what it said), and of course I got vista popups warning me of the game (which I allowed) but been smooth sailing since then.
Most of my custom maps are full of random types of asteroids with just a few planets. I find it slightly more realistic, and harder for people to entrench themselves.
"And another thing I noticed is the wormholes are hard to manage battles in correctly. I try to micro and kill capitol ships but if you mis click and don't realize it, your ships will try to jump through the wormhole, so you end up with your fleet split up. I almost want to see a confirmation window on going through the worm hole, or make the area in which it triggers the jump much smaller." I have this problem with every command. The cursor only activates on an enemy if you are exactly
I really prefer scifi to fantasy, so EVE caught my eye, but everything I have read makes it sound FAR too cutthroat for my tastes.
I wasn't really talking about fleet commands, I have some trouble with them and am examining ways to get ships to act together while unfleeted. But what you ask for is already in game via the fleet system I think. If you select another unit within the fleet (like with tab) then you can hit the fleet button again and make it the new leader. And if you set your rally point to someone in the fleet then new ships should fly to it's well and autojoin. At least I think that is how it works.
It is pretty cool on highest, and extremely smooth too. So far I've only had one instance where framerate suffered a bit, and that was when an enemy brought 200 or so TEC missile frigates into my base. All the missiles and their smoketrails would cause little hiccups when they went off.
The Group Move feature. While it seems like it should be a command it is instead a toggle, so if you want a bunch of ships to move together you have to toggle it on, then move them, then toggle it off. Shouldn't there be a single key to press and tell a whole group to wait and jump together for the next command only? Having to manually turn them all on and off every time just messes the group up when more reinforcements come along, now set to a diff group move setting. I figured I could get arou
I suppose it is all the follow-the-leader functionality which keeps messing me up. The idea of fleets that auto-form in wells and form up based on classification are nice, but when the leader is going to be a cap ship 99% of the time, and cap ships being one of the few units which it actually pays off to micro it keeps bringing up all kinds of context sequential order of operation issues. For instance as simple a thing as sending half the ships in a well home, I have to remember the su
The lab system keeps hanging me up as well. I understand it, but somehow there feels like a large nuisance factor involved. I am constantly finding myself wondering how many free logistic spots I have, and how many more times I can upgrade each planet's capacity. The search button is decent, but having to go to search-logistic slots-then try and identify all the circles it highlights on the tiny map really seems like a lot of steps for something done so frequently/constantly.
Once the modding tools are released I think some of the determined RTS folks can change things around to be more what they were expecting. Personally I like the diplomacy, deep research trees, and decentralized nature of the 4x influences, but the pace is killing me. It's really bothersome to be so heavily penalized (both in antimatter and time) for moving my ships around. Every time I want to colonize something I have to send a ship over, killing 5 minutes in transit, and then wait another 2 or
Has anyone figured out exactly when fleets are useful? If all ships already head to where they will be put to best use in a grav well then why bother with fleets? Is it purely for the formation? Because if so, has anyone noticed it to be of much use? It just seems like seconds after my ships get into the enemy grav well they all fly off for their own targets anyway. I have tried setting fleet formation to tight but that just seems to hinder my own ship movement (constantly bumping into each othe
I like the idea of unbuildable grav wells where fighting over some dynamic resources like this can happen, but as these spots are now they really feel kind of tacked on. I dunno, it just doesn't make much sense, both in the distribution of ships which can take them over and just in how similar they look to everything else.
Vasari by far. For every reason: - Generally coolest looking ships and best sounding voices. Advent and TEC have one or two ships/voices which stand out, but also each has way more bad ones than Vasari. - Once I expand over more than 5 or 6 planets it becomes impossible to get a fleet anywhere in a timely manner with TEC or Advent. Phase gates are simply an essential for the kind of pacing I require, it makes the other races seem to move so slow. - Economically the Vasari seem
I'm pretty sure it varies by race. My Vasari scout has the ability but for TEC it is on colony frigates. Dunno about Advent, can't play them for very long with those voices.
The game seems designed around pirates, so I don't want them gone altogether. But the strength/frequency sliders are good ideas. Too bad you don't have a "both sliders, no switch" option :( So I just voted for frequency instead. A moderate frequency slider seems very reasonable. Between 10 and 20 minutes would be a good range. Or if they want to go overboard they could ramp it to a range of 5-30 minutes. Anything wider is just silly.
Yup, I'm having a terrible time connecting too. I can get to the lobby (a room in the 90's usu) and see dozens of people sitting there, but only 2 games in the join list, both of which have been looking for people for the last half hour. Seems I am not the only one with issues. When I try and host a game I get that popup saying there is something wrong with my router/firewall settings and most people will not be able to join. I've disabled my Norton, set Windows Firewall to all