[quote] You are not using the black market, culture or diplomacy? They are all intregal to my gameplay [/quote] Totally agreed on Black Market and Culture. Very useful. Not so much the diplomacy. The mission system is so aggravating it isn't worth it. (Kill 10 ships. But they're on the other side
Fobok
I'd like to see a cost/effectiveness fix for the tactical slots and defenses that go into them. I wouldn't mind if they kept their current effectiveness if they were cheaper to build, or vice versa. Secondly, I'd like to see a bit more noticeable personality to the AI personalities. I may just not be noticing, but the personalities seem to play quite similarly so far. Fortifier should be a turtler, aggressive should be highly aggressive, the economist should focus on building economies
While I agree there's a cost/effectiveness problem with defenses, it sounds like the problem most of you (and yes, myself) are having isn't the defense systems, it's the diplomacy. In the current system, the AIs team up all the time, but it's incredibly difficult to get an alliance with an AI, and way too easy (fail to complete one mission) to lose that alliance.
While I hope they add story elements someday, right now you really need to think along the lines of Civilization, Space Empires V.. or outside of genre, Simcity or the Sims. The story's what you make it. That's kind of why I'm hoping for an improved diplomacy system in an update. The current mission system makes it nearly impossible to enjoy a good, huge mega game the way I'd like. (Unless I could find a regular group to play a mega game online with, but I doubt that'll happen.)
Fantastic news! I may have some minor issues with the game (Easy AI spamming and diplomacy missions), but overall it's fantastic and I think it well deserves this press.
A campaign need not be like in GalCiv2, or a traditional RTS. Think of Alpha Centauri. It had a fantastic story, which played out not in missions, but in the things that happened, and the technologies researched, in the sandbox gameplay. Basically, I want to see what the Vasari are running from. And I want to see what the Advent have planned for their revenge. And I want to see whether the guy from the opening cutscene gets to go home to his kid. ;) Whether it's a traditional campaign o
See, there's the issue duhman. You play against Hard AI. It's been said repeatedly, this is something the Easy AI exploits. And it does it over and over and over and over again, not doing anything else. In one game I thought to return the favour and sent 7 siege frigates at the AI homeworld. A few turrets to defend, and eventually the cap came in, but too late to stop my frigates. Eventually, the AI builds a decent fleet, but not until it's done siege raids for about 2 hours.
Also, if siege frigates retreat from 3-5 scout ships, but don't from 5 to 7 light frigates, something must be wrong with the AI. The siege frigates in the game I sent a replay to support for completely ignored my frigates. (Admittedly, too few frigates, but it was more than 3 to 5 scout ships). Only when a cap ship came in would they retreat.
I'm for it. It's not like them adding a campaign will take away from the game we already have. It'll just add something new.
[quote] NO counter strategy should ever be more challenging than the original strategy. PERIOD. THAT is why we decreased the hitpoints of the siege frigates. And those of you in the beta should also already know that siege frigates were already toned down considerably from the betas based on our own private testing. It is not very hard, IMO, to defend against siege frigates in general. But as I said before, that's irrelevant. <br
[quote]Hell, knocking them down to 1 hp and 1 shields probably wouldn't change it much either. Who sends them into a firefight? [/quote] The Easy AI. Quite frequently. And builds very little else but siege frigates.
[quote]I accept your challenge, knave.[/quote] Again, where does that explain why the Easy AI uses this and only this so called 'hardly unstoppable' tactic?
Yeah, look under local settings\application data, not just application data. I downloaded the beta 4 over the weekend before release (I preordered through TGN), and the stuff in the latter is from that. Took me a bit to figure out too, but I sent my replay in.
[quote]Maybe we don't jump to the conclusion that we are so good at this game, that within two days of release we know ALL tactics we lose to must be imbalanced, and NOT our own failure? No, that makes too much sense.[/quote] You do, on the other hand, seem to think you know more about game balance than the developers.
[quote] Ouch. I'm inclined to agree with Schod on this issue. I'm by no means s00per-skilled at Sins, but I appreciate the challenge of having to watch for siege frigates, to scout out my enemy's intentions, and to carefully consider the balance of developing, expanding, or fortifying. It's just downright good RTSing, and the power of siege frigates is a significant part of what drives the gameplay. I consider tough siege frigates part of the learning curve and ove
15 to 20 turrets? How do you suggest affording to do that while still actually building up a fleet and researching? (I'm not being sarcastic, I'd like to know. Should I focus on terran and ice worlds? Fast-track to trade stations?) Especially since (at least now... hoping AI priorities change with the patch) the siege frigate spam starts about 30 minutes into the game? Oh, and: [quote]Try to keep a small defensive fleet on your front line planet. The AI isn’t going to go past
Maybe some kind of option, on whether to replace with AI or not? Or, maybe something like a ranked/unranked option, with ranked games not doing the replacement.
Actually, I don't mind 'everybody asking for things'. You have to pick and choose who your want your allies to be. To me, the annoyance is how almost every time they're asking you to destroy something, and how easy it is to lose that favour you worked hard to get.
The personality thing really may be it. My last singleplayer game I played FFA with two easy AI, the defensive and research personalities. Both seemed to primarily use siege frigate spam attacks.I've never tried the aggressive or economic personalities, so one or either of those could be giving people the balanced fleets that I'd love to see.
Ok, I get it. It's a stupid tactic to use against experienced players. But players aren't the ones using it, the [B]EASY AI[/B] is. The Easy AI should be there to let new players learn the basics of the game, not to pound them into the dust before they figure things out.
And all the later post did was give reasons not to use that strategy, with no explanation of why the AI does use it, over and over and over and over again. Not just against players, but against each other as well.
Oh, it's only my second game, so I'm sure I do have build order issues. So, because I'm not very good at the game yet, the AI uses only one tactic 90% of the time? That isn't really a way to encourage new players.
Ok, just to clarify my point. In the game I'm playing now, a 3-way FFA on a small map, the AI spent most of the game attacking me with siege rushes, keeping me from expanding beyond 3 planets, and making the outer 2 planets change hands so often I was constantly running out of credits. One AI would siege rush me, then the other, and I was stuck between them. This was frustrating, and to me, boring. [b]It wasn't losing ground that bothered me.[/b] It was facing the same ship over and over and ove
[quote]Does this make sense? [/quote] So, to counter, you either need enough scout ships to be watching every planet all the time, or some technology (which must be higher than siege frigate technology as I've never found it) to watch everywhere already. *And* you need a fleet big enough to attack the enemy shipyards and hit the fleet being built plus any defenses, without leaving you open for attack from other AI, and hope you can make it across enemy territory in
[quote] I don't have the game ... but I wonder why everyone is wishing that the diplomacy was like Rome:Total War? Personally I think GalCiv 2 is the standard for excellent diplomacy models. I am not saying it would work in an RTS setting - just voicing that I think it works so well because 1) Their attitude is believable and 2) You get lots of feedback on why they feel the way they do, so it doesn't seem erratic.[/quote] See, I'd love a GalCiv2 model dipl