Tamren

Tamren

Joined Member # 3089516
13 Posts 381 Replies 813 Reputation

You are mixing names there. Gauss guns use magnets to accelerate objects down a tube. Railguns use a current that jumps between two rails to create opposing magnetic fields that propel objects along a firing track. I think its called "Lorentz force" but my spelling might be off on that. Literally speaking a "mass driver" is any device that drives mass. Even my foot would qualify. But in Sci-fi it generally refers to one of the above.

61 Replies 277,149 Views

Next up, Autocannons. Autocannon is the name Sins has given to the weapon but it would be more accurate to call them mass drivers. A mass driver is simply a device that moves mass, in this case deadly projectiles. An autocannon specifically is one that uses chemical propellants to launch its payload. I might seem odd that the TEC use both mass drivers and lasers but mass drivers share some distinct and valuable features. The pros and cons: Varied payload: Mass d

61 Replies 277,149 Views

I would say sidenote. People give and recieve kudos all the time but not all of us give karma on a regular basis. Besides a low karma score just proves that you have more of a social life outside of the Sins forum [e digicons];P[/e]

6 Replies 3,216 Views

I just got a popup from windows XP telling me that there is an update available. Turns out the update is IE8. I use Firefox for all my browsing so is there really any point in installing it?

54 Replies 162,551 Views

When Chuck uses a phase drive. He stays still and the drive moves the universe. When Chuck first saw a Vasari starbase, he ate it. Five starbases later he realized that they were not turnips.

375 Replies 1,022,650 Views

Brilliant. Also, make this apply to mass-autocast orders. Some orders apply to all but most don't. The explore order for scouts will apply to all scouts selected for example. But others like timed explosives on TEC scouts must be set to autocast one by one.

6 Replies 3,216 Views

What do I think it will be? I would say economy and infrastructure. Planet based upgrades, more complex trade and other stuff like that. The current system isn't very complicated and requires a lot of micromanaging. What I hope it will be is something like this: https://forums.sinsofasolarempire.com/345229

31 Replies 33,200 Views

Eh... they are plenty powerful as it is already. What they really need to buff is the number of laser batteries. Plasma cannons, laser cannons and pulse guns all match up evenly for mid-range firepower. But Vasari stations get the super shotgun desintigrator and the TEC get those awesome beam cannons. The little piddly laser cannons the Advent get just can't compare in coverage, damage, or even awesomeness.

15 Replies 19,753 Views

Yes it is rather confusing. The last time I had a trade alliance set up my trade ships would move into allied territory, but they were never factored in when calculating the longest route.

11 Replies 16,486 Views

The lasers are very confusing, the damage they do is great but the visual effect is puny and easy to ignore. They don't fire many shots and they look a lot like plasma. Also there are only 3 batteries on the starbase. The rear quadran behind the "arms" doesn't get coverage.

15 Replies 19,753 Views

The real bottleneck is cpu time. I have an 8800GTS512 and the only thing keeping me from running all effects on high is that I run out of ram and things start getting shunted to the page file. And that makes things sloooow. In heavy battles and on huge maps I get slowdown but I am quite certain it all has to do with my CPU and not my GPU. Turning antialiasing on and off doesn't do anything but disabling V-sync has a huge effect.

14 Replies 18,848 Views

I would start with Space fighters and see how many of the changes you can implement. Things like strike craft shields, levelups and varied equipment. The things I describe are the ideal version of a concept, but it takes smaller steps to actually get there. EDIT: The last thing to talk about before the start of chapter 2 is #5 weapon variety. Currently Sins weapons are not very complicated. They never miss and the damage they do is set. Instead it would be more fun and

61 Replies 277,149 Views

But how are we supposed to use it in the first place? Do I have to wait until a ship actually dies in combat before targetting the wreckage and another cap ship of a lower level?

7 Replies 3,159 Views

Id agree that the marauder is the one that doesn't fit in with the others. It reminds me of the old skirmishers before the model was updated and they got that hoop thing around the pulse gun. Its hard to put a finger on it but it just doesn't seem threatening enough. I know it sounds silly but its almost as if it doesn't have enough sharp edges. Its about a threatening as a used popsickle stick. The egg on the other hand has NO sharp edges but that doesn't matter once you see it in co

32 Replies 118,735 Views

Yeah I hope so too. The current game is great fun but there are so many ways it could be expanded upon to make it even better. Modding sounds like fun but I really don't have the time to get into the nitty gritty details of programming. I know for a fact that much hair loss would result if I had to fix a minidump issue. [e digicons]:S[/e]

61 Replies 277,149 Views

A big focus of Escalation is changing the combat system to better support smaller fleets. The total number of ships in combat wouldn't be much less. But the ships under your control will be organized into groups that you have more control over. Each fleet can be linked to others to form a chain of command. Strike craft are meant to be deployed in squadrons. The max number of craft per squadron is 8 for TEC and the max number of squadrons per hangar varies but is usually 1. In the earl

61 Replies 277,149 Views