I agree. This game has a lot of unique and very creative micro- and macro-management aspects. The usage of abilities is a little lacking as far as the interface goes, though. The ablities seem very random in how they operate when multiple units are selected. If I tell a group of units to dicontinue autocast, like the vasari long range frigate special ability, only one of them actually stops autocasting, when really I want them all to stop. If I tell my support cruisers to cripple an ene
Aeronor
If you want a game that starts out neutrally, and caters to different paths to victory, you'll probably like Galactic Civilizations II, which was also made by Stardock. It is much more rounded of a game, and by that I mean your nation feels more like a nation, with diplomacy, culture, espionage, and trade being much more important. If you aren't at war, there's still lots to do. Sins is not that scale of a game; it's a combat game, and it fills its role quite well. But, if you aren't at
The Vasari Desolator capital ship has an ability to deploy siege platforms. It seems like a somewhat useless ability, but I was trying it out, and noticed that if I targetted a planet with the ability, the turret would be deployed out of range of the planet. I had to manually fly the ship closer to the planet before deploying the turret. It looks like the problem is that the Desolator deploys the turret within firing range of the Desolator, but since the turret is smaller, it is just
Funny thing is, the ships CAN turn without moving in this game. Use a capital ship ability that targets one enemy ship, and your capital ship will turn towards the target. There have been a few times that I retreated by using my capital ship's ability on an enemy ship behind it just to get it to turn instead of making a moon-sized arc, then cancelled the ability and ran.
Theoretically if you have planetary defenses up, you should be able to fight off a full sized fleet with less than a full sized fleet of your own, letting you split fleets. Just make sure you only fight with your half fleet at enemy planets without significant defense. For me, the scenario is usually like you described; I'm off in a battle at an enemy system, and then an enemy fleet warps in to one of my planets. If I can, I finish up at the battle I'm in, either forcing them to retreat
If counters are more effective, one consequence will be that micro is less effective. Once you have your counters target their ships, it's basically slaughter on both sides; there would be less time to react. Also, retreating would be nearly impossible. A lot of things change when you start messing with unit survivability.
Reference this forum post: https://forums.sinsofasolarempire.com/post.aspx?postid=300958&p=3 , this paragraph: [quote]Irconclad Online doesn't include a ranking system. That wasn't by accident. It wasn't an oversight. It was precisely to discourage "playing to win at all costs" style of playing. If other people want to set up their own tournaments, that's fine. But I don't want the typical ICO g