Thank you for your comments guys. I generally agree and mentioned this in my post that the break even point is much lower than 80 or 50, and that the most important thing to consider is fleet logistics. The purpose of this exercise is to supply us with some measurement that we can keep in the back of our minds. One small point I would like to make however, regarding the shield and hull regen rates: Correct me if I'm wrong but the original regen rates are fixed. i.e shi
amirabiri
I was thinking a lot lately about the Shields / Hull / Dmg upgrade technologies and at what point is it better to research these instead of buying more ships. In other words - comparing the numbers, at what point will you gain more from researching these technologies than you would if you used the same money to build more ships? A few points regarding the calculation below: - I used Illums because Advent are my favorite race and I use Illums as my main ship. I'd be happy for anyo
So I guess you prefer not to answer.. well I guess it's clear why you wouldn't want to discuss the details of Sins network architecture. Just in case anyone finds this interesting, the following is an almost 10 years old Article that Tim Sweeney (The lead developer of the Unreal game engine and the founder of Epic Games) wrote about Unreal's network architecture. Although old it is still an interesting read. There is also a little comment about P2P in the last paragraph. http:/
[quote]you are only eighteen![/quote]29, actually. But you were close.
[quote]No, there's no option to do that because the game does not use a client-server architecture. The game is peer-to-peer, with all machines running the entire game in parallel; the host only keeps them all synced, which uses minimal overhead compared to the game itself. As such, there would be no discernible benefit to a dedicated host anyway.[/quote]If we're on the subject, could I ask a few questions about Sins net architecture? I'm very curious about this: - When you say p2p and
I think this comes down to the need for a good ladder or tournament system for Sins, which in turn comes down to the size of the community, which in turn comes down to the current technical issues that make all that difficult. I personally find that it's hard for me to find a good game online. For every good mature player I come across, I go through 5 or so games with either people who don't understand the game, don't really like to make an effort to be good and win, or have an attitude
I have a bad feeling that nobody is monitoring the servers out of office hours (professional service and all that). In other words the fix may take 10 minutes to apply (probably just restarting something) but someone is only going to get around to applying it on Monday morning. Alternatively they could just be battling this issue for the past 3-4 hours with no success yet choose to not notify their customers in any way but rather just let us get upset. If only there was an alte
There seems to be some kind of a problem with ICO at the moment..? I can't log in all of a sudden. I'm guessing as this is a Sunday that there isn't going to be any "press release" about this today.. but I hope they'll fix the problem before tomorrow.
Frankly I'm a little tired of players who complain about Illuminators. In particular I resent the word "Spam". Why can't people understand that this is a strategy game, and as such you build an economy and basically translate money and resources into DPS and hull/shields. Illuminators happen to be a very good tradeoff in that sense, but that by itself will not win the game for you. Yes one Illum is stronger than one LRM or one Assiliant. But it also costs more accordingly! So the time a
Looking at the entity files, I'm getting the feeling I've missed something... the Subjecters ability - it's a radius ability (although a very small radius). Can anyone confirm or deny this ?
OK I think it's obvious by now that Repulsion is broken. It's way too powerful in the sense that an Advent player can simply clear an area and destroy the buildings or the planet itself. But worst than that, it makes the game very irritating - ships flying around like balls - it's ridicelous. And not to mention what happens when TWO Advent players use it... I was wondering how it can be fixed (and then wondering if that can be modded). I was thinking that if Repulsion would only repulse o
The tutorial to multiplayer is also known as a "single player campaign". Seriously, single player campaign is what initially sells a game and what gives folks the appetite to play it (online or not).
Frankly I think the real challenge of IC is post-1.1. The key is a strong community - tournaments, ladders, vastly enhance the online experience. The online experience is currently somewhat lacking.
My view is that rushing isn't a "strategy". The game starts when it starts and at any given point you have to ask yourself how strong you are compared to your opponent, where are his forces, what is he up to, etc. When one player sends his first - let's say 10 illums - to attack his opponent, by the time this "force" arrives the opponent can build 5 or 6 illums. So the only way a rush can be successful is if one player neglects to build forces and keep his eyes open for a possible attack. In oth
[quote]It will never stop amazing me why some people have to ruin good games by rushing. Sins of a solar empire is like a good wine... You have to let it breath first[/quote]It will never stop amazing me why some people that only their way is the "correct" way to play a game...
Hey... I was recorded... I feel so flattered... :-) I want to note that I wasn't the one who found this tactic. Xereos used Repulsion on me very effectively, I only contributed the addition of Carriers to that. RE Subverters, if you remember you were able to force me to retreat using them. My Guardians did not seem to remain disabled, but their Repulsion was rendered ineffective . So in practice the Subverters can nullify the Repulsion if they get close enough.
[quote]The good news is if you can force a retreat on the first fleet battle and you know you will need to replace all those carriers what you do is break the carriers up into groups of 7 or 10 and send them to as many enemy worlds as you can reach. Keep them shifting from world to world. Just passing through a system carriers can do impressive damage. When he tracks them all down and kills them finally replace with something else like HC and Illuminators and force a second big battle... the
Any counter that requires significantly more resources than the countered tactic is not a counter. The thing that actually counters the opponent in such a case is the bigger eco. When discussing tactics we should assume two players of roughly equal skill who colonized at roughly the same speed and hold roughly equal terf.
Another game against Kr5stel, both of us used Repulsion. The result is an irritating mess of ships being pushed around the battle field. It's like playing pool. I still think there is potential for this tactic but I think it requires more experimentation.
That's true, I forgot to mention that this isn't an early game tactic. In terms of how fast you can deploy this tactic it's in the same level with HC (Repulsion is tech lvl 5). I don't have an idea for TEC and Vasari yet unfortunately.
I've posted something about a new tactic Xereos and I found: [link="https://forums.sinsofasolarempire.com/311570"]WWW Link[/link]
I played a game with Xereos where he used the Guardian's repulsion quite skillfully to a great effect. Basically my illums were rendered useless. However, that tactic leaves its user without firepower and not hurting the enemy since the targets are pushed away. Enter carriers. Carriers are known to have problems, but here's what we came up with: a fleet of carriers and Guardians with repulsion, and we deployed this tactic in a test game. The results are quite promising - The Guardi
No mention of the dreaded MP crash bug...? :-)
[quote]When it comes to carriers, I would like to see them able to hold more than one squadron per carrier. As mentioned above, they are too expensive to be a viable option for an early game counter. However, if you had two squadrons per carrier then you would have double to number of squadrons at your disposal. Just throw in some lrm's to deal with flak frigates and this could potentially be a nice counter.I whipped up a mod where they could field two squadrons and it was pretty much OP. Incre