PoppaWedge

PoppaWedge

Joined Member # 3114004
10 Posts 32 Replies 8,900 Reputation

I was playing an end game last night and after mopping up the enemy, decided to kick around a little bit. I looked at the fleet support "tax" and in an effort to bring it down, started destroying ships. After I scuttled all of my ships, I looked at the support tax and it hadn't budged up or down. It had been my assumption that the support tax was somehow based upon the number of ships that I had in service. I'd like to suggest that the fleet support tax be modified to reflect the numb

13 Replies 4,744 Views

[quote]Would it also be possible to make the upgrades available as soon as the base starts to build? Everywhere else in the game you can access subsequent structures, units and techs as soon as the prerequisites are queued[/quote] How about going a step further and making the list of upgrades available on the constructor ship? Go here and build a base with this configuration?

27 Replies 98,659 Views

[quote]When you build hangars around a planet, you can go to the squadron screen and select bombers or fighters before the hangar had been completed. Even before the darn thing had been started. I would like to see this feature applied to star bases. As it stands now, if you add hangars on, you have wait until the upgrade is complete before you can even enter the squadron selection screen. Now you basically have to babysit the thing until the upgrade is through.[/quote] Hi guys,

27 Replies 98,659 Views

My two cents. Would I love to see Cap ships and SB have AA and PD capabilities? Yes Am I going to stop playing because they don't? No Would I pay another $10 if it was offered in the next expansion? Yes While I think the idea is great, I also remember that back when Sins was first released, one of the big selling points was that even the lamest PC out there would be able to handle massive space battles. My thin

178 Replies 831,533 Views

I just noticed some funny behavior regarding extractors while playing with TEC. I don't know if this is a bug, or a new technology. I don't think it's a new technology as I've read through the descriptions and don't see anything that does this. Anyway, as I'm bombarding an enemy planet, my strike craft destroy the enemy extractors. As soon as I colonize the planet, I'm getting 1 to 2 completely-built extractors show up without me doing anything. Is this a new power or a bug?

9 Replies 4,177 Views

When you mouse over a grav well, you can see planet population, tax info and trade income. When you mouse over a star, you get the name of the star. However, if you plant starbases there, and you add the colony or trade pods, you now have income from these stars. I'd like to see: When you mouse over a star, you get population, trade income, tax info if the applicable starbase modules are in place. When I mouse over my credits to get a list of trade/tax income from eac

1 Replies 1,584 Views

[quote who="Blair Fraser" reply="3" id="2058716"]The fourth one is implemented already and will be available in beta 3. I'll put the other three on the list. Thanks [/quote] No. Thank YOU for listening and responding. I played Command and Conquer 3 for awhile, and spent some time in the forums there and it was "the devs @#%^&! this", and "the devs @#@$!! that" and "the devs are ^&^#*&!'s." Got tired of reading it. It's very refreshing to see devs (if indeed you

27 Replies 98,659 Views

First of all.... love it. I love the new features, especially considering the price. However, there are some minor tweaks that I would ask the devs to take a look at. In the old version of Sins, when in a Hangar or carrier, and you were selecting fighters or bombers, you got a very solid noise pop out when you hit the Q or W keys. I would quickly hit QW and hear two separate noises indicating that two selections had been made. Now, the noise for the first selection gets

27 Replies 98,659 Views

So I finally got around to pre-ordering Entrenchment last night. Started to play my first game when I got a mini-dump an hour into it. So..... What am I supposed to do with aforementioned mini-dump? In many beta situations, you're supposed to report it to the devs. Are we supposed to send the dump data in, or is IC collecting it behind the scenes somehow? thx

2 Replies 12,893 Views

Regarding OP... I've seen it used here in the forums regarding ships/weapons/features that are over powered. I haven't seen it in this forum used as original poster. Anyone?

72 Replies 215,521 Views

As mentioned above, "Conquest: Frontier Wars" had supply lines. Each ship had a bar associated with it and when the bar got to empty, they had no more ammo to fire. Ships could "re-supply" by moving within the resupply radius of either a friendly planet, space station, or supply ship. It's been awhile, but I think that firing and even just moving around depleted a ship's supply bar. It made for interesting tactics. It made deep strikes interesting because you had take enough supply sh

23 Replies 35,175 Views

I'd like to offer two alternatives for this: Scouts have an auto "seek and destroy" feature which would function like the auto-explore option. Keep seeking for mines, and when found, destroy them. The ability to ID and "paint" a minefield, perhaps planting a beacon of some sort in the minefield/on the mines so that other ships can see them once the scout ship leaves the grav well.

21 Replies 27,875 Views

I'm 36 with a wife and 4 kids. Years ago I could sit for long stretches and play uninterrupted for hours. Now, I have to play games that I can wrap up in 90 minutes or less, or have the ability to pause/save and restart later. I know how long it takes to play an SP game of Sins. I think I would have to drop out of MP before the game was finished.

438 Replies 1,206,893 Views

I guess for me the issue is that the button is labeled "Explore" and when I enabled autocast, my expectation was that the ship would auto-explore. And by explore I mean "go out an explore the unexplored. The behavior that you're describing is one of the traditional roles of scouts, but not what I would classify as exploring -- more of a "gather intel" feature. Future enhancement perhaps? A button on scouts that would toggle behavior between "gather intel" and "explore the unexplo

6 Replies 2,552 Views

PLayed as vasarri again this weekend, was unable to replicate the issue. However, I only played with 3 players. I think the last time I experienced the issue I was playing SP with 8 races or so. Wonder if it's a numbers issue. thx

10 Replies 19,158 Views

Don't know if this is a bug particular to 1.1 beta or regular play, but I'll set a scout to auto-explore, and then I'll send them off to an unexplored star system. They'll get there and explore a planet or two and then immediately jump back to their home, "explored" system. Shouldn't scouts put precendence on exploring unexplored phase lanes versus traveling down explored lanes?

6 Replies 2,552 Views

[quote]i wish we had "Heroes" , Levelable crews that could go from ship to ship and bring their experience with them. And from game to game, so we wouldn't have to start from scratch after each game. [/quote] "Conquest: Frontier Wars" had an interesting system for "heroes." Each race had 5 admirals that they could train. Once trained, the admirial would show up in a small shuttle craft. You could then assign that shuttle to land on any ship, from a cap ship down to a frigate. Each adm

107 Replies 265,668 Views

You're not alone. I've seen this behavior as well. I've actually had a Vasarri fleet in a gravity well with a constructed phase node stabilizer, and seen my fleet try to jump to another system with a stabilizer, only to create a path from star to star. Seems to disappear after a few minutes -- almost as if it takes the game a couple of minutes to realize that there is a stabilizer there. I only play single player games and have only seen it in these games. Don't have any saved games to s

10 Replies 19,158 Views

[quote]Another interesting one would be many small vessels, which would be able to attach to one another like modules, creating one large superstructure. Together, they could form a huge supership, but if it got itself into trouble, the modules could detach, minimizing losses as many of the modules would escape, and could be used in the future while some could stay behind to distract the opponent. It could have stats increased by a factor that is square root of the number of modules, so maxim

29 Replies 44,702 Views