[quote who="ozo" reply="48" id="2915651"]I don't belive anything said beetween March 31-April 2...[/quote] Sadly, sometimes the information given during this time frame is accurate. One can only hope this decision isn't going to viciously bite everyone in the ass. I still remember how happy some developers were to partner with EA, citing the enormous distribution potential offered by the mega publisher, only to later see their
1Tiberius1
They do not want Green Eggs and Ham, eh? [e digicons]:P[/e] Seems a bit silly in light of pirates having all of their ships become stronger than capital ships in pre-1.2 Diplomacy. It would be a simple way to shake up the pirates a bit and add the unexpected to the game. That seems like a good thing to me.
It will only work if the ships have their join fleet behavior enabled, e.g. Cobalts or LRMs and the like, and the fleet is in another gravity well. Then they'll join the fleet when they enter the new gravity well. Otherwise, it will just move units to the flagship of the fleet.
Refineries affect the gravity well that they're in, and all directly adjacent gravity wells, drawing income from all extractors there that you control. E.g. if a map is set up as A-B-C-D and you have a refinery at planet C, it will affect planets B and D too since they are directly adjacent.
Gamestop certainly isn't known for supporting the PC market... Their primary concern has been getting customers to flip their new purchases so that Gamestop can sell it a second time for $5 under MSRP. They've also been known for not stocking new games outright if they don't get enough pre-orders. It seems to me that the more control Gamestop gets over Impulse, the more the service will suffer downgrades in the eyes of customers.
[quote who="Annatar11" reply="61" id="2915297"]It's still a capital ship, even if it's unique.. it's the idea that got shot down, not any specific implementation.[/quote] No, it is a flagship. It wouldn't have levels, nor capital armor. It would just be a beefed up pirate ship with an ability to match. But there would only be one per raid, and only when the highest threat level is reached. Which, under current implementation, woul
The carrier thing happens already when you send them in without them belonging to a fleet. Instead of building fleets, you might consider just hotkeying capital ships and managing ships without the time wasted to 'reform' the fleet.
Then you just have to alter the suggestion a bit. Maybe if the pirates reach 'highest' threat level, they have their own unique 'flagship' that shows up. Maybe it has a Shrapnel Explosive ability that deals 150 splash damage to all targets within a wide area, similar to the Marza's Missile Barrage back when it sucked/was bugged and only had 1 wave. Give it a 90 second cooldown.
I know you're asking for a deathmatch, but I was giving suggestions based on the restraints of the game. Play smaller maps to speed things up. Play as the TEC. They don't need 20 minutes to crank out military. They'll be pooping out LRMs by the 5 minute mark, or sooner. Start with a Sova Carrier, then work your way towards Hoshikos and Demo Bots. Game won. 30 minutes elapsed.
Depends on the type of ship. Many ships have their join fleet behavior enabled by default. But not all. Check by clicking on the fleet management button. If the particular ship in question doesn't, then you have to highlight all the ships within a gravity well that you want to make a fleet out of and manually select create fleet. Remember that ships only check that behavior when they first enter a gravity well. If a fleet later shows up to their location they
[quote who="ZombiesRus5" reply="5" id="2914992"]No ones pointed out the other real bug yet though with 1.2...[/quote] Heavy Cruisers stalling out sometimes? Or a different bug?
Wouldn't a 32-bit program be absolutely limited to 4 gigs memory regardless? It also needs to share memory with the operating system and other programs.
1: Some preset maps come with pre-built labs, but that is the current extent of such measures. If you use 'faster' for the income and research times it will speed things along nicely. 2: I doubt that will happen. Smaller maps are limited by the sheer limitation of logistics slots. You have to make sacrifices somewhere, usually based on faction and current military situation. 3: See note about using 'faster' settin
Scouts will/did attack the mines though. Hell, they still do half the time. But I noticed that they do sometimes stall out now, when near the new detection range. The ability to reveal the mines doesn't seem to always trigger correctly at the new maximum range.
Oh, then[quote who="Annatar11" reply="7" id="2914698"]Just because one player finds something "useless" for their playstyle, doesn't mean others do. Keep that in mind when you throw around comments that something is useless/nobody uses it.[/quote] Then by all means show me an honest useful incorporation for something like Incendiary Shells. Show me where Subversion makes a notable difference in a game. By all means. I'd love to see that.
Alright, you got me. They are amazing when the late game comes around, usually in team settings. Combine them with Reintegration on Enforcers and Repair Clouds from Skirantras and your ships can survive a good amount of focus fire. I have to keep in mind that you guys tend to play large team games, and that certainly changes things. I was thinking more of a 1v1 on a smaller scale. Overseers are much harder to deploy in effective numbers there, unless the
[quote who="Elisk2" reply="4" id="2914561"]There's a pretty significant use to marauders actually, the stabilize phase space ability lets you move reinforcements way more quickly. You can send it to a distant location and send ships through the phase stabilizer structure to get them there quickly.[/quote] If I'm playing a big team game and the phase stabilizers go up along with some Kosturas, I'll usually deploy a Marauder then. It makes calling Return
Not to mention Subverters are the way Vasari shut down fleets, and they're quite good at it. If the game lasts a long time you can then use Returning Armada together with Wreckage Auto-Salvage to fuel insta-armies: just add support cruisers.
Percentages aren't entirely consistent in Sins. Generally, negative 100% means it cuts something in half. Positive 100% means something is doubled. Then it gets really weird with the other percentages. [e digicons]:S[/e]
All the moons are found in Galactic Civilizations. That said, I've seen Asteroids spawn so close to Ice Planets on some maps that they might as well be a moon. It also confuses things when the pirates attack, because they can actually flip from one gravity well to the next.
But in the case of capital ships where some abilities are pathetic compared to others, you aren't going to see as much customization as they hope with specific capital ships. In the case you gave of the Devastator, 1 point in Volatile Nanites and Disruptive Strikes will be placed along with 3-5 levels each in Power Surge and Jam Weapons. Or take the Marza Dreadnought, hello 3 extra levels for for Raze Planet or Radiation Bomb(since Incendiary Shells sucks). Or that ship
Well, I guess you can at least make them try to decide between that Skirantra and the Overseers. Though fleets seem to get large enough that any individual ship might explode in seconds.
Maybe he wants to try Unfair and Cruel first... Vicious can be restricting if you want to beat it.
Yeah, I can confirm you only need 1 level of Cyclotaurite Warheads.
So it was mentioned that capital ships would have more ability levels available to allow for customization of ships. But that could either mean that the first three ability levels might extend past 3 and to 4 or 5, with the max capital ship level still being 10. Or, it might mean that capital ships might extend past level 10, maybe to 12 and on up to 15. Along with the presence of Titans, it made me wonder about what sort of love starbases might receive.