Great ideas to make siege frigs useful again.
milo896
I think a lot of this could be accomplished via a simple menu that allows the host to enable/disable certain aspects of the game. The old Mechwarrior 4 games had a feature similar to this for multiplayer. The host could, when setting up his game, choose to ban certain weapons, equipment, and mechs. The restriction settings were shown in the server info page. I'd envision this type of thing in Sins in the following way: the host would be able to access the "restrictions"
[quote quoting="post"] Possibly even pirates, after bombing a planet dead in a raid, could gain ownership and set the planet up for sell to the highest/quickest bidder. [/quote] I like this bit in particular. Pirates really need to have some depth added to them. This idea is in tune with the diplomatic focus of the new expansion. I would love to see us given the ability to sell not only planets, but also ships, resources, technologies,
Lots of good ideas there. I'd like to expand a little on one in particular. [quote quoting="post"] ...the player should be able to set up a target planet for the pirates (including allies)... [/quote] I'd like to see some more specific options than just "attack this planet, and we'll give you X credits in return." The raid types you mentioned are a good idea. What I'd like to see, in particular, is the ability to say "destroy all the research labs," o
I used to host cap only games a while ago, but people would purposely join and screw things up. Consistently. If you get this off the ground, count me in.
Red text like that is the ICO admin(s) talking. They have a unique sense of humor.
[quote quoting="post"] ...could we also up the bonus from 0,1,2 extractors to 1,2,4... [/quote] I'm pretty sure that the reason the ability gives 2 extractors at max level is because some planets only have 2 resource asteroids. I guess it was easier for the devs to put a simple cap on the ability than have it properly check the grav well and build the appropriate number of extractors. That's what I seem to remember from a while back, anyway.
Overseers' RNA needs no buffs at all, and in particular not 360* casting. That would be quite OP, for the reasons already stated here (ability to totally void FF advantage). Increasing the firing arc or turn rate would be an ok idea, but both shouldn't be done. RNA is plenty useful/powerful as is. I could stand to see the other two abilities buffed though. I never bother researching them, as they currently stand. Overseers: yay/nay nay/yay <
[quote who="Raging Amish" reply="3" id="2282147"]Anyone out there who sees this. Plz help me think of names I should be adding to this list.[/quote] Here are a few more for you, Raging. ZOOMERS TorroRosso _|~jbaum _|~SeaGeeEl JameX Wizard of Wor Logik
[quote quoting="post"] 1. There needs to be a way to set frigate factories so that when new ships are produce, the attack range is set to small (micro) so that new ships that are born in gravity wells during a fight won't run off to face an enemy fleet on their own--running to their deaths and wasting a ship. Oftentimes I'll have my frigate factories set to send new ships to a certain location in the gravity well (behind fortifications perhaps) and once they get there, they then go
Very nice, DesConnor. I was chuckling through the entire thing. No direct translation... lol.
[quote who="Agent of Kharma" reply="23" id="2131526"]Overseers? Bah. Die easily to enemy fighters, and require way too much micro and aiming to use effectively. Just a waste of money and fleet and everything else.[/quote] Overseers rock. Maybe you should try them sometime. Your caps (and HCs even) just don't die while they still have antimatter left.
[quote]If all the ships start dying 30% faster because they've just lost 30% health (shields)... I'd say they are crippled. [/quote] The thing is, the ships won't die 30% faster. As you pointed out, Vasari have no way to regenerate their shields. Their abilities are directed at healing the hull, and they're quite good at it. The TEC also are focused on hull durability, although not quite as much as the Vasari. For TEC and Vasari, shields act more like a time cushion before you need to
[quote]All of this can be said about any AOE damaging ability. For instance, Phase Missile Swarm. What good is it if it cannot kill anything (600 dmg to 7 targets) and the enemy will heal?[/quote] Phase missile swarm is not a good ability, IMO. I never choose it until I have all the other abilities maxed out. Missile Barrage is a level 6 ability, and needs to be more powerful than any of the "regular" abilities. [quote]When every ship from a 100 s
[quote who="dfalken" reply="20" id="2128902"]Being able to completely annihilate an entire fleet is a bit over the top when compared to other abilities. Lowering the damage would change it from a fleet buster to a fleet softener.[/quote] Yes and no. Just lowering the damage and leaving the rest of the ability alone would be too much of a nerf IMO. As it is now, it only will kill of LRFs (not countin Illums), and a few support cruisers. It heavily damages HCs, but all the faction
What if, instead of simply reducing damage/range/what-have-you, the entire application of the ability was changed? Make it sort of like a super-powered Radiation Bomb blast. Choose a ship and the entire area around it gets nailed with saturation fire high explosive missiles for a duration. This would remove the main problem with MB as it is now (being able to nail anything even remotely close to the Marza during use), but still give it great damage potential (especially against tightl
Most of you totally missed this guy's point. He's asking [i]what [b]you[/b] would do[/i] with all the extra resources. He's not asking for advice on how to play so that he wins more quickly, or doesn't amass such a huge surplus. So quit flaming him already, gosh. In your situation, I would tend to spam trade ports and Novaliths (since it sounds like you're playing as TEC). Also, if you're running entrenchment, see how many fully upgraded SBs you can build. I also like t
I was thinking about something like this a little while ago. I think it would be nice to add in a short of "advanced tactics menu" that would allow you to tweak the AI for each ship/group of ships. I got the idea from Star Trek: Dominion Wars. Basically you command a small squad of starships and play through the campaign set during the Dominion War. The game was buggy as hell, but you could tell your ships to maintain maximum range or do fast hit-and-run attacks. Alpha strike, or fire weapons
[quote]Subverters are near worthess against a carrier fleet, except if the player is kiting them around the grav well.[/quote] I agree. However, I wasn't talking about countering carrier spam, I was talking about countering solid mixed fleet. [quote]In a real game, I don't know how anyone that isn't an octopus can micromanage subs, overseers, flak, caps, and everything else all in the same battle. If you say you can do it, my hat's off to you. As fo
Agent of Karma, I see what our discussion is really about now. It's more about the amount of micro required to get an acceptable level of performance from a given unit, rather than the Overseer in particular. I have written this response with that in mind. [quote]People use units which are good, and shun units which suck.[/quote] People use units which are both powerful and easy to use. You see to many Marzas because all they have to do is wait till the enemy is
[quote who="Agent of Kharma" reply="3" id="2103044"] Really. I have about 200 games online. Ironically, the first (and only) time I ever saw overseers was a game tonight.[/quote] So some people are scared of a little micro. Doesn't make them bad units. Vasari ships are tough in general, so they can get away without any healing ships. Particularly if a Skirantra is added in. I'm glad you have so many games online. I've been playing online since 1.03. I agree th
[quote who="Agent of Kharma" reply="25" id="2101547"]I NEVER see overseers used in MP. NEVER.[/quote] Really? I use them whenever I play Vasari. I was recently smurfed a few times by JJ, and he also made good use of them. [quote who="Agent of Kharma" reply="25" id="2101547"] The one thing I see in droves is TEC robo-cruisers. Why? Because they are a piece of cake to use. No micro, just include them with your fleet.[/qu
Astax, I only play SP to try out mods when I have the time. The majority of my time I spend in multiplayer. I'm not sure which part of my post your comment about unit AI is directed at, but I'm trying to highlight the difference between the way the three support cruisers heal other units. Dominas and Hoshis (repair structures too, for that matter), heal HP over time. The unit in question has to actually remain alive long enough to recieve the full benefit of the heal. The weakness wit
[quote who="Astax" reply="14" id="2086584"] On a side note I believe that Overseer need a buff to targeting of repair ability ...360 degree targeting for repair...[/quote] I actually think that is a bad idea. Hoshis and Subjugators repair HP over time, but the Overseers give an instant HP and armor boost. HP also stacks with other Overseers. This basically means that your caps are immune to focus fire as long as you have antimatter. I've tanked 40+ Kodiaks focusing
I was in that game last night. You're right. I also posted my own suggestion about this issue over in General Discussion. (https://forums.sinsofasolarempire.com/340276)