[quote who="sareth01" reply="6" id="2986564"]and sithlord, your plan puts the earth at risk(no clue as to how significant), so I'll be the first one to condone your creativity and smack it down with a big "no". We don't need to endanger our planet to succeed![/quote] I know, I pointed that out. The options are 1) Risk life on Earth to go to another solar system after a great cost, time and effore 2) With a high amount of certainty, kill any crew you send 3) Develop some
SithLordAJ
[quote who="HartLord" reply="31" id="2986358"]You're being brainwashed! The word on the forum appears to be thus: Athena=TEC Rebels and the render on page one is the TEC Loyalist's titan. [/quote] that is purely rumor and speculation at this point. Only thing we know for certain is that the giant square-gun is TEC.
well, if you dont have something big, you'll freeze to death very easily and also die of radiation. Yes, you will die twice . And if you think its bad dying just the once.... oh, man... the second one is really harder than the first.
I have a plan to get to another solar system, with our current technology: Adjust the orbits of a few asteroids so that they collide with the moon. The timing has to be just right so that it gives the moon a kick out of our orbit. The best scenario would involve the moon 'falling' back toward the earth due to it being slowed after the intial hit, so that it (the moon) slingshots around the earth, at which point it should be pummeled by more asteroids (really big one
Well, a campaign is really nothing more than a series of scenario maps linked together by a story. Scenarios would be a welcome addition as well, with or without a story (I dont think it would be too hard to write a paragraph before and/or after the scenario to link it to the other scenarios, thus making a coherent story). How much better would you be at the game if you had to take out a system with nothing but 10 light frigates and a couple of siege frigates? A sc
I might be bending your analogy a bit, but analogies always break apart fairly quickly: 2 dice cast do, affect the final sum of the 2, this is true. But we aren't looking at the final sum. It's like asking one of the dies what the total of all dice, everywhere is. We really only care about how our dice rolls and settles on certain values. I appreciate that you think there is some interconnectedness. You think (not to put words in your mouth) that it might work like rolling a 2
What bothers me is people who listen to half of what science is telling us. Random chance and gravity are sufficient to explain everything. Sure, there are some details not worked out, but we have enough in our current theories to generally explain it all. People take the robustness of science and the wierdness of the world and say, "anything is possible". This can be taken 2 ways. Sure, its optimistic
[quote who="Sinperium" reply="86" id="2984796"]Good reply. You are more advanced than I in detail. I am am mathematically retarded enough not to think I am a physicist so I suffer no delusions [/quote] Thanks. I thought that too (the math=difficult part). I am driven enough to find out for sure. I went through the first rabbit hole to find its all rather easy, but there are more rabbit holes than I ever knew about. [quote who="Sinperium" reply="
what if titans gave super-weapons teeth? for example, The TEC novalith could beam (or whatever) it's energy to the TEC titan which would be able to not only shoot the planet and cause damage, but all the ships and structures between the titan and the planet and also maybe leave a debuff preventing construction or maybe preventing any healing. Maybe the Advent Deliverence engine could focus into the Advent titan and create a huge culture flip +all of the culture powers An
I don't think a campaign would necessarily be repetitive. Look at other RTS games and the differences between a skirmish map (which is what sins basically is), and the campaign. All you have to realize is that you are not given command of all the forces of your choosen race and you are facing off against a massive fleet/empire. For todays mission, your just fighting the war in a little corner of the galaxy. Most of the time you are given limited resources and can't gather/bui
your right. In SW: Rebellion, the situation was kinda reversed. The primary way to take over a planet was to invade it. I can't remember, but I dont think you could 'bomb it neutral' like Sins. The goal with bombing was to take the level of troops down or bring the shields down so you could invade. But you didn't want to bomb the hell out of it, because the population didnt like being bombed and so your popular support would be pretty bad when you bombed, not to menti
[quote who="gamerlamb" reply="41" id="2983590"]Holy Lord We are still talking about Land-Based Combat???? This is a space based game. No More, No Less. Neither do we want More or Less. If you want a Land Based game, go play Sup Com 2. [/quote] The cool part about sins is theres so much going on at the same time on several different levels. It's natural, especially in RTS games, to want to extend that. Some of the ideas here are not much more than what is already in the game (
[quote who="-Ue_Carbon" reply="9" id="2981141"] Quoting Peter1x9, reply 7 Personally I absolutely HATE where they chose to put all the mod and settings files. Why couldn't you guys (Devs) have just put it as a subfolder in in the Game's main directory? B/c to get the "Games for Windows" title or whatever you call it...the Devs had to put it into the AppData folder. So any rage should be put towards Mircosoft not IC. [/quote
There can be only one: Destroy a titan and have the last titan remaining Sneak attack: bomb an enemy world while that player is engaged in combat with another player on another world I won the lottery: As Advent, have the largest income of all players in a 5v5 where all races are represented after 15 minutes(?) Bots. Lots and lots of bots: As TEC, be the sole surviving player against at least 4 players in a match that lasts at least an hour or all players hav
Okay, so i went through most of that theory I linked. It is based on the holographic principle which says that our universe could have less dimensions than we think. The paper derives newton's gravity and einstein's equations through the assumption this principle is true. There are several things I am dubious about, but I would first like to point out my own flaws: I am not a physicist, teacher, or anything like that. I also do not have much experience with the hologr
awesome. Love to see how things are done in the MP world :)
All of Sin's percentages are weird, arent they?
while that would be cool, my suggestion is easier for them to implement and easier for the player to adopt. If you have alot of features, a tree makes more sense. If you have a few, rolling it into the existing setup makes the most sense. If, magically, the devs decided to implement this.... What else would you have? So far, we have troops, planet health, and shields. To protect your planet (I'm sticking with your idea that it be a planetary defense tree), you will need some of ea
Physics! Now with 50% more Higgs! Also, I found a slightly better article about the same paper you referred to above Edit: So, the slightly better article says the 'news' is just that the authors might have found a better proof of conservation of information that doesn't skirt the infinite value in the past issue
Well, as I said, I could be wrong. I dont know. He just annoys me, and theres no getting around that. Also, I dont see how an analogy, in and of itself, can be at all useful. All you're doing is defining words in terms of other words, which is completely pointless. Yes, you can teach someone via an analogy; You tell them the analogy, and then point out every flaw in the analogy. Most things, however, are not like anything else (in this context). ie A Blue Jay looks like a Ro
The correct way to ask them for money involves a Kosutra and a broadcast center....
[quote who="KrdaxDrkrun" reply="8" id="2982781"]I think that the empire tree should have a much more volatile look, meaning that I can drag icons around to reposition them, and if I drag a moveable unit to a new location, it will move itself to reach it. Likewise, if I drag a non-moveable unit(structures) to the other planet, it won't let me do that... [/quote] meh. Let them fix the un intentional empire tree jostling b
What's so hard about giving the AI the ability to 'see' those range circles you see when you hit alt? Then, each circle is weighted based off the strength of the object. So a starbase has a heavy weight, and a mine has a light weight. It only has to do this for static defenses, such as mines, turrets and starbases, right? If the fleet > than the weight, then go ahead and fly on through, otherwise the AI would be forbidden from intentionally going there. Will allow unintentional
lol, i just thought: wouldn't it be cool if you saw the tiny shuttle /w the landing party going down to the planet and get into one of those 'traffic lanes' until it gets to one of the floating cities, at which point you see some tiny explosions?
actually, there already is bonuses and such that affect things such as mining or trade. Thing is, no one explores. It should be guaranteed to get something when you explore. And maybe free exploring after awhile. It just doesnt seem worth the time and money right now.