I think SoaSE has a load of ship effects already in the game that will fill most of the abilities that we would want. We have phasic cloaking -> Cloaking, Scout abilities are directly given to the EVE scouts for fun, Decrease accuracy can be reversed from the Akkan, Disable Weapons would be used for ECM, the Disorientation given from Star Base Transcendia would simulate Dampening, Target painters simulated by a simple damage taken increase... and that's so far. I imagine the 3
purdyaw
Don't use the lists in this forum. I am just posting what I've balanced. If you want more thorough information, pm me with another mode of communication so I can give full, more thorough balanced, yet EVE inspired weighted ship stats. For example, all of the scouts cost 200 credits. The weighting of metal and crystal for the Executioner through my process comes to 15 metal and 0 crystal (the only crystal used to make the Executione
I'd say Mom times 2 and Titans times 3.5, or somewhere around there. But, yeah... a scale around there would be best. Anyways, here is list I went at great lengths to balance. The destroyers are greatest, but not quit as far from frigates as they are actually in EVE. They will fill the same role with the same effectiveness, though... that's what we're trying to achieve, anyways; the same feeling. Just to reiterate, I went at great lengths to weight metal with tritanium and pyerite, cr
SoaSE's planets are kind of small, it's a bit weird. Just go by the 16* length if that metric prevents craziness? Although, I think a kol 16 times longer will be longer than a planet... heh. Just try to make it dwarf caps SoaSE caps but still be smaller than planets, significantly. They aren't meant to really compete with planets in size. Merely, they are massive enough that if close enough, they would create their own pull on oceans ect. Make them about as long as a vasari fleet is w
Also, if bounding box has any relation to volume, I'd make the Avatar about 10,000.
Well the the Titan is 155,000,000 cubic meters in volume. The Apocalypse, which is undoubtedly longer than most SoaSE battleships, is 517,500 cubic meters. The Apocalypse is approximately '2 miles long,' as far as I know. I remember specifically that quote being about the Apoc and 2 miles, no kilometers. Also, the volume of the EVE Online ships never quite match up, but they do have special technology where they can simulate more 3 dimensional volume per actual 3 dimension volume. It's d
What if I bought, say, Sim City Societies, and it didn't work. Then am I allowed to pirate it. (They apparently screwed up making sure their game will work with everyone) I've bought sins and now I've pre-ordered entrenchment... This is the best RT4X I've ever played! My mother is the best mother I've ever had! This cup of Apple Juice is the best cup of apple juice that I've had on 02-22-2009 between 6 and 7 AM Central Time! (This is a great game, I just wish more people played).
Invincible Advent Fleet is Invincible. I saw a nonmaxed out advent fleet murder a max out vasari fleet. His ally, a vasari with also a maxed out vasari fleet realized what wuz goin on, and rushed to his aid. Too bad his friends fleet was almost gone by then. His fleet was then also murdered. Subverters can certainly stop the invincible advent fleet, but only if the advent fleet user isn't preventing them. It doesn't really take too much micromanagement for the advent to prevent the only
To calculate cost, I calculated total cost given the materials. I then averaged Tritanium and Pyerite together, Pyerite being 4 Trits. Mexallon I used as an indicator for Credit costs. The combination of Isogen, Zydrine and Megacyte in total isk cost was used to determin Crystal weight. The result is Amarr primarily Metal with Credit cost and little crystal cost. Caldari and Minmatar tie in highest crystal cost, but diverge in metal and credit. Gallente cost
[quote who="DeathsHands5" reply="23" id="2061665"]BIG LIST[/quote] BIGGER LIST Some things we should keep in mind: Dreadnought murders Titan in 1v1. so they can be the same class, just Titan will be bigger. Titan should thus have a ridiculous amount of utility, as suggested before. Titans should be built with the list of capitals. Let's keep in mind that it is going to be impossible to completely integrate without keeping it balanced (ie: every race will
C:\Users\User\AppData\Local\Ironclad Games\Sins of a Solar Empire\Galaxy for Vista it now works.
I have no old maps. I deleted all the old filed, reinstalled and I cannot go from the 'large' section to the 'custom' section.
I confirm this, and I just did a clean install of beta 3.0 from scratch. I cannot go from 'large maps' to 'custom maps'
Me too! I feel so stupid now!
I just had a rather nice game where people didn't exploit the carrier bug. Of course, my team was winning, we had tons of carriers, but did our best not to switch. Also, when we did switch, we docked the other type. It was kind of odd though. I was vasari, never set up RA... yet I had the largest fleet and by a very considerable amount compared to number 2.
I think it's a poor implementation of a color system based on allies and enemies. They should just get rid of it or make it optional. I like seeing the colors of my enemies so I can more quickly identify whose fleet is closer.
I thought that might come up, and the best way to fix that would be to increase survivability between Light frigates and LRMS... keeping LRMS the counter, but not one that immediately annihilates it... just like Light Frigates don't immediately annihilate Carriers. Anyways, here are the steps. 1: Increase Light Frigate Shield and Hull Capacity and Regeneration by 25%. 2: Increase Anti-Heavy, Composite, Capital and Capital Ability damage VS Medium from 100% to 125%. Thes
Well I didn't notice the anti heavy damage change, so that is good enough, I suppose... considering they are tier 0 ships.
Yes, but Flak are not that great anymore.
Raging Amish, you just completely side stepped the point. The point is that 2 Cruisers will not take out a carrier now because 3 bomber groups will take them out while the carrier is constantly running out of weapons range. What is also true is that 4 Light frigates will not match up with a carrier because any group of 3 kills them before they kill the carrier, now. Yeah, sure, kill off them somewhat so they can't build them, but if you're constantly in a stalemate, the person who concentrated m
One way of balancing this is by decreasing the work it takes to build Light frigates. Cobalt Light Frigate from: 20 seconds, 300 credits, 55 metal, 0 crystal, 5 fleet, 10 DPS. to: 18 seconds, 250 credits, 45 metal, 0 crystal, 4 fleet, 9 DPS. Disciple Vessel from: 18 seconds, 250 credits, 40 metal, 0 crystal, 4 fleet, 8 DPS. to: 16 seconds, 210 credits, 33 metal, 0 crystal, 3 fleet, 7 DPS. Ravista Skirmisher from: 28 seconds, 420 credits, 70 metal, 0
I've noticed this in every version, aswell... there may be a hard cap on a maximum number of phase stabilizers that work together as a group that needs to be raised. I noticed after I get a lot of planets with phase stabilizers in the same system, eventually they have to jump to a closer near by stabilizer (even though not using a regular phase lane, using a phase node to jump there) and then jumping to the destination also via phase node.
Completely disregard my post. The bug is something entirely different. When playing in 1.09 Multiplayer, the speed is always very fast no matter what setting you use. In single player 1.09, the fast is just like 1.05 fast. normal and slow are also the same. I think it has something to do with the new Alloy system, but it's making every speed setting entirely too fast and single player works just at the same speeds as 1.05 did.
Fast turns the game into an FPS. That's okay for people who want to play Sins in FPS mode, but not for everyone... because Normal is like normal was, but we have no slightly faster mode. Let me explain why this is important. The fast mode in 1.09 allows things to happen faster. Whoever can manage things the fastest wins, which is a fine style of playing if you're here to hone keyboarding and mousing skills, which is fine if you're trying to improve your keyboarding or mousing skills...
Im sorry, but the Nebula is way bigger and stronger than the excelsior.... perhaps switching their roles would be fair? Well I guess they're about the same size, but the nebula is significantly more advanced.