Volt_Cruelerz

Volt_Cruelerz

Joined Member # 3217355
91 Posts 3,818 Replies 25,320 Reputation

[quote who="UnleashedElf" reply="117" id="3484373"] Quoting furyofthestars, reply 116 Eh, I'd rather have the "each unit would have a use - at all points in the game". Another option in games like Age of Empires would be an "upgrade tier". That is to say, for a price tag,

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Hydra class trolls Not all abilities are equally viable

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My concern with adding too many ships has to do with balance interactions. The more moving parts you have, the more complicated balancing becomes. Also note that done sin Sins would surely be in a new engine, they'll have to rebuild it from scratch, so while there won't be as much designing, there'll still be a ton of programming. Further, each roll will be forced to narrow or risk overlap at which point you get everyone forsaking some ships in all but the most extreme cir

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[quote who="Sinkillr" reply="94" id="3484206"] Number of successful rts games with four races- 1 Number of successful rts games with three races- too many to list You can't argue with math. [/quote] May I ask which 4-race RTS you're thinking of? Also, what reason do you think all those other games failed? If the balance was largely worked out in Sins I (and I believe it largely was), adding a new race and balancin

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Okay... Time for the post. This should be considered a continuation of my previous post when I summarized what I thought the Chaser frigates should look like. Unless otherwise stated, assume all effects affect both allied and enemy troops. I've tried to design the faction around tradeoffs, giving them particularly powerful abilities that cost something. In theory, a Chaser player could positively wreck their own fleet with their abilities while a good one wil

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I don't agree with the idea of multiple titans because there will be new players that I'd rather not utterly overwhelm. Also, the presentation for management went well and I've figured out what I think is a really cool vision for the chasers.

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[quote who="axxo4" reply="72" id="3484038"] 1. The new capship the enslavor for vasari enslave planet population, when in friendly gravity well, it would boost the production of ships and make additional taxes for a time 2. A ship between a cap ship and a titan. That can produce a limited ammount of its own heavy support cruisers (2 -3 of tthem) that will have support abilities directly correlating toward their "mother ship" probably for TEC 3. A new Titan option for

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[quote who="Wintercross" reply="65" id="3484020"] Destroyers would be good. Something akin to a Cruise Missile ship would be good too, though I guess that could be a type of 'lancer'/sniper ship like you suggested. I would like to see mobile factory ships. Something that can say build only frigates but also is capable of fighting and phase jumping. Here is another thought. If Invasions was a thing, you could also include boarding a

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I think most people agree that more capitals would be good, but what are people thinking in terms of type? Previously, I've suggested Destroyers (AoE glass cannons) and Lancers (snipers). What are the thoughts of others? Likewise, most people seem to want more frigates. What roles should they fill? Previously, I've suggested Defense Cruisers to counteract bomber spam. If we're having invasions, should we have a dedicated unit for that or shoul

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Also, I feel that glassing a Lava should probably turn it into an Unstable world that cannot have any population just like a dead asteroid. Glassing an unstable planet then would turn it into a Asteroid Belt with the additional buff that the molten fragments deal DoT to all units in the well. After six minutes, this buff would vanish and it would be just like any other asteroid belt.

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I still think they should have tiers, but I agree that more should equal faster. I disagree about food, but perhaps if you don't have the resources to pay for your fleet, passive hull regeneration gets disabled. Starbases, titans, and capitals would get prioritized naturally so that even if you can't pay to regen your frigates, you can regen your big things. EDIT: now that I think about it... letting players choose to pay less than the official amount would actua

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Ultimately, I think Sins II should just handle planet classes and fleet upkeep differently. Terrans should be incredibly rare. Gas Giants should be far more frequent and while not being able to be colonized, we should be able to do something to harvest their gases. Also, gas giants should have up to several moons, all of which should have a phase lane connecting them to the planet around which they orbit, making Gas Giants hubs to be defended. By default, desert worl

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Honestly, I think it would be better to just give planets a "standing army" stat. Invading would do a DoT to it and it could be upgraded like other planet stats. I like the idea of invasion retaining planet upgrades, though obviously standing army would not transfer. Bombing followed by capture should perhaps retain everything at one level below the previous except for defensive facilities. Glassing should wipe the slate clean and perhaps even change the planet type.

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Multiple massive battles is a function of playing at ultra large scales. If you don't like it, don't play maps that big. What we do know... 1. Brad founded both Oxide and Stardock. 2. Stardock published Sins officially, but unofficially helped a ton with development. 3. Oxide games produced the Nitrous Engine which had an RTS-like tech demo. I think I heard something about the Fraiser brothers helping out in some capacity as well. <p

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[quote who="UnleashedElf" reply="49" id="3483816"]By that logic, the game that should appeal to you the most is Starcraft 2, where APM is very important. Some of the top players there are not super high on their APM and perhaps EPM, but they are quite effective. The answer is I do think it's somewhat of a bad thing. For small to medium sized maps, it's not an issue. For very large maps though, it really does devolve in a way to a click fest. It's a very single player way t

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If you're talking about the idea of having a new ship with the ability to invade planets through a DoT that would take longer than bombing but with less economic harm once you'd conquer it, I'm cool with that and even mapped out how to do it back in 2012 or so and devised a mod to add balance to the game by adding Defense Cruisers (anti-bomber-spam) and Troop Transports (basically a cruiser version of the Corsev with invasion capabilities). I thought this conversation was ab

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[quote who="verybad" reply="44" id="3483785"] Ground warfare ISN"T pointless if habitable planets are rare and bombardment causes irreparable eco damage. It got boring always blowing up whatever aliens were on the planet all the time, there was no reason to invade. If they make invasion a decent choice, then people will do it. Sure it's fun bombarding the planets the first hundred times but after a while, it becomes rather generic. [/quote]

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