Certainly seems hopeful. Paul Schuegraf had better do the music again, is all I have to say. And it better continue the glorious leitmotif of the SoaSE soundtrack.
Exterminator451
[quote who="Ryat" reply="4" id="3573641"] Would love to see a Sins 2 with 64bit/multi-core support. I know Ironclad needs some time to digest what happened to Sins of a Dark Age but they need to remember their original hit. KEEPS SINS ALIVE! And in RTS/4x mode not a what Sins of a Dark Age was. [/quote] They needed to digest what would happen to it 2-3 years ago when it was clear the MOBA market was saturated and the game was not going to go anywhere.&n
Reverie does not need a 10% duration buff. It's borderline-overpowered as is, easily edging out all the other disable abilities in usefulness.
[quote who="Seleuceia" reply="101" id="3192381"] Disable passive regen - I am liking this more and more...it is logical that an armor piercing round would be able to reach critical systems (something that armor prevents "normal" weapons from doing)...this debuff is in line with the lore that explains why GRG slows down the ship....I just feel passive regen is more useful than a speed debuff [/quote] Being "logical" from a lore standpoint is no
Gameplay first, rationalizations later. This is a thread about bringing the Kol on-par with the other battleships, not on the scientific rigor of the lore.
Required changes to the Corsev: 1. Nerf salvage operations 2. Give it a different fucking model Not necessarily in that order of importance, mind. ;)
If GRG's secondary effect is to be changed, it'll still need some antimatter improvements to be able to use that and flak without a supporting level-6 dunov. Even then, I don't think a simple passive health regen disable will make the Kol enough of a thorn in your side to simply not ignore in favor of other targets, which makes all its durability fairly useless. The ability of the other battleships to severely cripple antimatter reserves requires that you not ignore th
I second the notion of having double-strip change the extractors to capturable. This way, the scorched-earth tactics still come into play in terms of tax/credit revenue, but the Vasari don't get to completely deprive everyone of metal/crystal income. It even adds a bit more strategic choice to VL, as you need to decide if it's worth leaving anything behind to keep the enemy from capturing the remaining mineral extractors rather than simply moving on and eating up all the p
Reverie is arguably stronger than any of the other big cap ship disables - it's not as useful for preventing a foe from fleeing, but goddamn it's powerful in a late-game fight. Removing a high-level cap ship from play is absurdly strong.
The Revelation isn't nearly as bad as the Kol. At least it has a really damn good disable going for it - in a late-game fight, being able to disable a high-level cap ship is very powerful.
Making adaptive forcefield passive is nice, but the problem is that would only really help the Kol when fighting Vasari opponents, and it's of questionable usefulness in large fights. The problems with the Kol seem to be twofold: 1. Mediocre damage output 2. Insufficient antimatter to support three abilities As for the second, unless you get a dunov with flux field, you're not going to be using anything other than flak. Making forcefield
Just played a game as VL against a bunch of AIs, changes are all just about right, I'd say. It's still perfectly viable to go completely mobile late-game, but it takes a fair bit more planning now and makes you more a good bit more vulnerable when you first start transitioning into a completely mobile fleet - once you pick up momentum you're still freaking powerful, but it's a lot more risk/reward where before it was all reward with little risk. My one problem wi
http://www.youtube.com/watch?v=90D44l8qiBM The actual quote: "It's my personal mission to encode some top-secret stuff into the code that's going to give you some really good hints about what's going on...and I know the modders are really smart and they always go through all our data files to try and reverse engineer and find out what everything is, so I'm not putting it in there. I'm gonna actu
[quote who="zachduyahoo" reply="78" id="3182388"]Nanites could be a possiblity. Maybe during the experiment of transporting nanites through phase space they became self aware and turned on their creators. The nanites are drawn to the energy of the PJI and use those to track the vasari and to destroy their creators.[/quote] This is getting far too specific for the information we have. Speculation is fine, but not to the point where it no longer follows in any obvious way from the
I think it's rather important to note that the current Vasari have had no direct contact with the mysterious foe - they have only seen the crew of the one ship that returned from the battle, driven insane, and based on that decided to flee. So, they likely have no idea that the phase jump inhibitor is the (likely) cause of their plight, and have probably still been leaving them behind all throughout their exodus. This makes them the perfect way to track the Vasari, if they are
[quote who="Yurka_Sanctuary" reply="64" id="3181992"] Quoting Volt_Cruelerz, reply 61PJI's haven't change in appearance. Honestly, I am inclined to think that the Vasari finally figured out how to really turn on a PJI and that they're true purpose is as some sort of weapon/beacon. That said, there's no change to PJI's aside from Bidirectional Jamming, but there's no special particle effect to go along with that. Were the phase jump inhibitors cloned bef
Why the hell is everyone looking at textures on ships? No dev ever even hinted that the clues would be in the ship textures, nor would it make any sense for them to be. Again, you're looking in the wrong places - you guys should be closely examining the phase jump inhibitors.
[quote who="MayallCommunion" reply="51" id="3180864"]They said they would be able to find it in like 7 minutes.[/quote] No, that was a tongue-in-cheek quip by the person writing the article, not a quote by the dev. Do people actually read?
[quote who="MayallCommunion" reply="49" id="3180860"]Guys I am fairly certain when they say "game code" they don't mean actually in the game. Like maybe there is some hidden text somewhere, they said modders would be able to find it out easily. Looking at the details in ships isn't exactly modder territory.[/quote] They did not say modders would be able to find it "easily." In fact, the whole point was to make the clues difficult to find - the interview makes this
Insects? Really, is that the best you guys can come up with? All I see in this thread is a bunch of people looking in the wrong places. If you're going to look for clues, you should be looking at phase jump inhibitors, not textures on Vasari titans (which makes no sense, by the way - the Vasari able to build ships have never had any contact with the mystery foe).
You see, the problem with online RTS is that the involved nature of the game makes it very unfun for those who want to play casually. In an online FPS, for instance, a casual player can still occasionally kill an experienced player, and the number of players in a given game and the nature of quickly respawning after you die mitigate the effect of skill imbalances and allow the game to be playable for those who aren't in the top-tier of players. In addition, the learning curve is
What I'd like to see in a potential SINS 2: Cosmetics: Map scale: The current focus is on a scale of planets - you can play a game contained in one system. They should, for realism's sake, move the scale up one level to the scale of systems, where a single game may be contained in a galaxy. This avoids the entire "50 habitable planets around one star" goofiness while having the game play out in an almost identical fashion - where the sun is wou
Picture speaks for itself: Not game-breaking, of course, but a bit annoying when trying to get epic screenshots.
[quote who="Tempeste" reply="6" id="1915958"]Be a bit silly if the stabrase costed soo much that you never actually see them in game. hehe[/quote] Krogoth, anyone?
Of course, in theory, it would be better to remove the pilot from the fighter. But where's the fun in that?