Even playing on a huge-Multi map against 10 Unfair Agressor AI's, i can still win. Provided you survive the initial assaults when you only have a couple of capships and get a core of worlds set up with defenses and economy, at least with the TEC it becomes not a question of if you can win, but how long the enemy holds out Although i just said TEC, i have found this with every race. As TEC i played a Systems of war map against 3 unfair/agressor Advent AIs all on same team against me an
Battlestar_Freedom
yup, it really does say its a stonking great nuke btw Rezonator i really like you pic
yeah, i think the mitigation thing is silly. Every other shield in the game is like a second hull - you have to batter it down before the main actual hull takes damage, so the planet shild should do this too
Thank you, i think that wraps up the argument rather neatly
actually, that does make sense. having a shield generator to protect from bombing probably would allow a colony to expand more - less time and effort building those damn bomb shelters
Forget the shield generator, its a sily idea anyway As for the Novalith being useless with the starbase planet-lockdown thingy, i reckon that the big bomb impact should retard the planet in more ways than population growth. The description says massive damage to infrastructure, so lets make it reduce population caps and pretty much any of the planet upgrades. THAT makes it worthwhile even if the SB prevents loss of control
Very interesting. However, given the manual says it is fired through phase space means it definitly must be a missile. It also cant be moving at anything less thant lightspeed because of the relativly short time needed to strike even distant targets. firing clean across a small solar system takes <1 minute. Lightspeed stuff like radio takes 3 minutes just to reach Mars orbit from Earth. And, even firing interstellar (something you arent supposed to be able to do but you can anyway) it take
thanks everybody, that helped sort my head out a lot
Ok, i know that shiled mitagation turns back the indicated amount of incoming damage, and thats cool, but what effect does armour have? And the Accuracy boost on the Akkan, what part does that play?
its pointless and childish, but what the hey il go along with it BSG: beter weapons, better ships, its just cooler so there
i think ruawahoo2's idea is very interesting it would certainly streamline things considerably and it even adds a possibility of spy missions added - find out what fleets they have preset and design counters, learn when they building, and brace yourself i always thought that espionage and so on was very underrepresented in SINS i know it would be difficult to implement, but it would certainly be interesting once again though, my hat goes off to ruawahoo
im really disapointed with this carrier thing i only recently learned how awesomely effective they are when i was playing Vasaari and kept getting them for the Returning Armada thing. awesome but now, its just like wtf tbh i also think capital carriers need to be improved somewhat. i mean, a basic capital carrier with two squadrons, max 7 or so. doesnt seem right. capital carriers should carry at least double figures of squadrons, and hey should have more at the start
just to be picky, the Marza radiation bomb also causes the damage per second to ships in proximity, and it goes up to 21 per second or so at level 3. Also the damage per second stacks up, so if several radiation bombs hit a ship, then nearby ships will take 40+ DPS. nasty IF, as i do you have 5 or 6 marzas, this ability is lethal to groups of ships, making the Marza a great counter even before missiles barrage also the radiation bomb can be quite useful against SB's ot
for when i got that achievement and i had to play turtle as TEC for most of the game. the enemy kept sending lots of large fleets, but they only ever seemed to have LF's and LC's my counter was a Argonev with 2 weapons, 2 hull, 2 hanger, and 2 safety override, combined with lots of hanger defenses (with the flak upgrade) and cap ships hanging around to gain exp from the slaughter the Argonev inflicted on the LF's Took awhile but i had a full 16 capital ships all at level 10, simply fr
koda0 i have to agree with you they are rather reminiscent, in that regard, to the Space Marines of W40K, they are general purpose combatants, equally capable in close range slugging matches (Kodiaks) and long range death dealing (Javelis, Novalith etc). they have a strong economy, reasonable culture, powerful weapons they are the most well rounded, and that is why i prefer them
maljieUSN i am right behind you. i can sympathise with the trouble impulse provides when i lost the internet connectioj on the PC where i played SINS and was unable to patch it sufficntly to run Entrenchment which i had purchased shortly vefore my internet calamity i was eventually able to jerryrig a solution using my laptop, but it is FAR from acceptable i simply cannot understand the insistence on using Impulse exclusivly i mean, fair enough, tieing it in to th
i cincede the point about the capital ship auto retreat thing. it just occurred to me as useful if you are having to deal with several battles at once
another thing i would like to see is a way to set capital ships to automatically retreat when their health falls below a certai limit, say 25% or whatever. this would be setable by the player so as to prevent unnecessary "glorious last stand" type incidents with your favourite Marza against a swarm of Skavros enforcers
yeah a level 5 marza is no better than, say a level 5 kol its when a marza gets to level 6 and gets that badass missile barrage that it becomes a ship to be reckoned with my current cap ship fleet has 8 of them, all level 6 or higher thats a lot of explosions when they let fly
he is indeed mistaken in his belief that the Marza is not useful in battle he is right about the insanely strong economy. i was playing the Arolian Sector as TEC and i had 75% fleet upkeep and i was still getting 125 credits per second. metal and crystal were around 15 per second. it did help that i had four desert worlds with nothing but trade ports, and that every grav well had a starbase with both trade upgrades. im raking it in
indeed. it would be interesting if the AI players set behaviour determines how willing they are to surrender for example, a "fortifier" player would never give in, nor would an "aggressor" but an "economist" might not want to stay in for the long haul if you start to equal him in economy, or a "researcher" may decide to fight on, hoping that the reearch bonuses are enough to let his fleet win against a superior enemy i throw that into the melting pot als
not cool me thinks impressive, yes, but not exactly gonna win many people in the bar is it "hey, look at my fast connection speed!" yeah, right on another note, where can i get such a connection??
to be honest, the idea of the TEC accepting a "negative" buff for their fleet when they use the superweapon fits with the lore of a civilisation on the edge, desparate to survive, at any cost. to draw a parallel with Halo, it says in one of the books that, according to the Elites and Prophets "the humans only win by drowning us in their own blood!" this fits with the TEC's cheap ships and fast production: throw sheer weight of numbers at the B*****ds and dont care about shields at al
i am very much in favour of the idea of the Novalith knocking out shields in the grav well for the duration. i think this is an excellent idea, and you can even rationalise things by saying it should happen anyway: i mean, if you have a multi giga- or teratonne nuke going off in (fairly) close proximity, its going to knock out your shields, and at the very least wreck sensors/comms with the EMP. this is what should happen anyway so what if it favours the TEC? thats the p
Brazialian_Joe's idea is fantastic, sounds like he's been reading Larry nivens Ringworld books still its an excellent idea, and definitly one that is feasable for the TEC ofc you would still have to be able to build only ONE starbase per grav well, rather than one of each type. perhaps make the ring one have lots of economic and defense upgrades while making the Argonev more of a battle station? hmm