sareth01

sareth01

Joined Member # 3304248
102 Posts 1,365 Replies 2,447 Reputation

SO you are looking for the "thought tools" that will allow you to interconnect your programming with good game ideas yes? From what i've heard, practice practice practice, trial and error and studying many existing games to see how they have achieved their designs as the main way to achieve your goals. Also studying psychology and marketing would be of great use to you.

22 Replies 81,905 Views

I understand what you mean. Technically, we do know, the answer is inherent in the meaning of the word loyalist. A loyalist is: A loyalist is someone who maintains loyalty to an established government, political party, or sovereign, especially during war or revolutionary change. Since the loyalists follow the existing "legitimate" ruler, they will almost always have a very strong support base right off the bat, w

55 Replies 42,951 Views

@ timmaigh The point of the idea is giving eco players another option to have early enough to matter(eco spots get repetative)...as it is TEC rebel eco spots will just be insanely overpowered, there will be very little reason to play a skilled game if they have a TEC rebel eco player who knows what they are doing. This will happen a lot and will be very frustrating. The changes i've proposed are VERY simple for the developers to implement, and would be very easy to d

55 Replies 42,951 Views

[quote]My suggestion is simple, keep the basics of the ability the same, change the requirements. Make it usable only when the titan reaches a certain health threshold, say 1500 health. It then receives Invulnerability, buffs to ability recharge and AM recharge, and a buff to damage for 45 seconds, with a cost of about 200 AM and a recharge rate of 80 seconds or so. This keeps the general spirit of the ability while making it more usable and dangerous. [/quote] This is a very goo

75 Replies 196,555 Views

@ seleucia Yes going about it the other way, you and I have very similar ideas along this line of thinking as well. Good ideas all, and they need to all be implimented if the developers are not up for changing TAR too much. The advent culture buff even at 20% might not be enough, but we shall see eh? I hope we get a chance to test these ideas out in some form.

55 Replies 42,951 Views

@JJ Yes you have pretty much summed up the difficulty with TAR balance in a few words. Culture is a lame substitute for resource providing planets that need 1-2 planet health upgrades to become hard targets. Also, rebels excel at culture of their own, so a culture war would just be a stalemate anyways, even with the advents increased culture power I dont' think they will be able to easily overcome 2 culture generators and a capital ship hanging out at that pl

55 Replies 42,951 Views

[quote who="Pbhead" reply="15" id="3120286"] Are you serious? its about the shittiest ultimate in the game. [/quote] seconded...buffing capital ships isn't that exciting...What about an area of effect "marine offensive" where marines go ape shit randomly blowing things up and capturing ships?(like a different form of marza attack) Imo this would be funny and at the same time realistic...hehe

36 Replies 29,395 Views

Goa, you are right...for fighting on the front lines. Now look at the idea behind have a rebel TEC in the economy pocket. As it is the Rebel TEC will get played a lot more because of TAR because they will have the potential to expand extremely fast and own a huge portion of the map...all their allies will have to do is hold out long enough for the eco guy to turn a profit...and trust me talented players have many ways to stay alive. TEC rebels are like an "economy player on

17 Replies 83,396 Views

if you upgrade the tech, which costs valuable resources... all research is economic based because it costs the credits to pay them there scientist types. Faster research requires a stronger economy, faster use of credits...its a slim late game research advantage only, based upon my experience. Research speed is only viable advantage once the advent have an economy up and running...until then its spam ships 100% to have a chance, research shields when you can (usually right before

75 Replies 196,555 Views

actually i'm about 50% below the "poverty" line in the US...never stopped me from having nice things or a great life though :). I was able to predict your level of experience off of the forum join date, this time around anyways :). I could also tell your experience by how you thought about the game as well, so I had two bits of data that made an accurate picture. Just needed 1 more (your confirmation did this) to have the 3rd data point to ensure reliability of informati

55 Replies 42,951 Views

@ macintire I'm online right now in sins beta, come 1v1 me and see where your skills are. I was looking at your forum join date as a rough interpretation of how much experience you have. If i am in error lets let the game decide. If you are confused please just reread and think about it. [quote]"HEY, one cheap siege frigate is enough to bomb a planet, just counter spam with them and the tech will balance itself" Great idea, just a slight problem with it

55 Replies 42,951 Views

@ ravagus I agree tar isn't the only answer there could be, but it could be a GREAT answer, not just a "good" answer. Playing competitively against other players is where the game balance needs to occur. The single players can have a lot of fun long term and not need a single one of these changes, it is true. The reason for these changes is to allow the multiplayer community to have fun by not having to face untold numbers of imbalances that hurt the enjoyment

55 Replies 42,951 Views

[quote]The reason I say it would cut variety is that if I'm understanding your proposition right, not only would the eco players be rushing for TAR... every Rebel in the game would, every Rebel would all be about "get TAR, spam colony frigates, hope you don't get rushed."[/quote] Its not so cut and dried, remember how random maps ensure that no strategy ever will be the only key to victory. So your opponent decides to use the strategy you just outlined. You Spam cheaper

55 Replies 42,951 Views

[quote]@ sareth01 I am simplifying for a reason. It's easy to get stuck in thinking about various changes for something that might be imbalanced while losing track of what the other factions are good at to compensate.[/quote] yet this simply is not occuring. It is easy for people who have little experience playing the game of sins to fall into this trap, yes i would agree. I would say that based upon my time playing this game and never seeing you play online, I ha

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@ mcintire the enemy of my enemy is my friend. Pirates by definition are the enemy of the government, pirates would more likely ally with rebels over the existing government that made them outlaws. This line of thinking is inherent in the meaning of what it is to be a pirate, and a long bloody history that is associated with the term. You didn't say anything about me, this is called defending your position in a debate, the reader will decide who has the stronge

55 Replies 42,951 Views

@ mr. haze Yet you fail to see how variety is actually being increased by changing the player experience. Eco players benefit from a balance of planet acquisition and trade port construction(which hasn't ever been the case..you build trade ports and thats it, normally). This gives them 2 things to do instead of one, making economic strategy far more versatile to accommodate the random aspect of the map. This fits well with ALL the rebels, because rebels are a wea

55 Replies 42,951 Views

@ mcintire Hmm spamming insurgents is impossible, the insurgents appear with increasing frequency at low loyalty worlds at random intervals....nothing OP about this at all. at worst you have a 50% chance for this ability to be effective or not at all, so depending upon the game you adapt and overcome and proceed as the situation dictates... Rebel factions being more resistant to insurgents is logical, because rebel factions are hard as hell to infiltrate...using a modern case

55 Replies 42,951 Views

[quote]The issue here isn't that people don't like TAR...its that you are taking a very cool concept, a very unique technology, and making it no longer unique...[/quote] exactly, because it would be EVEN COOLER to add more diversity to economic options for all rebel players. TAR isn't just a "good idea for unique gameplay for a faction", its a GREAT idea to mix up the entire game, simply, easily. I also think that pirates need a buff, and controlling pi

55 Replies 42,951 Views

Yes i understand Mr. Haze. I'm trying to balance better for having a TAR player in the eco spot though. As it stands, a competent player in the eco spot using tar will own about half the map in short order. THE ONLY BALANCE TO THIS IS TO HAVE A GOOD CHANCE THAT YOUR ECO PLAYER ALSO HAS T.A.R.!!!!!! So increasing the likelihood of playing a match with T.A.R. means there will be balance. As it stands, TAR is a fundamental imbalance in the game, that would become

55 Replies 42,951 Views

Tar doesn't prevent trade port spamming, it gives rebel players another option besides trade port spamming. You aren't really reading/thinkingabout the details of the idea, which i would strongly suggest you do. the TEC faction will still feel unique, and here is why. It will have a very cheap quick access to tar. This will allow them to far more effectively spread out throughout the map then any other rebel race. They will still feel unique, even if

55 Replies 42,951 Views

to be fair, advent titans with a lower cost would still be built AFTER the tec titans because TEC have a much quicker, easier trade build up, with the ability to stalemate relatively easily against a rush. So even with advent titans costing half of a tec titan, i would bet that TEC titans would still be built far more in multiplayer games. Advent eco will need a buff to compete with the TEC eco...TEC are just so damn fast with building up an economy. [quote]I rea

75 Replies 196,555 Views

[quote]I'm going to have to say I'm against this, only because I feel it would push everyone into playing the same way, regardless of race, the only difference would be Rebel or Loyalist.[/quote] Actually that is what exists RIGHT NOW with economy player's lack of options. People spam trade ports, people already play the same way. TAR would provide another important choice to have an economy based on planets first, instead of spamming trade ports to victory.&nb

55 Replies 42,951 Views