This is a great idea, but instead of having a carrier being able to carry them, why not have them in a squadrons of 10 when built from the factory, the models made smaller, and have them controlled like you would strike craft. Yet instead of getting replenished by a carrier they would get replenished by being in a friendly gravity well? This would make them excellent attrition units, allowing you to retreat squads off titans and get FREE replenishment of forces in a fr
sareth01
[quote who="Yarlen" reply="22" id="3103304"]Okay, so I've been reading all the comments people have made about the initial titan strength, been playtesting more, etc. Nothing is set in stone, but we will be adjusting the titan balance in the future (probably update after next). Even then, expect us to continue tweaking things right up until ship and afterwards. [/quote] I would recommend making titans really strong as they level up(including their abilities), in this way opponents
So you are playing a fun game, both you and your opponent has an endgame fleet and you are winning, and you destroy his entire fleet with a starbase because he is a noob and doesn't scout the grav well first. So, his brilliant strategy is to declare that "he wins" and then spams an entirely new fleet of pure corvettes in attempt to kill the multiplayer game. I would suggest a cap of 500-1000 corvettes maximum to limit this sort of cheap exploit of the games infrastru
well yes and no, it would be nice to always be near a team mate, but at the same time it would kill long term enjoyment because you would have fewer "I overcame extreme adversity to win!" moments that make sins such a good game. I would say "hell yes" for a 2v2v2v2v2 setup, or a 3v3v3 setup to let players be near each other. Honestly, they should make some game modes for 10 player modes that when selected allow you to choose starting positions near team mates. 5v5&
from what i've seen you don't even have to be that good looking for that trick to work :) Now back on topic, what do you think about the post sinperium?
its another free capital ship at the start. You use it to attack and run away, get some more hard to kill bombing damage on an enemy world...i think its a great way to mix up multiplayer games.
Yet, since moons are pretty much given to players like asteroids are you run into a lack of random luck that will keep the game engaging for a longer period of time. Resources are more plentiful because of this, so add a little diversity to starting planets so that players have a few more early options. Early options help to balance the game making players the center of balance instead of developers. everyone wins
We need to see all the new titans before you can really balance them, don't let the haters bring you down :).
[quote] Well 2v1 and 3v1 have different constraints. Heck I've had 4 people on me before. I've seen guys not take a single planet and just make 4 mil at homeworld which does save them much time from the lost resource they would have gotten if they didnt colonize a little just to get a titan out 1 or 2 mins earlier.[/quote] I agree, we should balance somewhat for a 2v1 scenario though, somewhere between steamroll and stalemate for moderately skilled player
Moons need to be more diverse in both coloring and military/economic value. as it stands they are just another asteroid by your HW. Moons are incredibly diverse (just look at our solar system). A few ideas to spice moons up: Mini volcano moons for higher tactical slots (maybe 4 more starting) ~ similar to Io Special ability: 4 more tactical slots Moons with atmospheres that can support life (higher population
[quote]Rushing to a titan in a 5v5 match is not a good strategy. You lose too much ground[/quote] JJ you made a blanket statement about military strategy, i've gotta intervene :). IN the case of a 2v1, where you and your buddy have the guy surrounded, one putting pressure on him while the other techs titan is a GREAT way to really screw him utterly as all the early feed he will get won't allow him to build a titan and protect his world effectively while doing so.
Good points all, yet the point of this thread is to really help Brad Wardell flesh out where corvettes should stand in the scheme of things(based upon his recent interview). What you have outlined is the extremely simple corvette strategy that already exists. I strongly feel that overall corvettes need an expanded military role to really feel like they have a proper place in the game.
ah okay thanks for the refresher. Yeah i was talking about multiplayer, A starbases priority concern is to slow the enemy advance, and I say that the advent starbase as it is doesn't do well at this task. It is good at defending a certain area, for sure. Enemy fleets don't want to engage it head on, but it needs 2 health upgrades to be close to decent, where the other two starbases are known to survive quite well with only repair platform support because
Currently corvettes have a terrible attrition to military usefulness ratio. Naturally this isn't a cold hard number based ratio, but a "feeling" based on experience ratio. In my "humble" opinion, corvettes should bleed a reasonable amount of credits to "assist" in countering a titan, but not too much!. Also, a military player facing a stalemate will in the end not have a chance if the attrition rate/military effectiveness is too high. I would
yeah this thread was started before that previous thread was released, i find myself actually enjoying the advent rebel titan despite its humanoid appearance. The loyalist one still catches my ire though
Good to see a face behind the name, I went back to see if he had a name on the screen named "auqia". :)
Hmm i'm not new, i'm Carpetbomb, played you many a time. Sareth01 was the initial account name that I made before I made my ICO name so its different. [quote] Also i don't get what you mean by that : One advantage of having the TEC go first however is to get a lot more data on balancing the race with the best economy so that they aren't going to be OP in a game that is very driven by even a small edge in the econ
well i would say if you desire it so, its a niche demand which is perfect to sink your modding teeth into as a first project. Its small and completely doable, and great for single players. :)
What you want is fine for small single player games, but for large multiplayer games every bit of CPU efficiency helps, and the games already lag a lot as it is. One thing the beta is showing in spades is that you can't even play a 5v5 currently as the system is so unstable. I can't test my theorycrafted strategies needed for effective balance if I can't play real people to actually provide the real balance.
Seleucia, in my opinion the haters gotta hate. And by hater i mean emotionally based responses with not a shred of reason to be found in them. Good ideas are in abundance in your replies, and sometimes these ideas might get added. A few of my titan ability ideas were added into rebellion, albiet they were meant for advent instead of TEC. Namely the shield fleet ability of the ankylon and the snipe ability of the
[quote who="Tasunke" reply="130" id="3081540"]How do you achieve choice reduction in Sins? [/quote] Well, thats a question with a lot of answers. You start by building a fleet. Your oponnent scouts that fleet and you being the smarty pants that you are will then provide the counter to that fleet. You can then get status updates on determining how your opponent measures up to your fleet by frequently scouting them. This provides a baseline competence level
[quote who="Rapidfyrez" reply="59" id="3099924"]you are kidding right cause I can't play advent or vasari yet [/quote] Yet you can still see the pictures. The recent post (which was removed) where all the titans were lined up with their abilities shown via mouseover confirms changes to the advent rebel titan (the humanoid one), yet no real changes to the vagina/womb loyalist titan(the vagina/womb looking titan). This thread is about aesthetics fi
Forums are for player feedback, and if some of these are complaints then they are well justified. Lucky for them gaming companies design decisions don't kill people like a flawed toyota part would, but the real user feedback is still critical to ensuring good QA practices. To be fair, if a flawed toyota part killed a family member of mine, i'd hunt the designer down and skin them alive(assuming in my obsessive search for the truth they ended up being the culprit).&
copycat! I can't believe I ever had a tiff with you Kl3MZ, your hating on star makes me Babies NAO!
SZO i just noticed, the picture under your name is a better design for an advent titan then the other two combined.