[quote]In any case, If your in the suicide spot, your not going to fragging do anything helpfull with ANY race. so, dont say "advent cant defend itself when doubled" because... its 2v1... you shouldnt be able to win... with any race. [/quote] Well you SHOULD be able to win if doubled, but it should be difficult and depend largely upon luck, skill level difference, and the enemy's ability to coordinate. The effectiveness of the advent's ability to prevent being
sareth01
[quote]there is a space-based mmo, (EVE), why would Stardock launch a game to try to compete with an already firmly entrenched space MMO with a massive and loyal fanbase?[/quote] Because Ironclad can make a better MMO than EVE. There is no competition if you blow them out of the water :) Also, Eve is outdated and has several intolerable design limitations for a space mmo. Eve can't release a patch and "change its whole game". Space gates suck. Not being able to
Yes I agree with you Seleuceia on all your points. My one problem with this strategy is that it is so limiting, an advent player can only just barely pull it off successfully with a little bit of luck. Assuming that the enemy is the "average" distance away in multiplayer. If your enemy is one or two jumps away you have to pack your bags and evacuate ASAP or else you will lose very quickly. I believe that this lack of options could be cir
Hmm seems like Ironclad should keep its promise on having an "in depth storyline" by bringing it to life in a book. I know I would buy it and it would be a great way to renew interest and sales in the game.
Zeta, as a long time advent player I will tell you about a combo that you will like. This is rare to see in multiplayer but easily done in single player (mainly because you have to built the horrible advent battleship). You have a progenitor capital ship use its offensive ability on a high hitpoint ship (preferably a capital ship). The radiance battleship needs to be at lvl 6. Then you use its cleansing brilliance ability on the ship you targeted with the pro
Also most people in multiplayer never last long enough to get this far with advent economy..but I'll discuss this anyways. The secret to an amazing advent economy in the late game is: 1. Have culture at every world. 2. Have a starbase at every world. 3. Upgrade that starbase with two upgrades increasing your planetary happiness at this location, and upgrade the trade ports. 4. Get the two upgrades at tech level 8 in the diplomacy screen that increas
Hardest thing to do as advent is to have 2 vasari players rushing you when you get the suicide spot. I seem to attract this suicide spot regularly, so i've had quite a bit of experience. The first capital ship you should build is a progenitor mothership. Thats right, against 2 competent TEC/vasari players you will have NO chance at saving your homeworld against help (against TEC players the outcome is still less certain, but still favors the TEC). You shoul
[quote]Perhaps additional upgrades could be in order, more population, logistics, (but please keep tactical slots the same), perhaps even make it slightly more profitable/plausible to explore planets for artifacts. New artifacts wouldn't hurt either.[/quote] Star I also don't think ground assault would work in this game...but if they were to make an mmo... anyways I accept my right to dream about it. Your suggestions quoted above ar good, I agree that peopl
For Rebellion I think it would be cool to have a planet play a bigger part of the strategy in a gravity well. Having ships be able to orbit the gravity well would be a great addition. Having planetary based defensive upgrades that are more effective closer to the planet surface would be interesting as well. Making planets be more pivotal to strategy would be a step in the right direction. Perhaps an expansion beyond rebellion could incorporate improved planetary
Please change newly constructed guardian preset commands. Guardians should not auto-cast their damage absorb ability and waste all their antimatter. Guardians should not be set to auto attack, as their main purpose is defensive. I have not won a battle yet due to their incredible attack capabilities (although i've been thinking about trying a guardian spam fleet with progens...i want to see how strong that will be) Repulse should work when it put on autoc
Yep magnetic clouds are the one thing that will permanently kill your perfect trade route :(
[quote] Sins of a Solar Empire: Rebellion is expected to be released in late 2011; however a Stardock representative told us the company is taking the "done when it's done" approach to development.[/quote] good!
[quote] How about an industrial capital ship that has the special ability to act as a frigate-factory, enabling it to produce units mid-battle (uses a cooldown rather than a build time, so the unit is produced instantly)?[/quote] No. This would be great in the hands of any other species, but NOT the vasari. Vasari already have too many options in attack and protection. Pretty much this creates a mobile starbase making capital ship, something that is so incredibly
An epic game idea. Ironclad has shown its ability to walk a fine line design wise. I would say that they could actually tread the line between first person space game and grand space sim game. Your ships would have to have the major defensive disadvantages of the sims game. Capital ships could be multi person ships. Your carriers would be defenseless except for your fighters/bombers. A more complex system associated with antimatter t
Perma ban His IP, not his user name.
I've been able to sniff out star player many times, I can smell him through the signals :).
To simplify kharma's idea to the basics, it seems that he wants to have a data collection program that will record statistical data in the game that shows exactly what is going on with numbers in every game situation. By using statistical analysis things like repulse could actually be given an actual value than what is otherwise a difficult ability to estimate exactly HOW good it is. People usually complain about this ability because it lends itself to player skill more than
[quote]Second, Martyrdom...the problem with this ability actually is the stacking limit...for whatever reason, a stacking limit causes issues when multiple seekers attack a target with martyrdom...you'll find that in the current version of sins, if 10 seekers (or 100, or whatever number) attack at the exact same time, only one seeker's worth of damage is actually done to the target...remove the stacking limit and the autocast requirement of having half of hull gone, and this ability wor
Disclaimer: I will not present a perfectly balanced idea, so don't nit pick on the details, this is all about concept. In general: Mines would become an area of effect damage over time that has a chance to do substantial damage instead of a constant rate of damage. Mine fields should be a very risky thing to navigate. To save processing power, Minefields would be an area of spherical space instead of individually drawn mines. Some colorful dots at a distance would be see
I would agree that sins is currently a dying market, but the sheer SIZE of the player base that stardock has let slip through their fingers should give them pause, the online community COULD and SHOULD have been much larger, and ICO should be updated. Blizzard wouldn't have had the success they had with Starcraft if they hadn't invested so much money into a good online multiplayer server. ICO should be their version of Battle.net . Curr
No Don't change the tech trees around. I would recommend reducing the cost to build the advent fighter bays to provide a better counter to early tactics. you can still spam enough illums to defend yourself, its the skirantra/sova support that does you in early. Perhaps a slight buff in illuminator focus firing would make the tech and expense of the unit more worthwhile. I also agree with mindseye that fighters need a buff vs. flak.
Well I'm apart of the conversation as well and if you read the posts I am not discussing the illuminator bug. Mostly I talk about TEC, but since the subject got changed to advent vs. vasari i'm game to discuss that as well. The illuminator bug is gone, and the multitude of problems with the advent that it hid are now having to be dealt with. Advent at the core suffer from lack of economic options in the early game, it truly doesn't matter what unit does more dps in the e
[quote]The only significant changes in 1.19 were the scout nerf, the illuminator bug fix, the skirmisher/enforcer damage buff, and scramble bombers. The scout nerf isn't going to impact the mid-late game, and the skirmisher and enforcer are not major units in the Advent vs Vasari matchup. I do not think scramble bombers on its own would fundamentally change the Advent vs Vasari late-game, which was actually only slightly Vasari advantage until Kosturas came out.[/quo
[quote]If TEC are three jumps away, get a starbase operation on your homeworld. Advent is very much in the same position as 1.181 Vasari; at close range, you have no hope of winning a frigate battle.[/quote] it is possible to get a starbase up and running if you have sovas sucking your credits away, though you are fighting a losing battle that will inevitably result in needing lots of feed, running, or needing support. Since the TEC are getting all the income they are sucking
as advent, if the TEC are 3 jumps away (with a competent player, Efe comes to mind) you are dead, just that simple. bum rush cobalts and sovas and your goose is cooked.