DesConnor

DesConnor

Joined Member # 3325345
34 Posts 550 Replies 15,422 Reputation

Science: Horse-, oar- and sail-powered human societies could detect gas giants in their own system. By the time they got into orbit, to their moon and were able to send probes to the reaches of their own system, they could detect gas giants around other stars. Fiction: If you send a scout to a 'grey area', you can detect whether it is a gas giant once you are in its gravwell... Nothing is known about other star systems at all. However, asteroid belts, plasma st

136 Replies 339,252 Views

v1.17 I'm not sure whether this is true of Entrenchment, but when ally chat is used in regular multiplayer, players that you only have a cease-fire with are included. This can prove annoying, as cease-fires are often agreed with opponents, or players friendly with opponents, and they can then listen in on your ally chat. Wouldn't it be an improvement to have ally-only chat limited to players where there is a peace treaty (and not just a trade treaty)?

0 Replies 4,489 Views

This is another instance where having independent trade ships which can be set routes by the player might work. Currently the player doesn't interact with trade ships and their cargo is notional, also the trade port itself is so much more valuable that destroying trade ships in a gravwell is almost a waste of time. If the player had to build trade ships independently of trade ports then they could be ordered to routes of greater or lesser value, formed into fleets to make con

265 Replies 818,392 Views

If the tests were conducted with L4 and L5 upgrades as well they might be more complete. Also the slow/speed upgrades have some effect, though if they're intended as counters to Repulsion that's very dodgy. With 'full upgrades' shouldn't you have more Enforcers due to the supply upgrade- though wasn't this nerfed from the full 20%? If Enforcers need a buff then I'd opt for the hull points rather than damage, as their edge on the Kodiaks seems small compared to the A

113 Replies 269,651 Views

I've released two more map packs, Deus Ex Machina and Double Edge . Deus Ex Machina is a 3v3 team map, with four other maps included, one for six players and three for four players. Double Edge is for 1v1 match play, with another four player map included as well as a slightly revised version of an earlier six player map. These maps no longer have randomised planets, for better balance- at the expense of variety and foreknowledge

0 Replies 4,377 Views

I hope that Ironclad don't feel committed to the release of two further micro-expansions, if the first one caused problems. One beta-test process has to be an improvement on two or three short ones, of versions that were never ready for release. I'll wait for the expansion on disc anyway, which might also be the first time the online community will be united once more. Wasn't the first projection for all three micro-expansions to be released by the end of this summer

24 Replies 40,408 Views

I'm on v1.17- shouldn't the title be 'v1.03 Counters...' though? As Intercept seems that it was intended to be a counter for Repulsion, you might discuss that as an option? How about the Marauder- you could add it to the end of the list... Are mines at all useful in v1.03, or are they another unused feature? I'd like you to add at what point you consider Repulse to alter from being a nuisance to being broken- how many Guardians would have to be on

8 Replies 3,948 Views

Illusions are able to phase. They seem to slip to the bottom of the sidebar even if they phase first, so if you have an effective sidebar in a battle you can micro. The sidebar can move around a little in a large battle though... so this ability would be OP, if it wasn't broken, dependent on the size of a battle? Illusion has a cooldown, but it isn't antimatter dependent, so LFs cant prevent it with their 'steal antimatter'. Ha ha, ha ha ha, only jesting. The bal

73 Replies 195,927 Views

The game needs variety, more sense of difference between the factions and more tactical problems on the map. 1) Scouting is crude and poorly handled. It is just stupid that space-faring species are unaware whether there is a gas giant in a system. However, when other factions would want to oppose a scout, there is no problem- a scout sees everything in a gravwell on entry. Sentient beings hide when damaged. Hiding is fun! Clouds, stor

193 Replies 505,463 Views

Is it useful to concentrate on the unit stats as the most imbalanced aspect of Illuminators though? The problem with Advent is that their Repulsion affects the short ranged weapons which are supposed to counter LRM, this leads to LRM spam as the only effective counter to an Advent fleet. Further, the upgrade for Illuminators makes them very strong defensively. These two problems are worse than even a considerable advantage on stats alone. Also, the other facti

73 Replies 195,927 Views

The lobbies are not functional, players aren't divided by the type of game they're looking for. There could be separate lobbies for the original and the expansion, and also beginners lobbies in each. Instead there is Lobby 1, plus four unused extras. It would be useful to be able to see the lobby from setup, and also the setups from the lobby. If we could see the status of ongoing games from the lobby (the faction rankings) that might make the lobby more entert

27 Replies 98,280 Views

The next expansion is to tweak this game, though.... and so is the expansion after that. The pirates and diplomacy are to have a 'grand solution', I hope trade is included with that. I'd like the content in the expansion to extend the abilities and options for existing ships. Also, the last major patch change to the existing game was to ship speeds,

81 Replies 51,893 Views

If early game rushing needs to be countered, then the correct method is to lower the cost of early game defences. Hangars became much less effective compared to carriers when the carriers gained an additional squadron, and turrets have always been too expensive compared to frigates, since they are both short-ranged and immobile. If the cost of hangars and turrets was lowered to as much as 50% they still couldn't be spammed because of the slot cap- and wouldn't be, as t

81 Replies 51,893 Views

The ability to affect a wide area then... what are the current figures for the Guardian and the Subverter? What is also odd is that Sins offers more defences against short ranged attacks than long ranged attacks, which helps the long ranged attacks even further, since they also lose less time when they have to switch targets. I'd like to see the less utilised support cruisers provide extra defence against LRMs- perhaps the Overseers could phase out some missiles, the Do

77 Replies 138,030 Views

My gripe about upgrading planets is that it's done far too easily just by allocating resources. Trade is the other element that should be upgraded at the same time as piracy and diplomacy. The non-combat ships- trade and refinery- are vastly underused in Sins, just graphics and distractions for pirates. If you had to build them in shipyards after the purchase of the ports and refineries, that would make them valuable in themselves. As it is, an attacking fleet w

265 Replies 818,392 Views

If the combined expansion will be delayed until next year, will there be an Entrenchment boxed edition of Sins for those preferring discs to downloads? I'd prefer Entrenchment on disc to artwork and posters...

18 Replies 23,164 Views

I should have a tier 5 upgrade there.... that is, Guardians with Repulsion can just push Kodiaks out of range. Even with the Intercept ability, since the Kodiaks have to use it every time they are repulsed, and only one Guardian can push many Kodiaks, the Kodiaks will run out of antimatter first. Intercept is only a part-counter to a technology one tier lower from a ship two tiers lower. Why was kiting annoying, and Repulsion isn't? At least if the opp

77 Replies 138,030 Views

v1.16 The gauss turrets are more expensive than an LRF- the other turrets are about 2/3 the cost of their respective LRMs, but then an illuminator is a level three ship... and the turrets still cost as much as light frigates without being mobile or having enough coverage to be able to defend a planet by themselves. Why would cheaper turrets be spammed, there's only so many slots and they're only useful against an

46 Replies 67,304 Views

Is the carrier build penalty part of 1.17, wasn't it just Entrenchment? The Marza adjustment isn't really what I wanted, its more like a step back. One of the few elements of skill it had was speed and surprise, though even without that its still deadly to AI and planetary structures. The 5s extra time for surviving interrupt-capable ships with antimatter allows more opportunity for the other factions to be skillful, but also also more opportunity just

77 Replies 138,030 Views

v1.16 If it is desirable to prevent the rush, as well as help out the player or team under pressure so that one battle doesn't determine the entire game, then how about a change to the cost of the basic planetary defences? As it is, a turret costs about the same as a frigate and a hangar only slightly less than a carrier. Yet the ships have the ability to move in the grav well and make phase jumps! Why should gauss turrets cost crystal, and not Cobalts? Earth

46 Replies 67,304 Views

Sins v1.16 The worst problem is Missile Barrage: - it is not rational that the Marza crew should be able to work so hard as to fire an infinite number of missiles - the area affected is huge, if Missile Barrage saturated a small area there would be more skill involved, the ability was surely intended for use against tight formations, rather than to destroy tight and loose formations equally? - offline, Missile Barrage is far too effective against the AI and planetary

46 Replies 67,304 Views