I lol'd, and called the Nobel Committee to retract their most recent physics prize. Expect a call from a Swedish gentleman. [e digicons]:grin:[/e]
stein220
or does this mean a rebellion beta can't be far off? I can dream can't I [e digicons]:X[/e]
regarding IV. A. and B., since the expansion of the universe is accelerating, there will likely be no "Big Crunch" as was previously theorized and the expansion could go on forever or a steady state could be achieved after heat death. My picture is a galaxy, I know what I'm talking about. Just saying [e digicons];)[/e] Having said that, IV. A. and B. are still appropriate for your intentions. Carry on.
Back to the female/psychic question, cultural attitudes in the Unity toward young girls and boys could also play a role. More specifically, perhaps the Advent believes girls are stronger in this regard and these subconscious attitudes reinforce their own cultural gender roles (subconscious thoughts being shared more strongly in the Unity) and children could be encouraged to take different paths based on this. Of course, different sects may have different ideas about this as well
It might be nice if you could see what they were doing with all of that cash and make suggestions to them on what to spend (perhaps as a mission, so it resembles directed foreign aid and the chances of them doing it are based on relationship).
potentially, this could be implemented in such a way that it would not detract from the current game play. Option 1. It could simply be a toggle-able setting in the game options (I'm all for toggles in game options so every person can play how they want to play, but with default "tournament settings" for the MP crowd). Option 2. Have a non-intrusive "council" window in-game (maybe in one of the diplomacy windows) where you can take on missions offered and enabl
The lore does state that they're abilities stem from a combination of brain-computer interfaces and neuro-chemicals; the very reasons they were exiled by the Trade Order to begin with. Some abilities could simply be thought-controlled technology, but that might not be very interesting. The in-game tech descriptions are clear that adepts have both telekinesis, remote-viewing, and mind control abilities. It could be that the crystal-based chemicals allow their implants
[quote who="Teun-A-Roonius" reply="15" id="3016061"]I would really like to see a Titan with an ability that would make your faction unable to lose as long as your Titan hasn't been destroyed yet (even if you dont own any planets anymore). I think an ability like that would suit more or less equally with all factions.[/quote] I was thinking of that as sort of a regicide game mode, where that would automatically apply to all players. The ques
Is there still that forum on here where community members write their own lore as part of distant stars? I actually stumbled onto it once but I don't remember where exactly.
hehe. i wonder how many people will play on easy first so they can build titans quickly and see which they like the best.
When you get Rebellion, which faction do you want to play first? Sure, you might change your mind after reading a change log or something, but right now, what does your gut tell you? I'm really curious to see what the Advent rebels get. I'm thinking they could have a better economy since they sound like they might be less belligerent.
[quote who="Teun-A-Roonius" reply="9" id="3012295"] Quoting Wrath89, reply 6Yeah, building alliances with the AI and then building starbases on all their worlds and then going to war and taking all their territory... is a very common tactic used against the AI, from what I've heard. A very expensive one nonetheless. Quoting ZombiesRus5, reply 8Simple solution is to code Hard level AI's or higher to do the same thing to their Allies That would make you
I feel as if I am going to burst.
If you scroll down on the front page, they have their facebook and twitter feeds on the right had side. Of course I discovered this via forum post as well because I don't always scroll down that far
It seems the rebellion concept is mostly to add sub-factions and create more variety (which is fine for me). As usual with Sins, the lore is there but the story is ultimately yours. My rebel factions will be fleeing to uncontrolled sectors to set up bases of operations for their rebellious cause, only to discover other factions have done the same. Egads, maybe a loyal fleet has come to crush our hopes for freedom..yadda yadda yadda. However, one intere
Just throwing this out there but if the Iconus is supposed to be more of a late-game unit, what would happen if the Iconus and Domina were flipped in the tech tree. This way by the time you need to research it, you've probably researched the necessary shield techs anyway. If you could shut down enemy fleets early on with the cheaper Dominas and get the healing ability earlier (4 or 5 labs?), would that make it more viable without fixing? 120 crystal does seem a bit s
like an ability for a corvette or frigate to latch onto an enemy ship and just start ripping it apart to get all of the crunchy metal from the outside and juicy crystal inside?
Hopefully the civilian tech trees in general will also get reworked a little with the rebel civilian trees also accentuating the differences. The TEC rebels may still need money to build their forces so I could see them getting a tech for a credit bonus to commerce raiding and bounty hunting (a little like pirates, but not too much). Advent rebels could have one that gives a boost to culture resistance early on so they can resist being brought back into the fold (similar t
mines do not concern me, admiral. I want that ship.
[quote quoting="post"] Choose engagement range and auto-join fleet before ships are constructed This would be great to ease repetitive micro when you don't want ships to auto-join and want them not in the default "Gravity Well" engagement range. I don't know what would be best, to do it either only at a global level for all new ships constructed, or also at a planetary or factory level (would that level of control be useful ?) [/quote]
Perhaps initial capital ship choice for AI players could be based on personality? Aggressive ones would favor carriers first and then battleships or siege caps while eco and researcher personalities would favor colony and support caps (maybe just colony). I haven't paid close enough attention to see how much it tries to do this already as I always play against random AI opponents. I should probably pick a specific type to play against it and se
bombers are just small fast ships but if you get a swarm of them, they can be trouble. but who knows?
Also, as one of the game modes, how about a 'king of the hill' mode where you have to control a desert planet for a set amount of time. Give it an artifact or 2 and call it 'The Spice Must Flow'.
Not sure if this has been raised before but I'd like to see Pirates and Neutrals have base difficulty levels the same way the AI players do. I'd prefer not to have to use the map creator to fight strong neutrals and their little gray hangers and little gray turrets. I think I have mentioned this before but having neutrals from the other factions would be cool, even if mostly cosmetic (little gray Destras and little gray Assailants, etc.).
Corvettes are being introduced with Rebellion as well, so they might be a counter or have some role in this.