[quote who="jjz-" reply="7" id="2027264"]To me, it looks retarded to have fighters always outside the carrier. The people piloting those fighters must get tired. And the fighters must wear down mechanically. It would make a lot of sense to keep them stationed inside the carrier unless an enemy is nearby. [/quote] Well, Advent strikecraft are drones so pilots getting tired is not a problem for them.
VRaptor117
Any chance we could get a sneak-peek at what has been updated? I have to say, I'm very excited for this update.
In before lock/deletion.
Has anyone ever seen the AI build a super weapon? [quote who="Dargoon999" reply="23" id="2023317"]How about making phase jump inhibitors an anti-Kostura Cannon. Negating the Kostura's ability to allow ships to phase jump to that system. [/quote] You might as well not have the "Stabilise Phase Space" effect then. I mean, every planet usually gets a pji anyways, to slow down raids and scouts. The best bet is to not let your enemy scout your inner world(s).&nbs
They really should reduce the fleet supply cost for sieges. Say, 10 or 12, depending on race. That would allow them to be mixed into fleets a little more. Could you spam them? Maybe. But they are so damn weak and they make great targets, always heading right for the planet straight into your defenses.
As Advent, the best strategy is to simply stay out of range while your strikecraft reduce the base to slag. Well, that works for every race, really, but the Advent excel at it. If it's a Vasari starbase and it comes after your carriers, I try to stay out in front until its about 1/2 health, then just let my fleet finish it. As TEC and Vasari, I can usually just fight it out with my fleet, being careful to pull back any severely damaged ships, while my strike craft hit the
[quote who="Sole Soul" reply="7" id="2022609"] Quoting tesb, reply 5 well with the starbases advent can get +50% i think Actually, yes, I've had my homeworld (as Advent) at 150% allegiance just for the hell of it, thanks to the 2x15% provided by the starbase. [/quote] Ha, I remember when I first saw that I could do that. I didn't think the allegiance % counter for my planet could get any greener.... In response to th
I disagree with the OP. You need to make hard strategic choices regarding starbases, their employment, and their abilities. If you don't like a starbase's configuration, you need to spend time and credits rebuilding one and re-upgrading one.
Dude, here are three tips: paragraphs, punctation, complete sentences.
[quote who="TheSpydyr" reply="12" id="2021970"]I agree the AI could be lot better at choosing when and where to trigger abilities. My whole point was that there are times when micro certain abilities can be tedious and a waste of time. In essence, it can hamper you and your abilities to run your entire empire at times. [/quote] Exactly, specifically the frigate/cruiser AI. The AI is usually on the ball with most cap ship abilities, and I don't really m
[quote who="TheSpydyr" reply="8" id="2020869"]True...but then there's some micro that is better left to the AI to take care. ie the Assailants mode. Can't really think of an instance where I would want to micro that ability on my own. At some point it just becomes a complete waste of time. [/quote] In my experience, the AI is absolutely terrible at triggering this mode. I've had the AI use it as soon as it arrives in an enemy grav well and not switch back,
[quote who="Shadowhal" reply="17" id="2021710"]uhm, just one smaller idea: maybe some upgrades could take more than one slot. the phase stabeliser seems quite powerful, or some kind of interdiction ability. maybe there could even be an 'ultimate' upgrade for the military paths that take more than one slot, but are accordingly powerful. [/quote] I don't know about this. 8 slots already seems like pretty well-blanaced number. And with one upgrade per slot, you can still
[quote who="Annatar11" reply="3" id="2021823"] and for what other reason than a quick estimation are those blips good? None, but that's exactly how it was intended. You can see exact numbers of everything by hovering over/expanding the tree. So why would you need them to be anything different? [/quote] This is my exact response. Acquiring the information you want doesn't require completely re-doing the HUD or coming up with some arbitrary nu
I, too would like to see the starbase be visually bigger, and maybe some more graphical tweaks. I would love to see more things that change on the starbase when you upgrade it, ideally one change for each upgrade. Some tiny ships and other stuff floating around the starbase, sort of like how you can have the elevators around planets, would be neat.
No. The blips are used to allow you to quickly see how many units are present in a gravity well, not their effective combat strength. Doing as you suggest would clutter the screen even more. And how big should blip for a cap ship be? What about blip size of each level? And type of cap ship, because certainly some caps are more powerful than others. If you want to gauge odds, look at the grav well.
Homeworld 2. Look it up. You'd love it.
They already leave wreckage. The Vasari have a tech that automatically collects it(only cap ships can collect, I think).
[quote who="k33bz" reply="2" id="2004685"]Look for it in the next expasnsion not this one [/quote] Bingo. I'm itching to see what they come up with for diplo-spying.
I like this idea and I'll add that I'd like to see more debris from cap ships exploding as well. With, of course, the appropriate graphical toggles to turn the additional debris on and off. More eye candy(that can be turned off as needed) is never bad. Something I'd love to playtest: debris the starbase has a limited gameplay affect. Something similar to the asteroid belt passive effect of -25% chance to hit or whatever it is, but with a time
Annatar11 , you've generally hit the nail on the head, and I feel confident enough to say that most of it is currently the reigning consensus here in the beta forum. But there's still a lot to nit pick. I would also like to continue to spread my unceasing hope that starbases get specific bonuses, akin to planet bonuses, for being placed in different types of (neutral?)grav wells.
[quote who="TheSpydyr" reply="19" id="1988564"] I want a game that takes hours (HOURS) where I can implement strategy and diplomacy among my enemies in order to truly enjoy the beauty of the game. For those of you who want the twitchfest, just set all things to fast and do a small map...you'll be done in no time and not have to worry about the more intricate aspect of the game. [/quote] Bingo. Sins is like Risk. You can't play a good game of Risk in 2
[quote who="Howdidudothat" reply="3" id="1988608"] Umm, I'm not. Separate research queues kick ass. Why, what OTHER advantage does it have? [/quote] Clearly you don't remember the early days of Sins where, mid-way through the game, you'd have 20-30 or more techs and logistic levels queued up and have to wait forever to max out the trees. And now you don't completely gimp your ship development if you decide to research a few defensive/ civil
[quote quoting="post"]The ONLY benefit that I see from the 2 tech trees is that your can research both military and defense at the same time, but I am willing to give that up for a more understandable tech tree. [/quote] Umm, I'm not. Separate research queues kick ass.
[quote who="Shadowhal" reply="22" id="1988221"] I thought that would produce discussion. nevertheless, if you think about it, the long range dmg is in the range of 10 lrms, which is hardly a horribly large number. and if you look at much dmg the structure busters do, how fast the kill stuff, I just don't think it would be such an extreme issue. it just feels wrong to be able to take down a massive starbase basically unmolested. and c'mon, strke craft? any decent player will bring s
I generally agree with your point, Shadowhal . But I think the Ogrevs, Adjunctators, and the Vasari's anti-structure ability should be out-ranging SBs' main long range defenses. After all, strikecraft can still reach the entire gav well, and the strike craft based in the SB and the hangars in the grav well should be enough to soften the direct counter, not to mention the likely presence of a few defensive ships.