ryecoal

ryecoal

Joined Member # 3431347
12 Posts 20 Replies 227 Reputation

Its not like we have time to read reports on player activity - at least in multiplayer - and I ignore most of the voice notifications any way so more notifications ins't the answer. However by altering the "fog of war" we might be able to do exactly what you want to achieve. What if we treat the fog of war like a commodity? We can already share different vision classes with allies- why not sell the right to view those vision classes for so many resources per second with non allies? other play

8 Replies 4,861 Views
Reply to Mines in Strategy

I agree. mines had a lot of potential - unlike starbases which have their uses - albeit limited. I remember back in beta using vassari mine layers to cut up gravity wells and literally sculpt the battle feild forcing the enemy fight where I wanted them to or lose more ships fighting the way they wanted. Advent mines were awesome - I remember cranking out a mothership two carriers and some ilums and laying waste to pirate bases right of the bat. Advent mines were particularly good a defending

5 Replies 4,444 Views

[quote who="Agent of Kharma" reply="12" id="2109119"] Elrosh played okay, but he isn't a team player, and as you can see, he is quick to start blaming everyone else for his losses but himself. He blames JohnJames, and he blames me.[/quote] If Elrosh is guilty of anything its not giving up. I played a 4v4 with him yesterday - he went 2v1 most of the game and helped bankroll my recovery after being outplayed in the first 2 hours of the game. He's not the most communicative pl

36 Replies 16,605 Views

Going into the finale I didn't like the flashbacks to pre-genocide caprica of the previous episode, there was too much in the present that needed some resoulution and direction to end the show. All in all having seen the finale its those flashbacks that very neatly close the circle for nearly all the major characters. I also rather enjoyed the point that baltar made, God didn't care: he never was on anyone's side, humanity and cylon alike created the religious baggage. In the end huma

33 Replies 126,296 Views

Culture doesn't seem to do much in quick multiplayer games online but in these long multistar games it's critical. I've taken to setting up 4 advent starbases in the star grav wells of systems I plan on taking eventually. After upgrading them to 2 culture and 4 hangars I find the culture softens up the star system dramatically and 80 bombers in a star grav well can take out entire fleets so they're well protected. By the time I get a fleet there the culture has usually squezed out almost all

6 Replies 9,834 Views
Reply to Fleet upkeep in Strategy

[quote who="Astax" reply="16" id="2100592"]Here's an idea ryecoal: THEY HAD THIS VERY THING IN BETA AND IT WAS DROPPED BECAUSE CURRENT SYSTEM IS BETTER.[/quote] Frankly Astax , that was really rude. Take a look at my profile any you will see I've only been active on the forums since last December - I'd have no idea that anything like this might have been implemented in the beta of

27 Replies 45,434 Views

I find these piracy debates really interesting. There's a lot in play here and I'd hope that as developers and gamers we can recognize that this issue is not a black white moral issue. Piracy is here to stay and demonizing people for it doesn't help anyone. The problem we are running into is a paradigm shift in the way we think about intellectual property. Before the digital era intellectual property was much harder to duplicate. With digital media its d

27 Replies 51,894 Views
Reply to Fleet upkeep in Strategy

Of all the research trees I find the Fleet tree woefully under developed. In real life organizations don't simply have plateaus of scale that they can support. There is a better way to impliment the idea that more fleet costs more to support and maintain. I think of the research cost as the cost to support capacity and the fleet upkeep tax as maintanace cost. Here's the Idea: Get rid of the plateaus. Instead employ a continuous exponential function to determine fleet upk

27 Replies 45,434 Views

That was sick. How exactly did you go about making this? What kind of system did you play this on to get sutch awesome graphics? Did you get rid of the interface in game or just crop your footage? How did you capture the footage for editing? What did you edit in? How did you get sutch a smooth flight path for the camera? Forgive me, I'm a bit of a video production nerd.

28 Replies 119,653 Views

[quote quoting="post"] When you combine all of this, you basically have 20-30 (depending on how many hangars you want) beam turrets, each with mitigation reaching upwards of 70% and 1750 shields (not to mention ~3k or so hull and fairly high armor) and shield restore of 4/sec and hp restore of 30/sec from repair bays. You then have Transcendia's Meteor Storm which outranges even the Ogrovs. [/quote] First off I've enjoyed the thought that has gone in

104 Replies 186,268 Views

[quote who="GoldenShadow" reply="3" id="2083974"]Try this one. Cluster 4 Advent starbases really close together at a star. and upgrade only their armor to level 3 and give them the meteor and mass disorientation at level 1 each, pick whatever else you want. Anything that gets close will be bombarded by 4 meteors before they ever get into range to shoot back, and before that, they get stuck from the disorientation for a long time. I guess if you really wanted, you could put the weapons u

104 Replies 186,268 Views

A few thoughts on the Advent: Integrated Defense: Like their ships, the Advent Starbase needs support id you want them to have much staying power - that means upgraded beam cannons (preferably in clusters of 5), several regeneration bays, and several hangarbays (with fighter and sheild upgrades). If you layout your defenses correctly all of your defensive unitis inculding your starbase are much harder to kill. Economy: Maximising your alligance on key wor

24 Replies 10,731 Views

I wouldn't mind if the Advent Starbase stayed stationary and got an ability to pull enemy strike craft towards them - kind of like the reverse of the guardian's push ability.

20 Replies 69,262 Views

[quote who="Master Musashi" reply="6" id="2012749"]I find a dedicated sweeper fleet of scouts, flak, and optionally your long range arty frigates (missile/beam frigs) does a good job sweeping mines. Just move the fleet near a bunch, and let them wipe it out. [/quote] With a little tweaking of the AI - largely not to ignore the out of phase mine, small and appropriately configured fleets could effectively sweep gravity wells of mines. [quote who="Master Musashi" reply="6" id="2

42 Replies 158,559 Views

Using Advent mines for assault doesn't work all that well once your enemies tech up their armor later in the game but early on its pretty awesome. I assaulted a pirate base with 3 drone hosts, 1 mother ship, and 10 light frigates. The drone hosts had 12 mine squadrons ready to go. All I had to do was lay the mines about half way between the attacking pirates and my fleet on the edge of the gravity well. I deployed the second wave of drones right on top of the pirate fleet. I destroyed t

0 Replies 1,049 Views

I completely agree. This is really annoying on multi star maps. Although if you zoom into the grvity well level the hot key will take you right to the ships.

2 Replies 1,816 Views

One thing I've never really understood in Sins is why stationary objects dissapear from view after your ships leave the gravity well. Once the information on stationary objects in the gravity well is collected its not like they move. Before it really wasn't a big deal but now with mines and starships it would be helpful for those to remain in view.

5 Replies 2,940 Views

I was playing around in a 1v1 multiplayer with a friend to test the sync issue and some defensive structure arrangements. For the hell of it I made a starbase with maximum alligance and culture upgrades. The planets culture spread rate was a 26 points per tic (full culture research, and a communications structure was present in the garav well). Suprisingly after about 30 minutes my adveraries negboring planet's allegance was lost. My culture quite literally ran roughshod over the 2 nearby pla

2 Replies 1,903 Views

I'd like to request a small addtion to the information box that pops up when you mouse over a fleet Icon. I'd like to see the total damage per second by damage type the fleet is able to produce. Anyone else agree?

4 Replies 2,201 Views

[quote quoting="post"] 1) Lower tactical slots to match number of strike craft wings the hangers hold. 2) Create a new defensive upgrade that per lvl increases the total amount of strike craft wings the hangers can hold by 1. Tec and vasary would have 2 lvls and advent 3 lvls. [/quote] I agree completely. Fighter support is critical to maintain starbases, without robust hangars a starbase is pretty much a sitting duck against bomber spam fleets. Unles

10 Replies 2,768 Views

[quote who="PhyreFox" reply="19" id="2000213"]IThe other day I had my fleet parked on the edge of a gravity well that was chok full of these huge piles of Advent mines (Thanks drone hosts!) so I figured I'd give this sweeping thing a try, ...[/quote] You don't sweep an Advent Minefeild you Move it. Their Mobility is actually their weakness. You can use a small fleet of scouts to move the mines off into some pocket of the gravity well where they wont be in the way of your fleet. As lon

25 Replies 7,886 Views

Another thing I've been dreaming about having in any RTS game is the ability to devise robust tactical fleet manuvers outside of a game and import them into different matches. Some tricks take a lot of way point mapping and timing is usually tough so nothing fancy comes out of ship/fleet manuvers unless you don't have much else to do and in SOASE thats almost never. Something that lets you draw out flight paths and toggle fleet tactics on a time line so you can actually out manuver the enemy

2 Replies 11,923 Views

Everyone is complaining about the build speed. Has anyone played with the build speed on normal and still think its too fast?

9 Replies 4,030 Views