I'm not really a fan of dedicated scouting units. Being able to have them automatically go from place to place and drop probes is good, but the scounting itself could easily be done with any better armed ship. They're only really good for moving fast and dying (and that spam thing people were complaining about.) They do have the anti-mine role for what it's worth. Rather than elmintating them, maybe some sort of espionage ship would be created, like a ship that comes out of a phase lane still
Psychoseraph
[quote who="Falcrack" reply="2" id="2488306"]I have a similar problem, but with vanilla Sins. I have both installed (downloaded via Impulse), and can start up Entrenchment just fine. But, when I click on the Sins of a Solar Empire icon (vanilla version), I get a Sins of a Solar Empire program in my taskbar, but the game does not launch. It doesn'y hang up the computer or start to use resources or anything, just fails to start. I have to right click on the program at th
I like the idea of magnetic clouds working as phase jump inhibiters. Maybe slowing down ship movement in general. You'll know you have time to prepare if something jumps into one. Since abilities are useless, it would be harder to destroy everything as the fleet tried to warp out.
Maybe have them float around in random movement or drift towards any opponent in the grav well over time?
Siege frigates are overpowered, the AI kills my planets before I can defend them. Siege frigates are underpowered, it's a waste of time to have to kill them. I wonder what exactly would make them balanced. Making them cost even less would just open up spam like an unpatched game, and they suck too much being nerfed. Although the computer being able to easily wipe planets might make people stop complaining about how easy it is to beat.
If pirates were on, I believe you can get money from the bounty on other players by destroying the ships and structures yourself. I've seen bounty run out before pirates even launched due to fighting. If you're playing as TEC, there's embargo.
Are you actually using the game shortcut or the launcher? (the launcher shows links to the site and impulse and so on along with start game) My launcher hasn't worked since the latest patch but using the game shortcut directly opens the game.(note: in my case the game's direct shortcut in the start menu also went to the launcher until I corrected it to point to the game's exe in the game folder. )
[quote who="52500" reply="23" id="2421895"]The problem with just increasing levels of research is that either you are researching the same things that we have now and it just takes you longer and more money (zzzzz) or you are researching more levels of the same thing, increaing whatever that thing is (even more range for seige frigates?) and thats also pretty dull. If you want to increase the research tree itself then new things have to be added, either abilities or new ships. I dont know if
It'd be better just to add more research levels. It'd keep you spending longer and allow you to take more paths in shorter games. (full defense, mixed offense, etc). New ships in a triangle warefare game just throw everything off. Though, thinking about it, it'd be cool if Diplomacy added a way to sabatoge research to make the enemy lose that particular one and have to research it again. Not just destroying his stations but the research itself. Also a way to lower fleet
Both of those already exist. Ships will automatically join the fleet if they go to the grav well with it, rather than have them move to the leader ship icon. You can tab through your selection before forming the fleet and choose a ship to be the leader of the fleet. It will be the ship with the darker box around it. You can just select the fleet, tab around until you get the ship you want, and then hit form fleet again if you want to set a different one. It doesn't have to be a cap.</
There's not many ships that can be added since nearly everything is covered. Weapons that do constant damage, weapons that do contagious damage(or bounce from ship to ship), ships with multiple types of weapons, a lot of things like that wouldn't work out well either. There's not really much that can be done since this game is based more on counters than on effects of weapons, so you can't just have a bunch of ships that all do the same thing like in, say, Total Annihilation, while looking co
Nice Sova love, though it's kind of dissapointing the other caps get more squads and the Sova doesn't even get the 7 it was "promised" in the manual. [e digicons];P[/e] The buffs make up for it though. So many other great changes were made , too ! Edit:
[quote]I suggest carriers carriers start with seven SC squadrons, and by the time they reach level ten they have become able to carry twenty-one squads of SC. Yes, twenty-one squadrons.[/quote] That's way too many. Carriers would dominate if not win the match before flak came out and carrier cruisers would not be worth getting at all. At best they should just become worth another carrier of that race every 3 levels(4,7,10) thus ending, for a sova, with 8 squads. If anything,
You could be selling the planet to them as an act of trust in forming an alliance.
I was wondering what people think of the capital ship crew point system. It's always seemed like an arbitrary limit to me. Do you think it's the better way of handling capital ships or that they should have been set up differently, e.g. only costing 100 fleet supply(or just the 50) instead of needing a special crew type in addition to fleet supply?
[quote]The problem currently is that the black market enables you to pursue an exclusively trade-driven economy and to simply focus on credit production. I'd support brainstorming to try and punish over-use of the black market with massive credit production, but if that leads to players suffering due to resource imbalances in their start location it's no good.[/quote] Perhaps only being able to trade metal for crystal and vice versa on the major black market but still being able to pa
Thinking about diplomacy and deception, I came up with the idea of selling planets. (I don't know if it's actually possible to trade planets already as I never use unlocked teams) This would be done in several ways. The basic way would be putting a planet up for bid for whatever reason. Maybe you can't build it up due to money problems, or you want to further war by letting an enemy get near another enemy, or possibly you just need the reasources. You would set the amount of credits/c
Looking at it, it does say "Guass" instead of "Gauss" in a few places.
The major point of the superweapon isn't to damage things, but so the pirates won't travel through half the map, being destroyed by fleets and defenses before they even get to the place they're supposed to attack. (I like large maps, so this can be a problem. That and a not very fast connection are the main reasons I don't play online.) As mentioned in my post, if pirates were turned off, then the market would work like it does
It would be interesting if pirates were more tied into the black market. The pirates would have a default amount of resources coming in. Since their money and resources gains are limited, black market prices would go up and down based on how much they have. (longer lasting trends than what currently happens) It would encourage players to place their own supplies on the market. Also allows for strategic draining of the market. If
If the planet had two non adjacent phaselanes, the stargates and defenses would still be spread out. If it was only one, then there are other ways to destroy the planet and disable them, like culture or super weapons. Even having carriers come in and destroy them with bombers even if the carriers themselves die. Also things like... was it Armistice? ...that makes everything invincible for a while. They wouldn't be 4 point structures or anything either so the more you had, the less turrets you c
There are many threads with ideas and suggestions, and like them I have my own, unoriginal as they may be. I don't play the races anywhere near what would be considered equally, so rather than individual ship balance suggestions these are just general ideas and thoughts I had while playing SoaSE. Frigates - these seem to have the most attack/defense role in the game as opposed to the support role of other classes. They are nearly universially great the