Zanosan

Zanosan

Joined Member # 3436249
8 Posts 49 Replies 455 Reputation
Reply to $39.99? in Sins Rebellion

[quote who="Wrath89" reply="3" id="3020813"]Still, it doesn't exactly seem fair to the loyal fans who've been in Sins since the beginning and have bought the original game and the expansions. We aren't getting all that much new content, although the upgrades and improvements which are said to be in Rebellion will certainly be appreciated. $40 for a new player buying a brand new Sins game sounds all right. $40 for someone who already has Trinity and who's getting som

77 Replies 54,999 Views

[quote who="wbino" reply="31" id="3023326"]There must be some reason the game was made so you can manually dock s/c, now give me a reason too. ie: increased repairs? Increase ship speed when s/c are docked?[/quote] I've asked the very same question in the past, apperently some avid players believe that docking your S/C can help you speed up your cap ship movements when leaving gravity wells, conserve anti matter. But I agree with you, there should be

196 Replies 156,795 Views

[quote who="Wrath89" reply="38" id="3023336"]Enabling limited resources would be an interesting twist on the game design, but wouldn't increase aggression/low tech spam much at all I think... and I'm not sure how many players would be interested in it (if anyone) so I'm not sure on the worthwhileness of the developers spending effort on this. [/quote] Point noted, but if the Dev's can't create a simple resource counter of said minerals and crystals amongs

41 Replies 121,646 Views

Here is my humble list of things i want to see in Rebillion as a full expansion. 1. Limited Resource Game Mode option, with maybe some realistic resource production life cycle curves :) 2. More gameplay and strategic relavance for planets & gravity wells other than resources and build space if you know what i mean. 3. Some Mines should be made invisable again

196 Replies 156,795 Views

[quote who="Wrath89" reply="29" id="3022645"] Quoting Zanosan, reply 27 Above all else, if they the Dev's can put an option into the game for limited resource points I would buy this game. As it is today, Sins is a fun sand box game but it isn't truly strategic until a true resource management is at play. Resource management is still the heart of Sins. Ever played a competitive 5v5 on ICO? Managing resources and knowing what to invest

41 Replies 121,646 Views

Above all else, if they the Dev's can put an option into the game for limited resource points I would buy this game. As it is today, Sins is a fun sand box game but it isn't truly strategic until a true resource management is at play. For crying out loud, resources are the heart of the wars sparked in this game's mythology! The market system would also benefit from this. I hope the Dev's think about this hard! As I said, make it an option for

41 Replies 121,646 Views

Game Mechanic: Add the option for a limited resource production life cycle on astroids. Though resources may never be completely depleted, but the production amount should dwindle at some point. This would make the black market more relavent and mining techs/ costs savings techs so much more useful!

60 Replies 38,144 Views

I'd like to repeat a suggestion because I just feel it could really make the game so much more interesting! When we get down to it, wars are more often than not fought over for resources! I'd like to see a limited resource system implemented or as an option . Astroids

38 Replies 28,320 Views

[quote quoting="post"]Thought it would be great to have ways of stealing technology... or maybe share technology... would bring co-op play to a whole new level... Think about a TEC players buildnig Vasari ships (not all of them or anything like that) but stealing the tech to build just one thing or something like that. or maybe spys could disable another player's research so that a technology is nolonger available to them... like erased from their syst

6 Replies 23,731 Views

[quote who="runesia" reply="27" id="2415388"]How about adding vasari/advent pirate ships/turrets?its boring seeing TEC based pirates units/turrets with an add of spikes and pirate hologram anyone? [/quote] Oh I agree! And they should have more Pirate unique Technologies!

34 Replies 25,862 Views

I say that if you apply or offer the option to have production life cycle affect resource astroieds it could really change the game in so many ways. The AI in the late game is bad at using money and resources... so if there are very limited resources, that won't be a problem. If you start with okay production, then ramp up production and when a certain amount is resources is extracted, have ouput from the resource astroied drop significantly! Then with a cheating AI

52 Replies 119,024 Views

I agree with both making the AI smarter! and allow for cheating. A smarter AI as mentioned in the posts above is really important. Have the option to tweak how the AI cheats would be great too. I remember when I play UT you can customise the AI and it was awesome![e digicons]:D[/e]

52 Replies 119,024 Views

I just wanted to combine all my suggestions from previous posts into one posting on this thread. Pirate Idea <span style="font-size: 10

59 Replies 142,928 Views

For the game, I'd like to see an option or method to allow neutral planets to join your empire through diplomacy instead of the normal destroy and conquer approach! I mean, if you can use diplomacy, maybe when and if they join there resources, infrastructure & ships come with (^_^) Neutral planets should also have some planetary defenses (like the pirate bases), because if they can build ships, they should have defences too! By doing so it makes the migh

7 Replies 3,988 Views
Reply to ideas in Sins Diplomacy

I'd like to see a limited resource system implemented or as an option. Astroids for crystals and Minerals should have a limited reasonable quantity and a production curve. -a Mine Life cycle, should have have something like a bell curve production cycle. This would cause the whole market for reasources to make sense. -it would encourage more aggressive game play and risky tactics to be used in order to obtain more resources! I always find the ear

7 Replies 4,200 Views

Hello, I started to notice that the Vasari starbase would sit just outside of it's attack range of a target it is auto attacking. the auto attack AI just sits there with out moving the starbase into range. I recall I didn't have upgraded weapons systems at the time. Anyone else see this before?

6 Replies 4,041 Views

I'mstarted to feel like Stardock should take the improved and more challenging AI statement out of their entrenchment sales line! I wonder if they dev are workon a patch with AI tweaks, I sure hope so.

14 Replies 5,377 Views

[quote who="VRaptor117" reply="6" id="2123146"]Rather than just a straight "as it gets closer to dying, stuff starts happening" sort of thing, I think Sins could benefit more from a random critical hit system, with varying degrees of status effects. If nothing else, it would at least make the battles a little less static and calculated. [/quote] I wouldn't mind a combination of both actually. As damage is taken, the probrability of some ran

7 Replies 31,093 Views

I see moonchild's point of view. But I think for cap ships, defense platforms and starbases this could work well. For Frigates and Cruisers where their could be hundreds... even if it doesn't make a difference, it would look cool during late game battles. In early game or short games, the critical damage effect would still play a role for frigates & cruisers. It's a nice to have, I hope they do it though :)

7 Replies 31,093 Views

Thanks Codan, It's good to know that it is possible for ships to be just outside the PJI to still be effected. I'll be sure to strategically place time!

4 Replies 26,917 Views

Hello All, I wonder if a tactical element that would effect ships and structures to function with penalties or act erractic as damage gets closer to critical is possible. I think it would be a neat idea. For example, as ships nears critical damage threshold: their weapons cool down rate increases phase jump calculations take longer abilites are randomly disabled ships could spiral out of control for a bit </ol

7 Replies 31,093 Views

Hello All, I use to think that placement mattered when building those phase jamming structures that makes enemy phase jumps out of the system 7X longer. But I think I've seen times where these enemy ships phase jump outside of the phase jammer tactical range but will a 7X penalty. Has anyone seen that before?

4 Replies 26,917 Views