can any devs shed some light on how the war score is calculated?
ferang
Not to be an ass but if having to hit a button to check your war rank is acceptable then why have health and mana on the main hud? would it be ok to have these stats only display in another window? imo this is a vital enough piece of info that i would like to have a progress bar so i can anticipate when it will level up and so i could keep a constant watch on it.
ive wondered about the specifics of this as well. i would like to suggest that a war rank bar or number be put on the normal HUD so that i (easily, at a glance) know if i should head back to the citadel to buy an upgrade.
the "whatever" chasing the vasari as a new race. plus a more expansive tech tree would be nice - winkwink
i really like this game but perfer to play against one person/ai at a time. i would like to have the option to play a tournament series of games while limiting the number of ai players per side. has this been considered at all? thoughts?
who could argue that have a random OPTION would be a bad idea? it is an option and would not have to be used.
totally agree. also a random map option would be a nice (mandatory?) feature.
i definatly like this idea. it would be helpful in game and makes sense that they would try to develop this ability.
[quote quoting="post"] I cant really do anything about this, like make them keep their distance while bringing in longer range ships, as even with auto-attack off, scouts always auto-attack mines. [/quote] if you toggle off mine detection they will not auto attack
at the very least i would like to see structures and ships that are cut off from a continuous supply line to have a penalty against them.
A small change I would like to see in sins is for structures (and possibly other objects) to slowly lose HP after their "parent" has been destroyed. It would work something like strike craft that have their host destroyed in which about every second or two they loose a percent of their HP. This could be explained away as supply, repairs, and maintenance have slowed or stopped and as a result the machines slowly breakdown. An example that has happened to me - I have taken a p
now that we are past the entrenchment release and looking forward to the next expansion i thought a new dev chat would be cool. we could cover the development of entrenchment and perhaps get a preview of the next beta.
thanks to everyone for the info cheers
i am always on the lookout for a good PC game site to get previews and unbiased reviews but have never really found one that i thought was that great. so here i am looking for peoples suggestions for sites to check out, which one is the best?
i was wondering if they will set up entrenchment and the other expansions to use the new modding system in sins. that is they would be stackable and able to mix and match which features you prefer sorted by priority.
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one small issue i have is with the TEC unit creation buttons. once you click it (as with all races) a yellow progress bar starts across the top. the problem is the TEC button itself is almost the same shade of yellow as the bar and is hard to see. i would like to see something done to correct this. it could be as simple as darkening the buttons or i thought it might be interesting to have the progress bars use the same color that you have chose for your empire. thanks
kind of expected to see beta 3 before the end of today but it is getting real late. if not today when with the final release date of the 25th?
i do like the idea of tying the ground based emplacements with the emergency facilities upgrade.
i like the idea of pirates but would like to be able to use them with more options instead of just on or off. i would like to be able to adjust the amount of time between pirate attacks, and be able to adjust the severity of the attacks. beyond using them as mercenaries i would like to see them act on their own accord, that is attacking trade ships and other targets of opportunity. i think there are mods to do some of this but it seems like an easy addition into the options of the game.
[quote who="InfiniteVoid" reply="1" id="2060683"]That looks accurate. The Missile Battery is also subject to the hull/shield/armor/DPS upgrades that frigates recieve through research.[/quote] thanks for the info... should come in handy.
i want the starbases to be a tool to increase my defense in the mid to late game. i think that they work OK as they are currently in the 2.5 build but making them something for the later game would improve them.
i think i remember hearing that the price of starbases would be changed as the beta finalized. can anyone tell me if this is still being tweaked or is the latest build at (or somewhere near) the final cost? personally i would like to see the price greatly increases double or triple its current level. these structures are supposed to be huge and powerful, the cost should reflect that. also this would make them more interesting as they wouldnt be spammed all over the galaxy. thank
one small item that has bugged me in sins is the lack of info for what exactly happens as you upgrade the missile batteries power on the sova carrier. i have seen on a website that it up's all the stats - this is what they had posted for the various levels. Missile batteries have the following unit stats: Hull: 750 -> 1000 -> 1250 Shields: 120 -> 140 -> 160 Armor: 3 -> 4 -> 5 Missile Damage: 15 -> 19 -> 25
i do have to agree that getting into orbit may make these weapons impractical, but i also have to think that the higher level of tech could make it happen. also if the possibility of an armada bombing your planet into submission was a real enough threat i think i would want that extra layer of defense after the orbital slots are used, no matter how impractical.