scootertgm

scootertgm

Joined Member # 3485565
4 Posts 19 Replies 165 Reputation

Yeah, the ships couldn't hardly get to the planet. I diable "Group jump" and the frigs shot up right away, the cap didn't arrive till I had lost most of my frigs. Then nothing could leave. I have 8 trade ships flying around below the planet unable to leave with cargo...

3 Replies 3,045 Views

We had some friends over on the 4th and did a couple "Comp stomp" LAN games. On the second game, I noticed I had sent a cap (The egg) and some frigs to take it over. The ships looked like they were at the planet, but they weren't. As I zoomed in, suddenly I was seeing a terran and a asteroid. When I looked at it from the side I saw what was going on. The terran planet was vertically linked to the asteroid and sat above the other planets in the plane. No

3 Replies 3,045 Views

I'm playing a 4 player, 32 planet FFA vs. AI. I had a trade alliance with one of them for a short while, but I noticed my ships chose to take paths through hostile gravity wells to get to the other trade alliance rather than take an extra hop through my systems to get there safely. Is there a way to set a route or a route preference to go through friendly territory? It makes sense that an extra hope would be worth getting the cargo there safely.

8 Replies 21,207 Views

Research does not apply to what the OP is saying. it was a neutral gravity well. It would be the neutral malitia defending it using TEC style ships. Since pirates use the same style ships, what are their specs?

8 Replies 19,996 Views

When you install the game, don't take the default location. Install it to c:\stardock. Putting games in c:\program files can cause issues. Vista is very territorial when it comes to the program files directory.

14 Replies 10,557 Views

If I remember the story line correctly, the Vasari simply started losing contact with those worlds. It was not a prolonged engagement, the worlds simply went quiet. That means they were taken out extremely fast as no one or no electronic transmission got out. A faction with that much power would be difficult to properly balance in the game. I agree I would also like to see it be something completely different as far as the race and design.

118 Replies 389,631 Views

I'm not talking about a competive ladder, I'm talking about a campaign. Imagine a star map made up of "Systems". Each system would be represented by a Sins map. Each side has X number of systems and the goal of the campaign is to have them all or as many as possible by the end. A method to determine the battles fought as well as the number on each side. A fix amount of time to "play out" the campaign then determine the win lose or draw.

3 Replies 5,885 Views

A ggod boss can [quote who="Mooster" reply="4" id="2105750"] Quoting Hack78, reply 3The peons are banned from posting as they are working. The boss gets to surf the web all day. Duh. Its just like any other company!!!! How immature are you... Bosses don't usually surf the web all day...they are in meeting, and getting new business ideas going and seeing that the company is running smothly, and probably does most of the hiring especially in companies such as ironclad. And even if th

11 Replies 12,632 Views

Remembering my days of flying IL2, our squad would engage in "Wars" with other squads. While I am not a member of a clan, it occured to me, that possibly clans here might have a desire to participate in a campaigns or "Wars" agains other clans or groups. I admit I am new to Sins and folks may have already worked out ways of doing this. Is there currnetly ways setup to do this? If not, is there interest in Clan vs. Clan campaigns? I have an "idea in the ro

3 Replies 5,885 Views

I completely agree. right now CV's are line ships with a couple squadrons on as an afterthought. "hey, these are great debates, in which players get to though in all there 2 cents (and hopfully geting a few bucks worth out of it) were the devs get to see what the players are saying and hopfully come up with a good compermise to add to new updates and expanstions. keep it up bro." I agree 100%

32 Replies 145,384 Views

Thanks on the replies. I have a 4 player (me vs AI) FFA going and I am trying Vasari. I tried out the upgrades on the SB and it makes sense now.

30 Replies 23,738 Views

Sawakaki, 10-15 squads even for a maxxed carrier is way too many. A SB can hold what, 16 tops and you are going to give a ship that is far smaller and equal number of squadrons? If you compare crusier carriers to full CV's 3 times the number of squads a crusier carrier would be optimal. If that happens you would need to reduce the offensive capabilities. Personally, if those changes are going to be made for a "true" CV, then have it be a researched ship. Th

32 Replies 145,384 Views

OK, not meaning to hijack the thread... I though the weapons upgrade on the Vasari SB were the ones used to attack other SB's. Does that upgrade effect the regular anti-ship weapons also?

30 Replies 23,738 Views

Yes, there also needs to be a balance between what the cap carrier carries and what an SB carries. If we stay with the naval example from above, a full CV carried 70-90 aircraft, while a "Jeep carrier" carried 24. In keeping with that we could use 6-9 squads for a CAP carrier. SB's would still be able to provide more SC than a CAP carrier. Increasing the number of SC carried would also need to be offset by reducing the offensive firepower turning and putting into a

32 Replies 145,384 Views

From what I have seen, the "cruiser carriers" are like the "Jeep carriers" of WWII. Smaller and carry two (Or three in advent?) squadrons. The cap carriers are more like the early WWII carriers, just converted battlewagons with a couple squadrons added in. Although here they retained more of their battlewagon firepower. If you add too many squadrons, they will drastically unbalence play. To make them a "traditional" carrier, you could increase the squadrons t

32 Replies 145,384 Views

I apologize if this is in the wrong place. I'm going to host a LAN party later this month and I was going to create a couple custom maps. It will be a "Comp Stomp" evening and my plan was to design the maps in such a way that a player could hold a choke point or two between the AI and the rest of the human players. The reason for this is I know a couple of the people may not play more than once before arriving and I don't want them getting mauled by the AI. Although I wi

3 Replies 5,180 Views

When you are placing the "Cubic butt load" of turrents, are you clustering them around the SB? or splitting them with some to each side? I'm guessing you do the defense research to upgrade them also early on? I'm a fairly new player and greatly enjoying the game. Just trying to learn.

30 Replies 122,760 Views