Aside from the obligatory diplomatic improvements, I would be elated to have a miniature empire tree, similar to the mini Underground tree. It would be an enormous improvement for multiplayer, as the lag from having to open the management would be lessened and would allow players to concentrate on combat, yet still research. Also, neutral colonies would be neat. An AI faction that possibly aids certain players based on tasks and current events such as war, but does not necessarily have to be
Swordsalmon
[quote who="Bobucles" reply="5" id="2139425"]How are TEC and Advent going to ally against an enemy they can not see, with a power they do not know, based off the word of a race out to enslave and exploit them? [/quote] And also, does the Vasari threat actually pose a problem to TEC and Advent? We're still uncertain what the threat is, or if it will destroy the Trader and Advent people. Along with the Vasari's cruelty, an alliance would be very unlikely. ^_^
That is a good strategy. However, it all hinges if the opponent has researched flak soon enough. I've also found Bombers to be quite useful in dealing with early caps. A good counter to an early Marza is a Carrier capital ship with two Bombers, since they can fly around and never be injured while dealing good enough damage.
[quote who="transitive" reply="2" id="2134514"] the Trader worlds are basically bigots and out of control capitalists. they could not tolerate the different society of the Advent so they threatened them and forced them to leave. they couldn't unite against the common Vasari threat until it was almost too late already because they were too concerned with protecting their individual profits. the Trade Emergency Coalition (TEC) is a totalitarian military junta formed at the last minute to c
Yeah, there's a ton of jerks in this world. But still, there's many people that show that we, as people, are not universally terrible. Throughout a relatively short span of existance, humanity have many fantastic qualities. Our ancestors and modern people are artisic. We've developed beautiful artworks and music, symbols of many feelings. We are intelligent and practical, and in terms of intelligence the smartest known species in this world. We dream and feel, and understand. The huma
The Traders forcefully expelled the original Advent people from their homeworld, which obviously has enormous religious and cultural meaning to them. This is a large sin to the Advent, which thereafter based their entire culture on revenge for this injustice. In addition, the Trader worlds were largely ineffective and bickered even as the Vasari threat loomed, so they may be paying for that sin as well, until the TEC was organized. Even then, the game mentiones the formation of TEC as hi
As others previously mentioned, Fighters are clearly superior early-game, while Bombers become more important later on once Heavy Cruisers become dominant in fleets. Still, Fighters cut through LRMs real quickly, but Bombers I've found to be useful as distractions. A level 6 Sova with Rapid Manufacturing and full Bomber support is real useful, though they can sometimes be a bit too slow.
[quote who="N3rull" reply="16" id="2127428"] 10025 years ago, Vasari began their great exodus in an attempt to escape an unknown threat that annihilated every counterattack. Nobody lived to tell the tale. Now we know -- the timespace looped and Vasari are in fact running away from three lvl6 Marzas some noob sent on a scouting mission. [/quote] 10000 years ago... Dark Fleet Commander: General, we have spotted the enemy. FIRE! *Five minutes later, Missil
If you're expecting an Assailant rush when TEC, I'd recommend Fighters. For the first Capital ship, build either a Sova with two Fighters or an Akkan for colonizing purposes. Try to first colonize inner worlds. Instead of trying to immediately build Carriers, though, try to focus on defense. Your outer worlds can be defended with a few Hanger Defenses with Fighters until you can build up a Carrier spam. Reinforce the Carriers with LRMs to counter Flak and Lights. ...Or al
My overall favourite Capital Ship ability is the Sova Carrier's Missile Batteries. They make a fairly useful defense and further makes the Carrier seem more like a 'standard' of a capital, so to speak. Any ship that can deploy several squadrons and defenses is neat. ^_^ I don't like the Marza's Uranium Bomb much. It's decent, but kind of high in cost.
Marza's really aren't all that special until they get Missile Barrage, though. :/ I'd almost say it's one of the inferior Capital ships for TEC at the beginning. Akkan has colonizations, Sova has two squadrons and Missile Batteries for clearing out militia, and the Kol of course has the Gauss Rail Gun. While at first, the Marza has... Uranium Bomb. >__ Though still, I do think at the least, Missile Barrage should have le
On the subject, I don't have any fear of more experienced players. On the contrary, going against superior players really does help overall- both competing in multiplayer and fighting more difficult AI in singleplayer. I've never seen anyone in-game actually be rude or anything based on my experiences. ^_^
I'm under the M rating and never played an M game! :D But really, it's idiodic to make a law punishing stores for selling M games to minors. It really should be the parent's decision of what their children play. Though it might not be the best idea to let a toddler play Mankiller or something. XD
Thanks for all the help, everyone. :) I've been adding more Javelis' and repair ships, and they have been working quite favorably. ^_^ And typically, the games I've played have started with standard (100) fleet supply on single-star games.
Well, I'm going to try multiplayer SINS soon, and would like some help with creating a strong fleet, if possible. ^_^ For capital ships, I usually start with either a Sova Carrier or Marza Dreadnought. The Sova is used for any nearby enemies so Embargo can be used to good effect, and early Strikecraft are always useful. The second capital ship is the other I didn't make, followed usually later on with a Kol Battleship and possibly an Akkan Battlecruiser/second Marza. The
[quote who="VarekRaith" reply="2" id="2099689"]Your missing the fact that ships need more than just crew to operate. You need supply and refueling stations. Increased infrastructure to keep ships battle ready and properly maintained. Stuff that wouldn't go away because you lost your ships. It was implemented this way so that you would have to make the difficult desicion whether or not to increase your capabilites. [/quote] I never even thought about
It would be a bit more realistic and probably easier for the player to have fleet upkeep costs being based upon deployed units. If a ship is destroyed, its crew probably won't be getting its pay. XD Of course, the actual costs of fleet upkeep isn't a big detriment with enough colonies before research.
I think the problem with Siege Frigates (At least for TEC, not sure bout' Advent or Vasari) is that they can be too specialized at time. Aside from actually bombing planets, their anti-ship weaponry is too weak. Also, planetary bombardment is a bit easier with a capital ship or two- while still being able to fight far better. So I'd think the best action is to possibly increase firepower and speed. A siege could be able to defend itself a bit better and isn't a total sitting duck when planeta