[quote who="Teun-A-Roonius" reply="9" id="3121853"] Quoting rogue_ghost, reply 6I am just hoping for defenses to be a little more mobile. having an option to build an in-system defense ship over a turret is one way i can see of making the game a little more strategic.I think building immobile defenses requires more strategy than defenses that can automatically move through the whole gravity well, since they require careful planning and have to be scuttled when you want them somewher
rogue_ghost
My ears fell off and i cant find them!
[quote who="SoulxReaper" reply="1" id="3121839"]I think you mean cores, multiple processors are mostly for servers and whatnot[/quote] yeah i meant cores, dont know why i said that. :/
[quote who="Teun-A-Roonius" reply="4" id="3121834"]I think the main point of defenses in a gravity well is where to put them. moving turrets (or LAC's or whatever you want to call them) would probably be very overpowered, especially combined with a fleet. It is annoying enough to fight your way through the defending ships, but with those movable turrets people could just defend one side of the gravity well, while building new turrets on the other side, out of enemy firing range,
[quote who="Ressy999" reply="5" id="3121842"]It would be nice, but it would also make the siege ships (torpedo cruisers etc...) almost entirely useless. I don't see them putting this feature in, would mess with defensive balance a bit too much.[/quote] Well, that could be easily remedied by giving a new tech tree skill to the missile boats. Allow them missiles with on board seekers which could track a moving target. Possibly make the missiles have a 50% c
Yeah that is true about target prioritization, it is a huge problem. Nothing like your turrets shooting at light frigates when theres a half dozen capital ships shooting your SB. I am just hoping for defenses to be a little more mobile. having an option to build an in-system defense ship over a turret is one way i can see of making the game a little more strategic.
[quote who="ice27828" reply="6" id="3121492"] Quoting Pbhead, reply 5We do know some of the crew sizes on some of the ships. The crew sizes for the titans will prolly be in the maneul as well. I think they reduced the crew size down to a factor of 10 at a minimum. I mean crewing a capital ship using on 50 crew please.[/quote] technically it uses only 50 supply. we have no idea the amount of supply to crew ratio. if the kol has 2500 crew then it woul
I know this topic has been beaten to death already, but is there a workable way of having sins use more than one processor?
Im not saying a moving turret, but that something the size and cost of a turret, that was in a ship that could never leave the planet. I believe it would give a little more flexibility in planning defenses. For example when you cram all your defenses to one side of the planet to ward off attacks, it would be nice to be able to move them. But moving defenses that do not take supply points, but tactical points.
The only way to get a fleet to jump with a spinning ship is to destroy that ship. My level 10 titan did that and to save my 12 caps i had to blow up the titan
SO i had an idea while playing sins a couple nights ago about a new type of star system defense. In essence for planetary defense you have largely immobile defenses. In one of my favorite book series there is something called an LAC or Light Attack Craft. these are in system ships only, typically used for defense, they cannot phase jump. I propose a set of system defense ships which would have relatively the same strength as the gauss/missile/defense platforms but mobile. They
i know i posted this on april 1st, but it was not a joke :D
So i have noticed two problems with ship movements. Not sure if it is because of the race im playing or not. First, when i was playing the advent legitimately during the brief accidental patch release, i had a couple problems. First, my ships were doing ballet in space. Im not kidding, they were spinning like tops. The reason being is because a capital ship or a titan would literally vanish from the gravity well. when you click onto the ship and zoom in you get a black point of space, no ship
One issue i have noticed is that when i first send my frigates to explore(random medium large) they explore just fine, however the phase lanes, and the gravity well are gone. The planet can be accessed, however when i am sitting at the planet only a ring shows, not the typical gravity well. anybody else experience this?
[quote who="tysothepirate" reply="8" id="3116720"]As a new Artifact you could have a Titan - an extra pre-cursor Titan discovered that immediately comes into play under your control at the system. What would be really kewl is if it looked like Space BattleShip Yamato [/quote] I made this thead about PLANETARY RESOURCES not artifacts guys. But, your suggestion does have merit. Maybe some kind of system defense forces that don't have phase drives.
Hey you know that screen that shows up while loading. the devs put a message into it for you.
I just wanted to be clear my idea is for planetary resources, NOT planetary artifacts. resources are like dense molten core, or penal colony, or media hub. things like that. I think that rather than having a set resource for a certain planet type, have it come from a random selection.
So i thought it would be cool to have new planetary resources on planets. heres a small list of ones that might be cool: 1. an artifact that slows all ships phase space jump speed away from the planet, not just your enemies.(could stack with your own jump destabilizer?) 2. pirates curse: a curse that scares pirates so much they wont raid that particular planet ever. 3. part planet: higher credit income from tourists, but ships only gain 90% of the normal experience in
Another point of concern over having an extra module for a starbase would be that the star bases are "new" creations, and the artifacts are ancient.
for stars that have that i always post a dunov or a advent colony capital ship by it and set it to not attack anything.
[quote who="travitar" reply="5" id="3114133"]If they are going to give multiple cap ships a special buff by being near each other, they might as well allow 5 or 6 of them to link up together and form Voltron, as I have illustrated below. Reduced 77%Original 740 x 416 [/quote] careful, the devs might take your idea and run with it lol.
What i was trying to say through my delerium from sleep deprevation is that having buffs for having certain types of ships would be cool. Not all of the buffs would have to be combat related either. Say you have 4 dunovs, then you would have a buff that would give them area of effect shield restore because some of the shield energy bled off of the original beam. Or if you had 5 carriers you could convince your pilots to become suicide bombers dealing higher damage. stuff like that.
[quote who="Scudhawk" reply="2" id="3112836"]As long as all participants can attack at the same time I don't see why not. It might be better if the armistice ability caused all strike craft to return to their host as an added effect.[/quote] This may be a good idea, however, when you have 100+ strike craft that try to undock all at once, your computer might just explode. As a counter to your idea, my offer of a solution is to have all strike craft return to their sh
Billy Mays mode to OFF please. I am satisfied with the update speed so far. i dont mind waiting longer for an update if it means that the patches actually accomplish something!
So i was thinking about capital ship buffs and how well they work with fleets, so i propose that a new series of buffs get added. For example, there is an achievement which you earn by having all types of capital ships built at the same time. My idea is this: If you have in the same gravity well one of each type of flagship they get an added bonus buff. Or, if you have say 4 dreadnaughts in the same gravity well they get a buff to increase bombardment damage. The buffs could be even b