Tobiwahn, thanks for the heads-up on Hegemonia. I've not played it, but it sounds worth checking out. LaFreeze: Good point. A hit location / directional armor system not fully thought out is worse than no such system. In such a broad game as Sins, player attention is a scarce commodity: if units don't have reasonable default or toggle-able targeting scripts, "battle fighting" could turn into "painful battle micromanagement."
tymestar
In keeping with the space-combat focus of Sins: : Directional Physical Armor: Armor plate strength varies between bow plate / stern plate / flanks / belly / top deck. This creates an incentive for flanking and envelopment tactics, or the like - or the developed of guided missile techs. An implication is that it c
Your imagination does you credit, Kestrel. Seeing the narrative and drama in emergent situations is... well, the trait of a storyteller. Once I heard a musician disucssing: "Why is it there are technically expert classical musicians who can hit every note perfect, but old jazz cats who can play one note, and it makes your heart ache?" I agree the game lends itself to sufficient complexity to create "epic" situations... but ultimately, the ability to see them as such reside
Sins focus = space. Yes! Good... In a "perfect" world we'd have it all... and a toaster... and directional armor, etc., but I'm happy to see Sins focus on key strengths. That said, I couldn't help having some fun... Conventional Combat Integration Method Objective: Retain space focus of the game, do not overtax player att
Shout out for IC, for addressing the pirates. Good or bad? That's an opinion... but they definitely have game-changing potency as is. Although I'd love to see a "nerf pirates" option, acknowledgement to those dig them... and I do have to admit I've taken some pleasure in using them as a monetary wand-of-death +5... Only gravity gets it all perfect. I'm new to Sins but am thoroughly impressed by, the complexity it tackles, and the intuitive + sophistocated