bgilliford

bgilliford

Joined Member # 4031491
2 Posts 16 Replies 142 Reputation

[quote who="Mrkz81" reply="56" id="3155740"] Quoting bgilliford, reply 53 CUT CUT CUT Ok but that does not change what many people are saying ... . the innovations brought by Rebellion are not that much. period. [/quote] They don't have to be. The OP was going

74 Replies 234,728 Views

Ok... where to begin with this. Firstly I want to say that I understand your sentiment and your disappointment. However that being said I have to ask you a fairly simple question. Do you not understand how business works? Retail perhaps? The whole point of a company is to make a product and/or service and sell it. Once upon a time you sold good products and gained merit thus more sales for and it became a chain of "Good branding". Throw that out the window. In today&#39

74 Replies 234,728 Views

Ah I see. I was playing and fighting pirates at the pirate base to farm XP for my ships and got hit with a fairly long duration "Passive Regen disabled" debuff and it probably lasted a good 5 minutes. Very very potent.

6 Replies 7,537 Views

I just got the beta of Rebellion and I noticed the corvettes have a passive regen debuff which is quite nifty. I noticed that it stacks as well, so the question is does this effect stack up to 100%? (The most I saw it stack up to was 30%)

6 Replies 7,537 Views

Imo Sin's Capital ships are important and carry weight because they level up and it can take quite abit of effort and work to get them to higher levels which in turn makes you want to protect them. If Titans don't "level up" then they need to carry weight and be important for other reasons otherwise you simply end up trying to push out as many as you can, or if there's a limit pushing one out everytime one dies. It gets really meaningless.

40 Replies 43,378 Views

When I mention that I don't want a game ending unit I don't mean a unit that can be used to break defense bulwarks. That is obviously very needed considering it's possible for a person to build a massive bulwark of defensable systems in this game that as people have said force "end game" to end with surrendering. However what I mean by referencing supreme commander is that a monkeylord doesn't end the game. However pre-experimental and experimental artillery can and WILL end t

40 Replies 43,378 Views

[quote who="GoaFan77" reply="4" id="2950209"]The reasons Starbases got so many tech tree upgrades were that they were meant to be used early mid game, yet had to increase in power in order to stay relevant late game. I don't think Titans be this way, its likely they will be the sort of game ending unit Sins has never had. If the Devs go in this direction then I doubt Starbases will get much of an upgrade. Basically building a Titan should be like building the Death Star, you've got to

40 Replies 43,378 Views

Imo there are a few ways of balancing this sort of ship. The most common approach would be simply to make it's supply cost so high that you have to weigh the investment "IE is it worth having 250 of my fleet supply taken up by one ship that can only respond to one situation at a time?" That can be very impractical given the potential variation on "map" size. Another option would be to simply have a hard limit on how many you can field. IE 5 per empire. However that has the

20 Replies 15,785 Views

Yeah I would also be very interested in knowing how exactly you are adapting your play style to suit the diplomacy pirates. Seeing as how in a game I have right now that's at about the 3 hour mark pirates are basically attacking everyone each time they count down. Bounty doesn't seem to even be a factor the axe comes down on me and all the AI though it doesn't really seem to affect the AI that much it's pretty frustrating when you essentially have to just say "ok well that planet is gone"

15 Replies 9,998 Views

Imo pirates should never be able to be used to completely flatten opposing players. Even if you had 50k credits to spend on pirates and pirates alone... you should end up with a massive pirate force sure... but the only way the pirates should "beat" the player is through numbers not actual ship strength. Right now given enough time (Only an hour or two in current games) the pirates do both. Even a small force of pirates outmatch the player ship to ship. Throw in the fact that they have more n

10 Replies 7,710 Views

The problem with that logic is pirates are a great and awesome feature in the game and generally speaking I don't think people want to turn them off or at least they don't want to "have" to turn them off. I know I don't. Heck I'd rather they get put back down to the level they were in original sins even though they were crap and essentially cannon fodder... at least you didn't have to disable them to play the game. You shouldn't have to disable a core feature of the game becau

10 Replies 7,710 Views

The problem with the "farming" of pirates based on numbers concept is that it can happen anyway. The idea of the pirate's being aimed via bounty is meant to serve two purposes... harrassing the enemy and leaving them "preoccupied" while you deal out your own attack. I don't want pirates to go back down to being fodder for starbases and/or a fleet... but at the same time I don't want pirates to send 50 ships and take out a starbase and 200-300 of your ships. That to me does not make an

11 Replies 6,598 Views

Hmmm Distant Stars mod? I don't play with any mods and haven't really particularly had much interest in playing with any. The game is very solid as it is... except for the pirates really. And its not like its even unplayable... but I like to play on huge random maps and I find that a few things seem to ALWAYS occur in these games. I have an AI player in my local system so essentially it becomes a planet "tug o war" very quickly which essentially puts a cap on how high I can build up due to la

11 Replies 6,598 Views

Yeah but when pirates are pushing out 100 ships that are all equal to what would be a level 20 capital ship... that's too far and really almost everyone knows it I think pirates should scale up to your empire but not to the point that if they attack a planet no matter how defended it is... you're going to lose it. That's not fun. The only way that should happen is if people have sunk a considerable amount of money into them and not beaten their previous fleets. Or they were sent on a mission

11 Replies 6,598 Views

Hmmm I think the game would be kinda boring without the pirates in a player game. Though I guess pirates are really a fairly unique feature in a RTS. If the scaling was capped and/or they tied the the pirate power directly to the money they have going in then it would be quite balanced and a lot more fun. But I guess it's really just a matter of waiting for a patch to hopefully get released.

11 Replies 6,598 Views

Not to be rash... but I bought Trinity which is basically the whole "package" and if you haven't actually played it you probably shouldn't be commenting. Personally I like pirates because as I said before... it throws a wildcard into the mix that adds to the complexity and fun of the game. Even in an all player game (Which I haven't had the joy of trying yet due to being in australia with really bad ping times) I would say pirates would be great fun... yes I played the game prior to diplomacy

11 Replies 6,598 Views

I haven't bothered posting on this issue because it seems as though everyone else has it pretty well covered but a couple things I think I have to reiterate about the pirate "issue" that has only been brought up once so far that I've read... Pirates commit piracy and attack based on a bid value or if there is no value they pick a random target to attack and essentially throw ships at it. This is silly. Even if it made sense on the space setting there are a few quirks to it. F

11 Replies 6,598 Views

Sigh I bought Sins Trinity today in australia. I've installed it from scratch... Played the game and wanted to test out the new features (Having played the original) on testing the missions and had the crash/minidump. So I thought okay need to update. Had a pain of a time getting impulse to work (It didn't want to accept my serial) finally I cancelled and it logged in anyway. Apparently it had accepted my serial... Very odd. So I updated the game

8 Replies 10,086 Views