The AI sucks. The Rebellion beta AI sucks even more. Half your complaints are a result of this, such as lategame getting a mopup operation (I suggest unfair or higher AI to reduce this). You can turn cargo ships on and off ingame. I do it all the time, never had to get out of the game for it. Unless they changed it in the latest beta patch. You can unpin planets that you don't need to see all the time and fold charts of planets you don't currently reside
mcintire
Actually large groups of smaller ships are very realistic. They are harder to hit and distribute the firepower more equally. If you lose some of them the impact is less noticable than losing one out of two capships. Large groups of just one shiptype on the other hand tend to have many openings, like being glass cannons (LRMs) or losing their only weapons easily to flak fire (support carriers). Learning how to counter them and how to set up fleets effective in taking out various different trea
Considering planting just one SB in the enemy well and have it stay alive until it has its supply ability and sufficient armor already needs some serious Akkan action and luck I guess it pans out fine. Especially if you want to plant them on the right side of the well from the start (the side where the enemy reinforcements come from).
Well it's not like you'd be trapped in your part of the system until another planet jumps into range, it'd be more of an "I can only reach the three pockets in range and have to go further from there", sort of phase lines that arrange themselves by the relative position of the planet pockets to each other. Not every pocket needs to have a planet as centerpoint, either. Asteroid belts and other points of interest could have their own pockets as well. We don't want to limit the
From the infocard of the research it's supposed to only work on your wells, but it just adds a +1 on the limit of all wells. I don't think it's a bad thing though, TEC loyalists depend heavily on being on their own turf, the second starbase in neutral or enemy wells kinda gives them the edge they lack when going for the enemy.
1: Depends on what you expect out of it. The core game is still the same, but the addition of the titans and corvettes juggled fleet composition around quite a bit. Also every faction got one unique capship that fills its very own role. The factions can now be played quite differently depending on the sub-faction. The game didn't reinvent the wheel, though. You might have to wait for sins 2 for that. 2: Not that I'd know about, bot others might know more aobut that tha
Maybe that is the part where the realism should be toned down a little. Maybe have groups of planetary bodies that are close together stay together and have them act as mini-systems within the systems that can be mover through with sublight engines and connect them with phase lanes. Reduce the number of areas that need to be jumped to, but increase tha amount of stuff to do in those pockets. The phase lanes could be preset or dynamic, only connecting pockets of space that are close enough to
Which is why I suggested to research an increase in level keep up to 6, enough to keep your ultimate if needed. This further decreases the impact of losing it later into the game and at the same time keeps frigates as viable counter early on. A lower level titan still has a chance to win against a higher level one given the right situation. In a 1 vs 1 titan fight that's not the case, of course. But with a protective fleet that's a whole other deal. If it is fully possible to
Considering the planets in sins are not in scale I'm not quite sure about the number of planetary bodies per "system/galaxy/whatever". First of half the planets in the sol system are actually "gas giants", uninhabitable. Secondly, some of the moons those gas giants have are the size of mars or bigger. The definition of "moons" in sins seems to be the earth type moon of small piece of space rock, but some of the other moons in our system could actually be more inhabitable than their planet
I tried promoting the idea that the level is only kept up to level 4, anything beyond is reset to level 4 with the XP being reduced to the XP limit for that level. In addition they could get a high tier research that increases the level cap to 6 and the XP to the corresponding level limit. There have been many proposes about how you could just take away half their XP, their level or just reduce it to 1 again. Personally I can see the problem with Titans being level 1 again aft
[quote who="bloodmoon8989" reply="26" id="3134495"]My only two replies is this. 1.The Nova's destroy a planet in 1 hit and bring down home planets to about 200 health with one shot. [/quote]uhmm.. Novas do 3500 damage to a planet, this means a fully upgraded planet takes 1 hit and has 2500 HP left. The only planet type that can be reliable killed in 1 shot are asteroids/moons. As for starbases, I would like to remind you that Starbases of all factions can be used t
Erm, Seleuceia... the post you linked to only implies that they might bump up the number of permitted weapons, not their strenght. Edit: counting minor planetary bodies (moons, asteroids, etc... ) sol system has more than 100 planetary bodies.
I'd like if moons were part of a planet and could be used for additional population and logisitc/tactial slots. If a planet has a moon you can research a (level 6 I guess) tech that permits you to expand your population to the moon. This grants you additional popuation that is immune to planet bombing, 4 logistic slots and 6 to 8 tactical slots. The moon orbits the gravity well of the planet itself, but at the outer edge (it also slowly rotates around the planet if possible). Of course th
Well, I never considered the limit bing nerf, just an annoying limit (always makes me think about HW2 with small fleet settings :S). But there are voices claiming they needed to be less effective, which I kinda find ridiculous.
[quote who="XubXub" reply="7" id="3134313"] I'm tempted to agree, but the amount of shenanigans you can pull with a kostura and a fleet with an Antorak is fiendish. The big question on my mind is, if Vasari rebels get phase jumping orkys, does that mean you can shoot a world with the kostura and drop a fully upgraded orky on them? And, once the world is a burnt cinder, activate the orky's phase and jump back home? That sounds far too OP if so, but a sadistic part of me sort of ho
Funny how people completely fail to see that the issue with superweapons and many more problems in the game are AI issues. Mabye it's just cause I played diplomacy for so long, but I realized on my first play in rebellion that the AI was broken pretty bad. The superweapon issue only happens cause the AI doesn't know how to build anything else. In diplomacy the AI started building one or two supers two hours into the game, and only if you tried to turtle and they couldn't g
You think that is an absurd number? I've seen 1000 plus ships on pirate bases. Back in diplomacy their raids were so ridicously strong you needed a maxed out starbase + well placed defenses and a good support fleet in your well to keep them off. But since the AI sucked at that they got their ass handed to them by the pirates and the pirate fleet got back to their base with little losses and just sat there for the rest of the game (that is probably what happened in your case as well). This
Oh yes, let's limit the number of ships so everyone is forced to build the same number of the same ships. And lets remove Advent and Vasari, they are too different. Oh, and the TEC rebels, too. They are also too different. If everyone has the same number of ships with the same attributes then it'll be fair! LRM spam can be countered by support carriers, Dunovs or Progenitors prolong the life of your structures and defensive fleet. If you know how to knock out one-unit spam the
The problem with the Nova is that it doesn't actually give the player using it any advantage in battle, it can only be used to whittle down the enemy economically. The Kostura has great strategic value in terms of being able to soften an enemy for an incoming attack, and even providing you with the means of getting there. The Delivarence has great potential to weaken enemy battle strenght in the influenced well, if the manage to fix the "can easily be blocked through culture centers" prob
Advent starbase: Tradeport that is about as effective as two normal tradeports, 30% extra allegiance (equals 30% stronger resource and planet income), extremely strong temple of communion. Takes up 6 starbase slots, frees up 20 logistic slots (if all abilities were maxed out) on backwards planets. Leaves open two slots (1 can be used for aux gov if needed). TEC starbase: Tradeport as effective as 3.5 to 4 normal tradeports (on step 2), frigate factory that builds 2 times/3.5 times as
Especially the huge maps have more than 12 artifacts, so some of them are inevitably duplicates. Also some maps have preset artifacts on the players' homeworlds to amend mapping issues (like jump drive relic when the homeworlds are on stars with only one or two planets)
In victory conditions like "last flagship standing" or "last homeworld standing" the AI should not give up unless you actually did what the victory condition requires you to. Otherwise there is no point in using that victory condition in the first place. The AI also needs to learn to actually go for the occupation planet. It'd be nice if I was actually beaten to it by them once... Or if they attacked me there.
[quote who="XubXub" reply="20" id="3133410"] Quoting Volt_Cruelerz, reply 5 People just need to learn their counters... I really hate when people pretend a starbase is a counter... Lets do some math. Novalith price, before reductions: 8000 credits, 600 metal, 500 crystal. Argonev (with auxillary government) price, before reductions: 4800 credits, 725 metal, 525 crystal. That's 60% of the credits, and over 100% the amount of resour
Not one of the superweapons can kill the enemy by itself. All that superweapons can do is softening the enemy up so you have an easier time attacking. The only superweapon that could possibly wint he game on it's own is the nova, and that only if you manage to kill the enemy Capital planet before the opponent gets aux gov. Superweapons are actually one of the more tactical assets in the game, if used right (read as: by a human and not some dumb AI that has no idea what it should d
10%farther than the regular shot. Select the turret, hold down ALT (to show the turret's normal range), then hover your mouse over the special attack button in the turrets command menu. This way you can see both of them at once.