Awac A

Awac A

Joined Member # 637477
2 Posts 89 Replies 1,097 Reputation

Ive was first against the high upkeep ill admit. But after playing some more its not really that bad. As your empiere grows you will turn more and more to trade for your credits income. Your resources if depletet can be maintained by refinary ships.

19 Replies 3,744 Views

Imo the amount of research fits nicely. Ofc more allways help Tbh i think the research vary greatly. If you are very active in combat you burn alot of ships = less money for research. But if you turtle or its peacefull in your part of the galaxy then yes, you can go through the research rather quick. Also your amount of resources set in the options have something to say. As the captial

23 Replies 7,889 Views

I guess for the TDC faction, it would make a bit sense how it is. If you read the back ground all of there captial ships are old trade vessels that have been convertet. Except for the Kol. And the Kol do have a significant amount of guns I hope we see bigger captial ships in beta2 with more guns.

4 Replies 2,786 Views

Make capitalships vunerable to when there are squadons of bombers They are. I make extensive use of bombers myself--in my current game, the AI sent a large fleet (the largest I've seen the AI send thus far, anyway--probably 8 or so caps and a mass of frigates) to intercept my attack on one of its planets. As the fleet arrived and started moving towards my end of the well, I just selected all my bombers, queued up attack

482 Replies 351,172 Views

Also, defending fleets will be able to pick off the earliest attacker ships to arrive with massive focus fire since the attacker fleet never arrives at the same moment. Paradoxnt you can set your ships to arrive at a gravity well at the same time. And it do work. On the multiplayer note. If some guy gets traped behind someone elses space. Dosent that simply mean that he was to slow? is that any different then a rush tactics in any other RTS?. An

211 Replies 75,905 Views

Dont you all fear it would end up way to easy to jump to the back of someones empiere and wreck havoc? even with the tier research for jump range? And as it is now its not like the gauss turrets are overpowered. And they have a rather short range. On many occasions i have been able to go to the back of a planet and bombard it from behind, out of reach from the turrets. The enemy was forced to respond but couldnt fight me in his gauss umbrella. Also people make it sound like captial ships wil

482 Replies 351,172 Views
Reply to Abilities in Beta Feedback

The rail gun? thingy on the Kol to alot more dmg on rank 3 then rank 1. Also alot of the other effects have noticeable changes. Maybe not graphic wise. But there effect do change. Look on the denov? class cruiser with the shield recharge. If you have that on rank 3 it will fill up a captial ship to full compared to a rank 1 that hardly do anything

5 Replies 2,960 Views

Im not totaly against a change in how phase lanes work. But if removing em turns the game into nothing but a hit and run game, then i dont think it would be very fun. People now complain about how enemy ships can jump around from planet to planet in your empire until you cut em off with inhibitors. Then imagin how it would work if there was no lanes. You would have to build inhibitors in every gravity well. But why are the devs against a jump range based on some kind of fuel? If ra

211 Replies 75,905 Views

if the game is to slow, multiplayer could en up not being fun, since you couldnt play a big map. A big map with say 3 galaxyes and some 8 players? Maybe if they add so that you can save and load a multiplayer game?

7 Replies 3,458 Views

imo planets shouldnt orbit. Id rather like bigger ships introduced to overcome planet defence. As it is the planet defence arent even that great. Orbiting planets will be confusing i think. I like the idea about the tactical sensors. But for this to work in a proper way the gravity wells should be bigger, so you have room to manouver. Also the player made phaselines sounds like a awesome idea. But it should be some kind of super power, either costing alot of resources or/and a timer. Ma

482 Replies 351,172 Views

I agree that the AI on the special abilitys could use a bit of tweaking. Those special abilitys should in general only be used on captial ships i think. Unselect able fighters would also be welcome. I think bombers should attack the same target as its mothership while figthers should always aim at enemy bombers/fighters

3 Replies 2,382 Views

I can see perfomance might bug down with that many figther squads he he. But as it is now i dont feel they pack enough of a punch. If the enemy brings just a few flak frigates all my fighters are blown out of the sky in no time. Ofc the same is true for when i bring flak frigates to the enemy. But i just think it kinda renders em not that usefull the fighters that is.

19 Replies 43,330 Views

Id like trade to be something that encurage some kind of diplomacy. Like a big empiere will get all his tax taken by upkeep or the 75%. In order to keep a high cash flow he will have to turn to trade. That means he simply cant declear war on everyone. Ofc trade with other empieres will generate alot more money then internal trade. This should open up some fun options in multiplayer. If a player gets to big, the other small players could maybe embargo him, so he dont have a trade par

16 Replies 26,452 Views

#3. 3D tactics and strategies need to be offered to take advantage of the 3D maps. While some might say 3D tactics and strategies would make the game more complex for the average gamer, it is important to remember the average gamer isn't into Science Fiction Space Empire building games. I would guess most of us interested in this game also played and loved the Homeworld series, and 3D tactics would not be a problem for us...in fact, we would prefer complex 3D tact

482 Replies 351,172 Views

Trading income is seperate from taxation income AFAIK so even with a 75% maintenance I was make money hand over fist though it said 16. hmm, im just so cetain that i was out of money all the time in my last 75% game, and this was with ALOT of trade ships around, talk about a average of 8k gold laying around in trade ships all the time. Which i guess is quite a bit. Ill give it another go and see how i feel about it. If it is such that

21 Replies 9,741 Views

we are in beta and your already talking about a expansion I hope we will see larger ships in vanilla sins as the beta move along. As it is now the difference between ships simply dont seems "epic" enough. But ok i have also been a fan of the super star destroyer.

4 Replies 16,369 Views

However, we have experimented extensively with Z placement of the planetary and solar systems and the code still exists to make this happen but it just got too confusing. If there is enough feedback to warrant re-instating it we will give it another shot but for the moment it seems to add very little at a lot of cost. I dont think placing planets etc along the Z axis will be a good idea at all. It will simply confuse. It works out in a game like "Sword o

10 Replies 4,888 Views

I think it would be cool if your fighters had to dock with its mothership before going to phase jump. becasue I think smaller ships shouldnt be able to fit a warp engine. If you have made a group of a bunch of ships they should wait for each other before making a phase jump, instead of just jumping as soon as they can. at leats some sort of command to have them wait. If you right click on the move icon you can se if the group should wait fo

482 Replies 351,172 Views

ah, ok. so, if you have 5 at a border planet, will it be able to overpower a nearby planet with say only 1-3 of them? yep. you can see how it spreads if you try and build a broadcast pod in your home planet. Then monitor how it spreads it should give you a idea of how it works.

21 Replies 9,741 Views

I like high maintainance, prevents you from building a super large fleet when you are low on planets But but, if your low on planets i doubt you will have the resources to build a large fleet anyhow. ofc you can argue that the high upkeep helps keep big players in check. Since if you only have a few planets and small empiere, you could actualy end up making the same amount of credits and resources as a very big player becuouse he is proberly bo

21 Replies 9,741 Views

if you build a broadcast pod you will see its making a certain culture/second. Build 2x and you get 2x culture/second. but culture caps at 10% but it spreads to nearby planets slowly. If you research the culture techs it will spread more effecient.

21 Replies 9,741 Views

Anti-Matter: -Problem: I know it is Beta and perhaps this is just something that was not gotten to before release. The Colonization Frigate takes forever to bring its Anti-matter store to a high enough point that it can be used for colonization. Often I have to wait a couple of minutes for it to colonize since it is using anti-matter. -Suggestion: either eliminate the useage of anti-matter and just use the cooldown, or switch anti-matter usage for Col.

482 Replies 351,172 Views

Just had my first crash, game froze and the music looped, then up poped a little window with a icon of sins and name "MiniDump" in the windows task bar, i didnt do anything out of the ordinary, so no clue. I was able to ctrl+alt+del and close sins, the minidump window went down withit. I have smart exception on now, and wont be playing without it

294 Replies 241,712 Views

Fleet control is the only concern I have at this point. I would like to see some way of creating a fleet that will stick together and be easily selectable. The click-drag doesn't quite get it. Also, it would be nice to be able to select ships on the left drop-down via a cntl-click to join together for one command. /signed Ive also thought about the fleet idea. Make it so you can make fleets, not simply a ctrl-# group. But a fleet t

18 Replies 6,710 Views

in general i think the research options needs to be spiced up some But i doubt its finished yet.

7 Replies 4,788 Views