Wow. It's like a whole new game, I can't wait.
Sorael
[quote]This is what I had originally picture sins to be. Basically Moo/GalCiv without a turn button. I do like RTS games anyways, so I'm still having fun with it but it would have been nice to really get a true 4x game with real time dynamics.[/quote] If you want the game to be more 4x then there's an easy way to achieve that. Make well thought out suggestions on the forum. Make sure to be detailed and support your suggestions with evidence. The devs are listening. Be aware
[quote]That's the beauty of it: In a balanced game, everybody is happy.[/quote] Of course they are trying to get the game as perfectly balanced as possible. Frogboy is just saying that there is a limit to the time and energy that they can spend on play balancing when there are other parts of the game that need work. The other major problem is that a lot of posters are just bitching and whining about play balance when they lose. A lot of perceived imbalances are just people
scouts are effective against LRM, they are cheap and have anti-light weapons. With the added bonus that you have have twices as many for the same number of fleet points.
[quote] Instead of sending fleets to neighboring planets around a solar system, i think it would be cooler to send them out to many, different solar systems.[/quote] I'm sorry, but have you actually played the game. You can set the game up with a lot of stars (solar systems).
[quote]The unique thing i miss in sins' diplomacy, is, when i have a peace treat with AI, that i can't ask for help or ask for attack a planet, etc.[/quote] you can, just click on your allies ships
[quote]But my main question is: what is actually wrong with the idea of a percentage fleet cap? Everyone I've seen (forgive me if I've missed one) just stated that the percentage cap is a bad idea, but no one actually says why. I can't see anything wrong with it - it worked very well in Homeworld 2 (although there it's an absolute limit and not a percentage limit).[/quote] The reason that a percentage cap is a bad idea is simple; it is an arbitrary limit on what the player can do. Rest
The key to victory is to control more resources than anyone else. That and scouting.
I think the reverie ability of the revelation BC needs to be adjusted. Currently, with three points in that ability, it is possible to lock-down up to three enemy ships for as long as you desire. I have had several battles, that should have been pretty even, end up quite one sided because I was able to keep all my opponents capital ships out of action until I had destroyed all his frigates and cruisers. To me this seems a little over powered. I have been thinking about ways that this ability
The advent, because they are all kinds of amazing and they have the best looking ships.
It's INSTALLED... see ya suckers :CONGRAT:
Clearly the Vasari are not what people expected them to be... That doesn't mean that there's anything wrong with them. I admit that I was somewhat disappointed when I first tried the Vasari and discovered that the basically had all the same ship and building types as the TEC. Then I realized that there are certain roles that need to be filled for either faction to have any real chance on winning and there's really no good reason to be have radical differences. Also, there are significant diffe
It has been released!!!
it's called evolution. We are almost certain to be replaced by a superior species one day, it may as well be one we created.
In the last couple of games that I played (usually 20-25 planets, with 3-5 AI, all set to hard), the AI has been largely unable to defend itself against the marauder attacks. The result is that the game becomes, me trying to swat all the marauder fleets while slowly conquering AI planets, which are virtually undefended. While I do like the fact that the marauders are dangerous enough to worry about, there are currently too many of them.
I happen to like the fact that one resource is more scares than the other. It makes for some interesting gameplay decisions and really forces the player to think about what they are going to build. It certainly makes ice worlds very valuable. I think it would be interesting though if it were possible that the galaxy be generated in such a way that sometimes metal was the scares resource, or even credits.
That burger looks pretty impressive, but I have to say that the lord of all fast food burgers is the sirloin burger from jack-in-the-box. It's a giant (by fast food standards) meat paddy with the option of really swiss cheese and grilled onions, throw some bacon and ketchup on there and I'm in flavour heaven, drool... It's so good that I've gained 5lbs since I first found out it existed.
Most of the stuff you are suggesting is either already in the game or is a known bug (such as the fighters not making other strike craft their main priority). One thing that I do agree with though is that the marauders need to be toned down a bit, or at least let the player have the option to select how strong they are. In the last game I played the marauders came in such vast numbers that the AI was completely unable to function. The game simply became me vs. the pirate ships, as my large fl
Great job guys, the game looks very promising. One thing though, could you add another difficulty level that is harder than hard. Maybe one where the AI cheats a bit, a 15% bonus to their economy and construction, or something.
While I do tend to agree with sentient in that the cruisers do have their uses, especially the mini carriers. However, I also can't see enough difference between them and the frigates to necessitate them having their own class. Giving them a hitpoint and shield upgrade, along with increasing their cost, would help to differentiate them. Adding a few more abilities to some of the cruiser would be pretty good too. For instance the kodiak could really use an anti fighter upgrade, a point defenc
These are some really excellent ideas. I especially like the ideal of critical hits being able to damage or destroy specific systems. One thing that I would like to see is the ability to set the targeting priority of my ships. Basically you would select an enemy and hit a key and this would change how likely your ships are to target that particular enemy. As an example: you have a fleet with two destroyers, a carrier and a mixed group of scouts and flax frigates, the capital ships