Gauntlet03

Gauntlet03

Joined Last seen Member # 847148
263 Posts 1,096 Replies 2,484 Reputation

there is absolutely no reason not to have a patrol command. Frankly its existed in virtually every RTS that was ever worth playing, even though in most it was not terribly useful. I do believe Sup-Com is the only game I have ever found it to be absolutely NEEDED. But the fact that sins does not have it flies in the face of tradition. Thats not to say we 'NEED' it, just that it is awfully odd that it doesn't already exist.

74 Replies 33,545 Views

Really? Shouldn't that be something more substantial, like I dunno, your first Marriage? :LOL:

105 Replies 147,453 Views

making the squadrons automated entirely would probablly balance out the terribleness of Flak lol... they would all choose different targets and the focus bombing would be significantly reduced. Not saying for or against mind you!

16 Replies 6,264 Views

I think the best suggestion was the graphical issue of scale, hes right currently battles are a little too out-ranged for happy vieiwing and manuvering would be terrific. Any post that agues for the current system based on realism is a tad odd. Its a game leave realism where it is, in real life. The devs have stated that they generally want things to be cinematic, IE star wars and such. So I wouldn't mind seeing Frigates zipping around for attack runs like fighters. The problem

31 Replies 10,997 Views

they are more effective as they dont waste time swinging around, its just that you cannot specify their target (or else they start swining) and that they must be manually moved to positions. If the battle shifts too far you have to move them again. Its a behavoir that should probablly be taken away, just remove the Hold Stance for fighters/bombers.

6 Replies 2,980 Views

notably I posted that and the list, and since it came from me I was hardly trying to discredit any tests. It was just honest expression of something I'd enjoy testing. Psychoak had suggestions but he didn't post that.

129 Replies 162,110 Views

The placement AI would work better as 2 rings... the ring around the planet as close as possible would be for placing civ structures... and a slighly farther out ring, (the half range of a gauss turret perhaps) would be where it places defenses. This way the planet is protected from JUST a few siege frigates lol... they will be spread out, but killing one turret is more painful than flying around ten. Even if the turret loses. Currently the siege frigate is the greatest AI kill

19 Replies 6,683 Views

not a big issue per-se, every race will need a counter to 3 dunovs. (or even 2) Psychoak, you need to read a little more thoroughly, for some reason when you quote a test with 2 Dunovs you write about 3. More importantly, I decided to test the Antoraks because they were suggested by other people. Namely Schod and Annatar. Not my fault people thought those would work and they didn't. Your main argument is in my ship choices, its called being thorough, who said I was d

129 Replies 162,110 Views

funny thing is the CFW supply ships had an automate option that worked like this. LoL No idea how to get that to work but it would be very cool

26 Replies 7,751 Views

I've started doing that in my mod, I have stars randomizing what abilities they have as well as between the 'regular' size and 150% size. I could add a 50% and a 125% and a 200%.

7 Replies 17,462 Views

Thats what I meant, just make all the ships capital ships and adjust their leveling values, as well as the obvious HP speed etcetcetc. Its allot of work but its fairly simple and straightforward.

8 Replies 6,902 Views

good point Annatar, I don't know how to make it possible to have 'two' lines of antimatter if you will, one being supply, the other being for specials. Then again our favorite choice example of CFW simply had specials use supply, which did prevent too much spamming, or at least required more supply ships. The capacitor idea is neat, I think perhaps a single 'supply' capital ship would be good for this. Notably the supply ships in CFW eventually 'ran dry' too and had to return

26 Replies 7,751 Views

For example you could set supply ships to be 0 fleet supply. Thats entirely possible. Just make them expensive, or have a seperate limit of say 30 of them, just like how Capships have a seperate limit. Plenty of ways around that issue. Oh and the 'supply' ship could also grant a small bonus to fire rate for ships in its general area, meaning that if you risk the supply ships in the battle the offensive player gets a risky advantage over the Defender who has little reason to hav

26 Replies 7,751 Views

well i'll be devil's advocate for just a moment. Its entirely possible to 'raid' the enemy in the sense you suggest currently, you just need to destroy his planets with Krosovs. Raiding the economy directly doesn't do very much right now and weve talked about that, buts its still possible to overwhelm steam roll fleets by spreading out and hitting multiple targets. its just very very hard to do later on in the game when planets have plentiful defenses. Often Due to infinite res

129 Replies 162,110 Views

non-violence isn't really a genuine option right now in the current build anyways. The moment you launch a culture attempt the enemy will build culture to backpedal yours and at the same time launch a military strike to attempt to knock out the culture centers, meaning you require enough fleet to defend and enough culture to overwhelm. Still quite violent overall. Perhaps if flipping a planet unassisted was the last culture upgrade and we did everything else that was mentioned.

14 Replies 16,322 Views

hmmm it would be helpful if a green marker was placed where this 'default location' was. With a diameter circle marking from there.

12 Replies 25,267 Views

Heyhey- I didn't mean to clump you in with Schod, simply explaining why I'm a tad defensive, not saying you were [I]doing[/I] as others. Schod's arguments use allot of non-rational thinking IMO, but he didn't outright call anyone stupid in this thread. That particular bit of rudeness belongs to Psychoak. Like I said before, your arguments are reasonable, we just disagree.

129 Replies 162,110 Views

Yeah go with Sins, itll just be easier to mod, I'd wager. Plus think of the possibilites... B5, Star Wars, obviously but there are allot of possible and great mods. Not to mention supply could work well with B5 too. Though I like the idea of adding the Mantis from CFW to straight up Sins, as they would be very pretty with that many fighters flying about!

26 Replies 7,751 Views