Even if we were convinced this was a good thing, it's too late to make such a radical gameplay change now. Yes, but convincing you may add new strategic element to Sins 2!!!
Space Voyager
Solar Sol is Latin for sun; Sun 3. a self-luminous heavenly body; star. I guess this suggests each star is its system's sun. If a solar system is any star system then what the heck is an extra-solar planet? Solar can be used in both meanings. Our sun is also named Sun.
But it work mostly because it was TURN BASED Not at all. What it does is graphically and numerically indicate the range of the fleet, calculating it depending on all factors involved (how many ships in the fleet, their original range and additional fuel-carrying ship). Really, I always knew when I'm sending a fleet with a one-way ticket. Why this wouldn't work in real time is beyond me.
Perhaps, but dealing with fuel management in the demo was more than enough to ensure I never bought it myself. @Yarlen & Kryo; I don't know what bothered you so much. Ships have limited range and if you want a bigger range you can add ships that carry fuel. The limitations that this system bears add a strategic element to the game. The "dangers" Yarlen writes about are exactly the strategic elements I like. Getting stranded and destroyed etc. are things t
I don't think pirates should pose a big problem to a big empire unless there is a huge reward on its head. And even than it would be nice if the pirate threath isn't constantly superhigh. It must be tiresome. The real threath should be other AIs with their empires!
I'm reasonably certain "Solar" refers to stars in general I agree with others that only our star system is called Solar system. Other stars have their names and their systems are called after them.
Open star map does not mean whack-a-mole. It only becomes whack-a-mole if you make it so, for instance with no limit to the range of travel. So I don't think the devs should equate open map to no fun. They just didn't make it better with one or the other kind of fuel consumption. Be it AM or a new "resource" fuel. There is a game (I'm not going to name it, but lordkosc hates it) that has a completely open map (for three of the four species) and there is no such thing as a whack-a-mole t
Great that i got some stuff going one thing that becomes an issue is that realistically a large empire would have supply depots, planets ect. Rather than allowing ships to roam free create a zone that borders off how far u are allowed to go until u can logistically resupply. I don't like the idea of charging money for phase jumps because when u have a large fleet jumping to wipe out ur enemy if u get bombed into nothing then u now have no money to rebuild ur fleet!
Talking about new computers is forbidden! Well, it's not desired. Ok ok, PLEASE don't talk about things I can't afford!
I see your point. What could be done to prevent the steamrolling effect and deal with the extreme culture... Perhaps the fleet upkeep should go WAY up with the distance from the closest planet with a certain structure built? This way preventing the fleets to go on indefinitely and destroy all in their path. Also simulating the supply line I guess. The colonising could not even be restricted by culture (culture could have an effect on pirates or income of the plante though) sinc
Agreed this is a big issue towards the end game. You eng up having to wipe a enemy out of the star system and then split your fleet to hold or a large section of the planets and then just hold and wait until the influence falls away. Don't get me wrong but doesn't this seem like an anti-steam-rolling tool? I really like this the way you have described. It gives other players a chance to reorganize after loosing a planet to you (and vice versa!).
Exactly, we don't want SINS to become the space map mess SOTS was. Lordkosc, don't assume everybody had the same problems as you did. Because I had no problems at all with SotS starmap and currently it seems to be MILES ahead of Sins map. Especially with Born of Blood expansion that I also have and where you see 3D zone of influence. Really, I hate bringing this up and comparing the two but I can't be "silent" when people with poor 3D perception bas
Actually, a better way In my opinion is to have systems damages, that mean as a ship becomes more damaged it becomes less able to deal out damage. How does that affect focused fire? I like the reduction of efficiency etc. and have written about it HERE (post 378). But focused fire is actually a valid tactics when disposing a valuable target that can't be destroyed wi
Except the devs are trying to break the use of focus fire. Deliberately. I don't believe they are. They are trying to make it less worthwhile, which is not the same. IMO the only real option to do it is to make the usual battlefields much bigger than weapon ranges.
I am definitely against Sins becoming a fast-paced RTS. This would kill the strategy.
But what Nick is talking about IS tactics. Yes, I see I didn't read his post too carefully... The thread title mislead me. Sorry.
I like an idea of ship black market... Since there already is a black market in the game. Perhaps it wouldn't even be a market as such but hiring mercenaries. A guy with good economy would be able to quickly raise a second-hand fleet. I guess no capital ships should be sold in this manner. I can't see what good a Vasari ship would do to TEC which can't use it's special abilities. There could be a lot of pirate ships available (or only their ships) with high upkeep to make them always re
Ships do not need subsystems to make them less effective with damage taken. A reduction of efficiency is just as good a simulation of damage. Like reduced accuracy and/or damage. Perhaps first third (or something) of HP should make no difference, than the damage could start taking it's toll. Exponentially? Or first half should make no difference than a linear reduction towards 1/4 of efficiency. Etc.
NO, I don't think micromanagement of fleets should make too big a difference. Strategic decisions like when and which system to attack and tactical decisions like how to approach the planet, what fleet composition to use etc. should have 90% of weight at least. Micromanagement-heavy games simply mean CLICKFEST. Which is (so I think) what Sins is NOT all about.
Is your solution for culture going to be having a propaganda cruiser that sets up giant speakers in space to blare subversive messages? That is actually not such a bad idea... Except the speakers that is.
Yes, but you know, Star Wars do it, Battlestar Galactica does it... It's just much cooler.
anyhow I think there should be a +/- 1 second interval for the whole group jump, 1) it would make things look cooler for them not to all arrive at the same exact time, 2) its unnatural for the coordination to be that good. I agree, it would look much better if ships had a random jump delay "built in", but it shouldn't be too big. Otherwise it's not at all unnatural for them to be so well timed that you wouldn't notice any delay, it's just a matter of
So 3D formations ARE in the game? What formations are there?
The Sova Carrier Embargo Special Ability already stops trade/refinery ships from jumping. It can't take much to designate additional ship types to deny Phase Space to. That's great! But it's still grav-well-wide effect, right?
True but I do not play multiplayer. I only play singleplayer. I want a good tough AI. One reason I liked the GalCiv series. Good AI for singleplayer. I'm pretty much the same. It's good to hear that in MP balanced fleets already rule, now for that AI...