Don't get me wrong - I'd really like for the game to get as complicated under the hood as it can. The subsystems could be very cool when you would have some high-class targets and an incentive to capture them. Like when you would see a ship use some sort of new tech and would have a chance to back-engeneer it, but Sins ship creation doesn't work this way. It has predetermined ship classes and experience-based upgrading. It could also be great if there would have been more distinct and i
Space Voyager
I would like to see all ships get absolutely NO regeneration. I mean, where do they get all the extra armor plating/resources to fill in the damage? So to repair your ships, you would have to use repair stations. I agree completely. In space (or elsewhere for that matter) you are lucky to stop the damage from destroying the ship completely. Repairing them to full status is just not good.
Shades of Homeworld 2. I would love targetable modules on the cap ships, but I don't think the designers are interested. I'd like that if a normal fleet would be around 10 ships or so. Above that and you are lost in the details. Or the AI would have to be REALLY good...
I completely agree with Paradoxnt. In reality a FIGHTERplane could sink an aircraft carrier. Let's not go into too much realism and destroy the gameplay. If we all agree that a bomber shouldn't be able to destroy a cap ships perhaps we can reach a consensus that cap ships shouldn't have too efficient AA guns. Otherwise we can simply delete the small ships from the game. In reality cap ships usually do have AA protection but the strike craft can be DEADLY to them. In the game we
Ya, even my current favorite uber micro turnbased fantasy 4X game got rid of forcing tax management in the latest version. (Dominions 3 I like the way Total War handles taxes; you can let them AI controlled to be the highest possible before the population rebels, have them kept in the middle or lowest all the time for population growth. Than the AI calculates them corresponding to the "happyness" structure, law structures etc. built in the city.
I definitely support any idea that aims to deepen the strategic portion of this game. Allowing more customisation of the planets etc. is a step in that direction. I was just wondering... Do planetary defences level up as well? It would be great (and in the spirit of the original post) if the defences also gained experience and performed better and better. Perhaps they too could gain special abilities and had AM reserves.
Wasn't this reported in beta1 already?
Well, I'm glad to say StrategyCore is doing a review of the expansion (Born of Blood) as well. Again, SC's SotS review; http://www.strategycore.co.uk/pg/sotsreview I'm hoping we'll also get Sins review - it would be great to review a real-time empire builder as a contrast to turn-based one.
Perhaps trade ships can mitigate said cost, allowing one planet to be less of a drain on a larger empire than one with only a few planets. But yes, I agree with this answer/implementation. Sure, any additional income should help you in supporting the colonies... Some planets could also have some special goods and would be self-supporting faster because of bigger trade.
Well, Sins devs have to make a decision... Is Sins going to be a strategy game or not. As I see it Sins has the option of becoming a true empire-building space opera and simplifying the game would not be a step in this direction. The OP would IMO have to find a game more... him. Like Duke Nukem.
Finally someone understands me, and that's where my flagship idea comes, see post for flagship. Since it is supposed to be your personal ship you can customized completly...oohh yeah. I understand you and the post you quoted completely. And I sure hoped capital ships will be much more rare. But I am certain this will be possible to be modded with higher price and upkeep. What I would want to see is the gasp when you arrive with your frigate (and les
antimatter wouldnt even need to be an issue, it could just be the range of ships True, I simply like it more if it's known what is limiting the ships. AM could be a good option if it was also crucial for weapons - so that if you jump very far you become a sitting duck for any defending force untill you replenish it.
All I want is that two-three fighters alone can't shoot down a lone cap ship. If that is already so I wouldn't want to see any AA guns. It would only make flak frigates and the likes unneccesary.
And modules are usually subsystems...
A new colony should COST you. The infrastructure that is built should be a real draw on your resources so that you simply can't afford to have three colonies being in development if you only have two developed planets. A new planet should only be able to start making profit and building ships when it is quite developed and this should take some time.
But i agree, a gametime of about an hour should be the avg. For a MP perhaps. In single player I'd like to see hours and hours long campaigns... But that all can be adjusted with number of stars/planets in the game IMO.
There would be no whack-a-mole effect if the possible range of the jump in an open-connection map is limited with anti-matter. So that you can't just jump anywhere - and the further you jump the less AM you have.
Sub systems would only be an option if you had up to twenty ships per fleet. Otherwise it's just something that there is no time to use.
I don't like the end game idea. It's just the same bore if it happens every time.
Just curious... How do you know the average planet number? But I agree. I'd like more stars with less planets.
I think fleet formations is a must, if done right, Fleet formations is a must, period. 3D formations, that is.
I think the biggest graphics bang I've gotten in years is moving from a 22" CRT to a 24" widescreen LCD monitor. I honestly didn't think the difference would be that great, but wow. The graphics in all games just pop now and everything seems new again. That's because you paid so much for it that your brain is in denial. It WANTS everything to look cool or it would have to face the needless loss of cash. <img src="http://images.stardock.com/gc2/T_DL/smiles/
he's right. even if RTS dominated the gaming environment entirely, he should still be concerned with his largest consumers; the RTS folks who usually do not have grand, golden-silver diamond-inlaid rigs. And I'm a living testament to that...
True... But I have a strange feeling of deja-vu. Chip will know what I mean.
Custom-designed ships are not happening for Sins. In RT such ships aren't the best possible solution anyway. Perhaps for SP in the future or something, I guess it depends on the future development of the franchise. What I don't like about the current system is the upgrading. Firstly it's unrealistic that ships can be upgraded with experience limits. The only real limits should be money and/or resources. Each player would definitely upgrade