What I think needs to be added is a way point system, I would like it if my ships them patrolled say 3-4 planets around the sun... True, that would be nice to have.
Space Voyager
I'm not sure I understand your suggestion. Wouldn't an "efficiency structure/star base" that boosts military defensive structures or fleet offensive capabilities make the choke point problem worse? If planet A has a large number of defensive structures and a large variety of defensive ships parked in orbit, a smaller enemy needs access to a cheaper device/technique to inflict a large number of casualties other than an offensive fleet of greater size (and cost)
To expand on what Timber and other have referenced, personally speaking I would like to be able to design my own capital ships and name them (not a requirement but a sweet bonus) as well as use the stock ones. My guess is... Sins 2.
You never used a nuke in Nexus that not only wiped out all your ships but also the enemies? Not that I remember... Perhaps Chip5541 could give more insight, but torpedos needed much more than three hits to disable the shields. Also a lone nuke never made it to the enemy fleet. PD systems were more than a match for it so having one ship with nukes was a waste. Waiting a long time for the nuke to recharge and than have it go out like a mosquito was frustrating.
Maybe truly tactical missiles that can blow up an entire fleet like in Nexus. There was no such thing in Nexus. True, tactical missiles are deadly but they need to be fired in swarms so that some survive the point defence - and even than they are not hugely effective agaisnt shields. Only after the shields fall (what was it, three missiles for bigger ships?) are they really effective. Which may take a while because the missiles take time to recharge.
although, I have to admit, I do find myself doing my homework while playing the game. it sounds the most like war that I've ever heard in a game; long, dry times of boredom followed by short, intense times of panic and (in this case anyhow) great fun And that time should be filled with strategy... And there MUST be some time left just to think and wonder. So some "boredom" is essential if this is not to be called "a total RTS".
I can't see why... I think it is the best star map so far. Rotatable, zoomable, measurable distances... The only drawback is somewhat confusing navigation when you have a large number of stars. And even that is about to change with the 3D political view.
We've had the superweapon debate before. It's a general consensus that such weapons are unwanted by the majority. I hope some other way of preventing impenetrable defences is found. Again I don't like the idea of stars being the choke points. It would be better to find some other reason to have them as a valuable target. Perhaps starbases that boost the efficiency of all the planets' structures in the solar system? A system-wide military-boosting starbase would be a valuable target...
The only trick left would be in balancing such a device. That's a trick indeed...
We are talking about solar systems being rather flat but that we do have non-conformity in nature which would fit nicely in the game. That and male boobs. Anyway, I would definitely support more 3D systems. Especially their placement relative to other systems. Who says a plane of one system can't be orthogonal to the plane of another.
It would suck if EVERY battle was about beating down platforms, bombarding a planet and then colonizing it. Well, since planets are the primary source for everything, that wouldn't be really surprising. To hurt your opponent and make yourself stronger you need to take his planets. There is no reason to attack anything else - unless there are very important (scientific, economy, military...) starbases built elsewhere, too (GC reference). The only other way to
Just asking if a Sins distributer for Europe is known already.
Also, since the game is trying to follow a real time strategy meets 4x space strategy game, I feel the technology pace needs to follow that. Your first ship should be small, experimental, weakly armed and mostly geared for exploration. Technology should ramp up and make it feel like at on point you were in a fragile vessel of exploration until in the end you have a decked out cruiser. I agree. It would be cool if the game started with small skirmishes of sma
I would very much like to see space instalations of all kinds - but I also agree with Paradoxnt that with choke points it would tip the balance in the favour of the defender. As I already wrote, with the lack of surprise factor (which is eliminated with choke points) the instalations should be weak. Somehow I am more in favour of the surprise - no or at least less choke points and stronger instalations.
In our own solar system all the (real) planets are on one plane. The objects that are non-planar are more or less certainly newcomers. Even the width of let's say the meteor belt is neglible compared to the size of the solar system. Game-wise that would be nice, otherwise it's not so neccessary IMO.
I guess I have posted my thoughts on the parallel research in another thread. I wouldn't mind the parallel research, as long as the cumulative time for all the parallel research is almost the same as the time needed to research all of them one after another. Meaning that if you distribute the research capabilities of your empire each research is proportionally slower. I'd make parrallel research just a little bit faster than the sum of individual ones. Otherwise nobody would use it anyw
I just really hope that Ironclad allows us to 1) make ships that can have the Phase Inhibitor ability and 2) be able to mod the effective range of Phase Inhibitors so they don't encompass the entire gravity well. I seriously doubt the inhibitors have a range atm. By the descriptions I'd guess it's just a variable per system (has one or doesn't have one). Perhaps it would be possible to mod one in if there are any ships that already have ANY kind of effective
The only means to prevent the usual fire focus is to make the usual battlefields (spread of ships within a fleet) larger than the weapons range. Otherwise the focused fire pays out - just like in the real battlefield.
Just a thought... If the game is to contain chokepoints (which it seems it will) the defense structures shouldn't be too strong. The defender KNOWS where the attacker will attack so there is no element of surprise possible. What can I say, sadly one less strategy/tactics element. Anyway, if the defender knows where the attack will come and the defense structures are too strong turtling becomes the only option and games drag and drag because nobody wants to attack. If there were no choke
Not to mention that 3D political galaxy map is a HUGE addition. The ones who found the map confusing should have a much easier job at navigating.
Parallel research could work though... For instance if you researched 3 techs at the same time your research is app. 3 times slower. I'd have it just a little faster than that to still make it somewhat worthwhile and you would get all three techs just a a bit sooner than if you researched them one after the other - BUT if you researched them one after another you get to use one (two) much sooner. So parallel research would only be an option when you already have a technology edge and c
This isn't your plain 2d map/3d object side-scrolling strategy game, with units running about a simple map... graphics will be an issue and a significant pull factor. This is (said to be) a strategy game. It doesn't matter whether it's 2D, 3D, underwater, terran, space or a mix of all these - a strategy gamer wants CONTENT. A way to utilize strategy and tactics. Graphics can always make a game more appealing, but it can't satisfy a strategy gamer. Total
That's either a (very) expanded SW universe or you are wrong. The movies and their direct story say nothing about such weapons, tossing into the stars etc.. Otherwise a lot of crap was written in the SW universe. Anyway, it would be nice if one would be able to outrun the star-defending fleet and jump away toward the inner planets. It would be cool to send several smaller fleets to the star and have each jump to another planet. The defender would either only follow one attackin
Whilst I agree that better or more impressive would be cool, but would it improve game sales enough to justify the expense? On the contrary... And I haven't seen so much "I want better graphics" on a strategy game forum for a long time.
3D formations are definitely a must if Sins is to be a 3D game. Also IMO it should be possible for the fleet to jump in such formation...