Spoken like a true Imperial Admiral. Long live the Emperor! He wasn't bad for his excellent logic in fighter configuration. He was bad because the dark side is easier.
Space Voyager
Is there something wrong with the link to the pic? I only get white screen...
Capital ships are not housed and produced in capital ships and hangers. Fighters are. Sure but I don't see that as a huge problem for SW mod. X-Wings and such jumped from planet bases, not capitals. I don't know about other mods though. If a fighter is typically capital-ship-based than a jump engine is a waste of resources anyway.
IMO, Sins graphics are far superior in every way. I agree. I'm not playing the beta but seeing the screenshots... The graphics are quite a bit different (thankfully) but definitely better.
Wouldn't it be possible to simply create very small capital ships for the mods? To act as X-Wings and such?
Does this mean you cant pick the race to play in the campaign? If there is a campaign as such the quoted part doesn't imply you can choose a side. Sandbox isn't a scripted campaign. It would be great to have three campaigns but for replayability I hope most of the efforts go into sandbox.
Click ME!!!
I agree with schem about late game eventually it just starts to feel like a grinder where i through random chunks of stuff at the opponent and hope he doesn't have more. whereas early game can't get enough of it. This happens in EVERY strategy game. Look at Total War series. The building of the empire is great, the later game is grinding. You know nobody can stop you so you grind and grind. That's mostly because the AI is unable to ally and coordinate action
for instance if the kol's flak burst was anti-missile instead, or perhaps the magnetic charge; that would be fine. but having all cap ships have it and use it continuously would be a strain. Not if there are like three or five caps per fleet... Which is what I expected of Sins. Having 50 capital ships in a fleet just makes the name "capitals" seem unapropriate. They become "grunts" while frigates become obsolete. But frigates should be the backbone of th
Wll you can't really expect the game to have thousands of light sources... Or only NASA and ESA (and some chemical and physical labs that simulate nuclear fusion and the likes) will be able to play the game. Would look nice, though.
Primarily I'd like to be able to play this game, so if hte PD system is too heavy a load I say scrap it. Let's just imagine that good PD systems are developed in the Sins2... Than again a PD system could (should?) be an upgrade for the capitals, others don't need it anyway. If the capitals are made far more rare it wouldn't present a huge load.
Considering the grounbreaking concept of Sins this new date isn't really surprising. Also it means that the devs are ready to push back the "harvesting" (sales) in favour of a game made far better and to fans' liking. Who knows, perhaps our general dislike of space highways did this. 8)
For the sake of the comment and the bumpage; I am not opposed to megaships per se, but some additional options should IMO be added; -it would have MORE hull points and operational expenses than the same weapon power in capital ships and/or -it would be possible to destroy parts of it. Otherwise the increased hull would make all it's weapon systems work for a much too long a time. This way they would look cool but IMO wouldn't shift the game balance.
No, this pausing in MP is not an option in my opinion. The game should allow the "grand strategy" of fleet management only and micro for the clickfesters. I wouldn't mind at all giving individual commands to individual ships while the rest of the fleet is doing it's artificial best. On space highways: I think the system should be redone with limiting the range of jumps so that you know only your border planets are in danger. Like the jump consuming AM and most weapons needing i
@P5y that kind of "strategy" can only be considered strategy for the first few games you play, after counters are well known they become unoriginal and automatic, like rock paper scissors I guess you are reffering to his "one ship spam". This automatism, unoriginality and rock... you speak about is only true when the game encourages "one ship spam". Meaning that somebody who is completely specialized in one ship and it's abilities can prevail. If the
In a way I can't help myself but to agree with P5y in a way. I don't like numbered caps or preventing a player to build only one type of ships. If he wants to specialize on one type and ability only, I don't see a problem... COUNTERMEASURES should prevent a player to do so. Each special ability should have a countermeasure ready to be researched. So that a player's fleet can become far less efficient if he only chooses one type of ships and his oponent researches a countermeasure. Natur
The damage should only be presented visually. No bars, numbers... Unless this is too graphically consuming.
What is with blowing up orbital structures that don't exist? Until construction begins they should be non-targetable since they don't actually exist. I'm tired of taking a planet, queuing up a bunch of stuff for it to build, and moving my fleet on only to have 1 freaking scout frig waltz in and blow up 30,000 worth of stuff before I can get any ships back there. Orbital structures ARE existant before they are fully built... They are partly built, right? They
Perhaps they were in the same fleet and you gave a fleet command? If that's possible...
I can't understand why he isn't allowed to talk about the new info... Scans/pics of a magazine seem much more problematic concerning the rights than typing a review of what he read! I've never heard it would be forbidden to talk/write about a content of a book and I don't think it's much different with magazines.
The TEC (and maybe Advent) should be the only ones to get access to the Black Market. Lower prices (or perhaps better - more goods available) would reflect that better than exclusive access.
Nice, nice ideas!
I agree completely with the assumptions in the OP. I wouldn't mind the design of individual ships (at all) but being a strategy gamer the fleets needing the right (not neccessarily always the same) composition and actually performing as fleets is FAR more important.
we have plenty of counterintuitive explanations for those... Yes, that's what bothers me...
Tachyons are a "hole in a theory". Meaning that they could exist if the current theory is completely correct. Of which we have no assurance, although all the measurements correspond. If you ask me this is a perfect game traveling system, considering that the lower the tachyon energy, the higher the speed. Weird? That's what you get with particles that ALWAYS travel faster than light. One could argue that surely someone would lower the energy of the tachyons so that the travel w