Well, in Nexus there was a huge ammount of micromanagement of fights neccessary if you wanted to complete the game. It wasn't clickfest because you were able to pause the game, adjust all the parameters and than let the game run again. I definitely DO NOT want to see that in Sins otherwise but as an option (and not in the least in such detail). Nexus also promised it would be optional and that the AI will competently do it itself, but as usual, the AI...
Space Voyager
http://www.gamerankings.com/htmlpages2/197617.asp?q=imperium%20galactica According to Gamerankings IGN gave it a 9/10. And it was a great game. A direct link; http://pc.ign.com/articles/161/161651p1.html
http://www.strategycore.co.uk/pg/sotsreview
having to micro-manage adds a lot of strategy, Neccessity never does, optional micromanagament is good. In general I don't want to do it, sometimes I'd definitely like to change the details of a battle. I think the chosen system is phenomenal.
your using ratio, which means it applies to quantity not commodity. Not at all. Ratio can apply to anything that is presented with numbers. Quantity is just as much a number as a number of commodities is. not in this case, it severly detracts from game. That's hilarious. You haven't even tried the game and you are writing about something detracting you from it. I'd understand if there weren't any battles, but an extra
Shields: Shields have a capacity for damage. When they reach zero the hull of the ship starts taking damage. As shields are reduced they will become more effective at mitigating damage. They can't mitigate any damage once they have reached zero. The primary gameplay mechanic desired here to is to reduce the standard RTS micro-optimization of focus firing everything you have at single targets in turn. It is even more of a problem in 3d space because you can fit eve
absolutely not. whens the last time you traded 1 thing for 1 thing? the trades are more excess for deficit. i.e. you will trade 3 apples for an orange if you own an apple orchard. 1 to 1 ratio deals are very rare 2 object trade (apples for oranges) are the norm, but rarely in a 1 to 1 ratio. Not that I wish to push that (much) further, but what you are describing IS 1:1 deal. Both of the 1s apply to the commodity, not the quantity... Naturally the quantit
the background story dissagrees. The diplomacy in the gameplay doesn't. its to simplify a market that wouldn't be stable in any other way. if the world was three nations credit would be way too unstable to rely on. That's why I said that one common currency is a simplification because having three currencies may be going too far for this game. not how the barter system works. thats a gros
but you see "TODAY" does not apply to the system. why? first off: you don't have a lot of side countries that are adjusting the market, you have 3 warring factions. second of all they really dont have an agreed upon credit system, (can you see us going to an China-ish country that fell out of the sky and saying "come to our credit system") Firstly, these factions aren't neccesarily at war. As far as I know, there is some diplomacy. Secondly, the "cre
Nice, but if this energy came from nowhere it's weird. Will any other systems work worse because of this "energy transfer"?
[speculation]The fourth tech tree is the one belonging to an ancient race that once dwelled in the galaxy and left artifacts all over it for the player to discover and gain strange technologies.[/speculation] As Schem would say, it's cheezy, I know. But I wouldn't mind some tech randomness induced by such artifacts.
yeah. especially when it comes accompanied with amazing animation. True, I fall for these as well!
which is why, again, barter fits. not credit system. Trading goods for goods is possible (known from human history and our childhood) yet unpractical when speaking about a lot of different goods and large quantites. But definitely possible. With raw materials bearing independent value for each race (caused by the different technologies) nothing changes. Today different countries value materials very differently, mostly dependant on their presenc
True planets run out of resources, But that doesnt mean your stuck. Blair once told there is marketplace where you can trade all you want. Phenomenal! So I guess the game slows but doesn't die.
they could have god as their clerk and I still wouldn't see it happening. Just necause you don't see it doesn't mean it's not there. Raw materials of all sorts are always needed by everybody unless one of them is an energy being. Suddenly these materials become the currency. Not to mention the technology exchange.
this may have been removed for either balance or system issues, but I'm praying it remains. While the logic behind it is still unknown...
dont try to out-nerd-attack a schematics ninja Yes, that DOES seem like an impossible task.
but the problem with the money theory is this: the vasari have no use for it, anyone that has anything is going to put it towards the survival effort, if only to save their own ass. the advent dont give a damn, they're here to take back their universe... Money (of any sort) always matters. Even if you're a totally phylosophical person it will matter when you are hungry and want to buy something to put into your mouth. You can say that Vasari use
Now that is a Sins news converation!
Me too, but sandbox is more important. It gives you countless campaigns, admitedly with much less immersion.
Probably the control (racial) indicators. LOVE the chaotic pic.
I like the pinata donkeys idea... IMO there should be a currency, even if each would have his own. There is no doubt that in every civilization goods are exchanged and that good-exchange (I give you a sheep, you give me 10 bricks) is quite unpractical. Hence the need for currency that represents the value of things - and you can still reverse-calculate everything into sheep should you wish. <im
dammit blair, how come I always post first in response, but you always end up quoting Wedge... Crybaby... Thirsty for "fame", are you?
Whomever, preferably as a collaboration of many. We need as much info as possible in one place. Because I keep forgeting stuff and Schem has reasons to mock me all the time!
Schem, perhaps you could compile a FAQ!