Enough not to get destroyed. And since Schem is more likely to be correct than me, I don't know what will stop the capital ships from crashing (unless engines aren't one of hte modules).
Space Voyager
I don't think this debate fits into the Sins forum...
I believe the movement of the turrets just adds to the whole experiance. It makes it more realistic if you will. No doubt. Any detail adds to the experience, but I do prefer being able to play the game at all. This is definitely something people will miss when zooming in so I'm sure it will be added in the future, whether as an add-on or Sins 2. For now I want th
impossible? or just really hard. for instance what if my engines get blown out on an approach run to a planet. There are no parts in Sins and you can't blow the engines away. As far as I remember Ironclad looked at the possibility of modular ships but decided against it for now.
And I would hope that your ships would automatically hold a minimum safe distance from the planet. No point in maneuvering your ship closer to the planet than that because it could only be destroyed that way. I agree. While I like to have as much freedom as possible I don't want to see ships destroyed because I clicked a milimeter too close to the planet.
aye, i admit to a certian affection for turrets. I love them as well, but in my case I'm sure it's down to "turretc=no game". So I definitely vote against turrets and play the game...
The Advent: "I feel, i just FEEL we can have universal peace!" The Vasari: "Perhaps, with the right technology of which I'm certain we can come up with!" TEC: "True, but none of you can afford it. And TEC sure is no freaking charity!"
I'm still wondering how much are the ships "aware" that they are a part of the fleet. If there is a fleet as such in the game (ship binding of any sort). Meaning will they know their role as a part of a whole or is it each fends for himself? This is may be very hard to do in a game of this proportions but still I'd like to know.
I'm pretty sure it's not wrong to describe the content of the article (any game info), as long as it is not a C'n'P or a scan of the article.
MORE, MORE!!!
The fleet building is a Master of Orion 3 idea. I liked it than and I like it still, although the fleets were too uniform in MoO3. Meaning that individual ships had next to 0 AI of their own. Scout ships never did any scouting but simply stayed on the brink of the fleet even when two fleets fought and those scouts should retreat. So the only AI was fleet AI. But I think there is no neccessity for real fleet building as such, as long as you can join the ships into a fleet and they act li
it seems it might need that extra human intiution to be clever with special abilities. That is always true for ANY abilities. Games differ in a degree of needed interfering. The more is needed, the more it's a clickfest. <td class="mb-Body-Quote
He he he, pretty demanding... I'll settle for 1-3. No. 5 could also damage gameplay since the galaxy would be ever changing. Imagine trying to build a homogenous empire than each star in it drifts with it's own speed...
hehehe, every game released in Germany gets translated, just like every movie and tv series gets lip-synced. needless to say, it kind of a national running gag about our eastern neighbors. Although in Slovenia we never synch anything other than cartoons for kids (nor would I want John Travolta suddenly talk Slovenian with an unknown voice), I kin
First game ever played was Elite (the first, original one, you know, CGA graphics with 4 colors at a whooping resolution of 320 x 200 pixles) This was an advanced game! Spectrum 48 (48 stands for 48kB memory), THOSE were the days... Five minu
SotS is a great example. your shielding tech and weapon damage type rarely mattered. what mattered was what type of weapons you used, gauss vs. beam vs. rockets and missles etc. Absolutely not. The shielding tech includes all types of shields, right? Because some shields mostly stopped all kinetic weapons and torpedoes, which matters A LOT if mos
I absolutely HATE games where you can fully customize your ship, the balance is usually shit and there are rarely any differences between the modifications. Interesting. I definitely LOVE such games, but I guess each has his own preferences. I for instance love the strategic element in SotS when you have to redesign all your ship designs because
And suprisingly enough Spore was on all three lists.... It may be quite a dissapointment. The evolution seems great, but the UFO part is (as was presented) totally weird. No fleets, wars, just one UFO wreaking havoc.
Most things seem to be on a plane. Is this a coincidence or will most things happen on a plane?
The map implimentation is just horrible, I still can't get over who would have approved it... Also it would have been nice to see distances between planets without having to click between them... Interesting. I find the map hugely cool. The best 3D map ever. And I reall wouldn't want to have a galaxy of numbers all over the screen. How do you en
I like the game. Especially since it works very well on my crappy computer. It lacks the strategy content but is a great game overall. Soon my review should be published at Strategy Core (better late than never). We're also hoping to review Sins, of which I must remind the SC staff again...
SotS refueling system was so tedious.... I am glad this game doesn't have a refueling system, it just sucks the fun out.... I'mm assuming you didn't patch the game... That can suck the fun out of most games....
I must say that I really don't care how much downgraded the graphics on my computer must be to run the game, as long as it doesn't affect the gameplay (AI). As far as this is true for strategy games I'm not even considering a new computer.
30. Nice to see that I'm not the oldest gamer... Than again, the X-COM community I am a part of is quite old game-wise.
Matters how much other stuff is hitting them. We're talkinga about 1:1 battles. Naturally a battleship can pop in 15 secs if it is bobarded by 4 others. I agree with Schem about the length.