[quote] 90% of posts have stated that they should have their health points reduced... also 70% of posts have been by people who bought or recieved the game... Yesterday. Give it a week or so. [/quote] Not really, like I said this is an old problem with beta. The reason I'm against nerfing the Seize Frigate any further (heh, but looks like I'm the only one here) because again, [b]given the AI OBSSESSIVENESS to Seize Frigate[/b] nerfing the ship can have a very
satthukaraoke
[quote]Counter to this strategy: A few well placed gaus canons around your planet will wipe them out. [/quote] Eh no, you should already see quite a number of post that even with heavy defense it still doesn't help at all. Like the post I made, 2 Capital Ships and 12 Guass Cannons concentrate at one place, and yes the AI's Seige Frigates park right in the middle of those, yet they almost smoke my planet. A few other posters also state that their heavy defense can not stop
Seconded (or thirded), whatever. Honestly this's probably the most annoying thing I have with the game by far. Playing with 10 players and you can imangine how annoying it is to constanly hear the AI jarring these stupid non-sense requests when giving request and when the request is not fullfilled. (and who fullfill them anyway, giving your enemy these resource request from the beginning is like digging your own grave) Neat idea, but implementation is out of whack. If this system
[quote]you do not need to pay to play on windows live . the silver account is free. also if you already got xbox live then you are have windows live already . the login username and password are the same. the only way you would have to pay for the account is to get the gold account which alows you to play online against people. but you would not need to due to the games mp option being already added. so the whole argument of having to pay to play is moot. do a little research into what you compl
well, this has been a problem since beta, and I don't think the neff is enough, as I don't really think the problem lie with the Siege Frigate itself. It's more like how defenseless planets tend to be against seige even when you have a huge defense set up. In my current game one of my world just got blasted to hell by a whole bunch of siege frigate, the only savior is for some odd reason the AI breaks away when my planet was only has 12 HP left from somewhere around 4500. This brings up
The firgates are more or less the same. But cruisers and capital ships are hell lots different, and I mean in the way to deploy them as well, you only see that once you start doing large engament though.
About the game speed, I think everything is fine. On normal I think the research time, ship movement ...etc... are about right. The only things I don't like is battle is kinda drag out, ships have too much HP. Watching my KOL pleasantly take one good minutes to blow up a frigate, something just doesn't feel right. I'm going to play vanilla game for some times, then I'll mod it to my taste :)
but this says something though, the game engine gotta be a very stable one.
How about instead of researching the ship itself, we have to research the ultilities/upgrade for it? We can build a capital ship by default but then it will only be a muscle man. Maybe each ship should have one tech by default (maybe the level 6 tech), but other tech should be researched before the capital can use it. This way we achieve some more balance without compromising the existing goal.
Sins won't support multi-cores in any special way. At this point, that kind of support would need to be added in an expansion. Well, that's enough to make me happy as long as IC give it consideration.
I'm all for this idea. I kinda like a no man land idea too, for the shake of having an open battle environment. Think about it, right now it's either we're fighting at home or at somebody's home, it'll be nice to fight on a neutral ground. And since it's a no man land the geomytry can be a little different, not a sector with a rock in the middle (well, a planet, a sun, a dead astroid, an astroid, they are sometype of rock), it can be a nebula field or a debris field. Think
In MP i can see how frustrating it would be to go into a system only to find it blocked with no escape except to destroy the blocker. I believe if this result in frustration than the player either be a sissy or a sore loser. Why? Because it's something avoidable by using scout ship. If one commit a larget force into a system without knowing what that system has then sorry, if that player lose then it's well deserve. It's not a punishing system, it's
well, I second the notion that I prefer the old inhibitor. Logical side, this doesn't make sense. If it blocks jump, then it block jump, a phase lane to your planet or other planet doesn't change the nature of the phase lane. I can understand if they are connect by gates, but they are not. Also agree that this can be classified as a simplification and it does take quite a bit out of strategic decision. Not only it's no longer needed to scout a system before attack, one can
Just a suggestion from my observation. I think the reason for this is because some how in this build ships have a huge inertia (or momentum). I notice in several instance when I order a ship or a group of ship to attack a target (usually far away), they hit max throttle and charge at the target and a lot of time just fly pass the target by a great distance (if it's a structure) then slow down and turn around. Could this be the side affect of these U turns?
Suggestions are welcome for this area (no unknown alien threat in Sins, though - that's what sequels are for). When you guys get around to do that ... no SOTS style please, it's highly inconvience getting your empire wiped out by random events. As for Scheme question, at this point o
3D movement certainly would make things more complicated for the vast majority of people who would play Sins, which is why you're not forced to use it. Yes, people shouldn't need to use it. But because it's barely included (no structure 3d positioning, ship aligning automatically, no possibility to orient your ships in 3d, hard to read 3d positions, no firing arcs for ships, etc.) it's not even fun to use. </di
Its because i believe lordkosc is female The "flirting" will only get WORSE! It ALR
I just hope after this multi and lordkors no longer have a reason to flirt with each others on the forum now that we have MP.
And did no one pay attention to what Yarlen said at all. If you would like to express your opinion about this topic, dont. Its not going to chage, so build a bridge and get over it cause this game isnt HW2. By that logic this topic should not exist at all. I'm aware o
I think the main problem is that it really doesn't add as much tactical depth as some people claim it does so it really isn't worth the added complexity. Ok, I like 3D movements, but I won't lie to myself that the reason I like that system is because some tactical depth reason. You're absolutely right, there isn't much things to add in term of tactical. To be honest, Hegemonia has that system, it's so useless that most of the time I forgot
Well, I kinda surprise that nobody has used this word yet. The KOL right now looks like a "Junk" ship. You know, the type of ship that you see outlaw factions use in various anime and game, it certainly doesn't look like "the" ship of the line. The other battleships look like luxury liners ... which makes sense, because maybe they were luxury liner refitted for combat, but the KOL for the most part, looks too random as in it doesn't seem to have a unify pattern. The reason I call i
hot fix out today? It's already out
I do think the current bounty system need some tweak. As a player we tend to have a better defense mechanism against pirate raid, as a result our bounty never go down, at least mine never does. This, in a long game, means that the player will become a sore target for pirate. If you carefully think about it that poses a lot of problem: - The bounty get unrealistic high: unrealistic as in it's an amount that is accumulated overtime. To a point you have a high bounty not beca
With the intention of seeing how the AI set themselves up in the beginning I have started 7 games since the patches, and I notice something odd about the galaxy editor: - To my understanding it is improved to pace out the starting locations a little bit. Indeed it does that ... but only for the 3 default settings. Out of the 7 games that I started. + 5 games were with the Customize galaxy: 7-9 players, 35-40 planets, 8-10 systems. The game still pretty much put most of us toget
Some humorous commentary would be good, it worked well in COH. Ok, humor is good ... to an extent. If there are to be more AI comment I hope they don't go overboard like in Galciv2. They were fun and I did enjoy for a while, but I think sometime the excessive amount of humor really kills the mood.