TarlSS

TarlSS

Joined Member # 2403511
8 Posts 67 Replies 518 Reputation

Well, quite frankly it's very slow to work, and that's generally the context of 'market warfare'. Ostensibly your human opponents could do this too, and you'd be jockeying to put resources on the market and killing each other trying to get those resources...hence market warfare. I mean, all your efforts could just be worthless if someone decided to say, buy more ships in the next 2 minutes and just kill you. Those resources you've got locked up on the market aren't being used to buy ships, perfo

6 Replies 18,243 Views

How about instead of getting missions -assigned- from the AI, that players are allowed to -pick- from a list of missions they can choose to complete, missions that undoubtedly set one empire against the other? To prevent stupid steamrolling you could have a weighted system based on the number of planets empire have and the number of phase lines connecting them- have smaller empires unite and offer more lucrative rewards, while some larger empires won't even dean to deal with the player

52 Replies 79,233 Views

Does anyone else find the diplomacy in this game absolutely ridiculous? Not just the fact that the AI sends out impossible to fulfill missions, but also that it seems that the AIs are -always- allied with each other!! I'd send out my AI ally to attack or defend and find out he's -allied- with the guy attacking me! I send him out to do -something- and find out that he's allied with EVERYONE BUT ONE PLAYER! There really needs to be a drastic limit on the way the computer allies w

0 Replies 6,699 Views

I don't really see what the point of these things is. The vasari can usually get mapwide psidar when they come out, and while I suppose the gravwell delay is useful, I've usually pretty much won when I start fielding them. They'd be much better if they made jumping out of a well longer too.

1 Replies 2,809 Views

Do you research them? And which ones seem the most useful? Frankly at a certain point in the game I just stop scouting. Although this is because usually I'm allied with someone who does the scouting for me...

0 Replies 1,814 Views

Well, how about this for your apples, other than other fighters, nothing -but- flak frigates can -actually- counter fighters. That said fighter craft are incredibly useful even with Flak frigates roaming around p@wning them like no one's business. If flak frigates were that overpowered then fighters wouldn't nearly be as universally awesome as they are.

69 Replies 114,337 Views

why not make it so superweapons, whatever they are, be they TEC, Vasari or advent, disable or destroy PJIs on planets they are fired at? That would make it so at least late game you'd have some kind of back and forth going.

101 Replies 76,050 Views

I'm talking about things like Hoshikos, Dominas, And whatever it is the Vasari have. I've seen the AI field these, especially Hoshikos, in absolutely ridiculous numbers along with plain old frigate spam. Is this actually effective? I admit, it is really irritating battling a zillion of self repairing Hoshikos, but it's nothing I could not eventually defeat (Without restarting from an autosavem cough cough.)

1 Replies 9,049 Views

Anyone try these things yet? They're absolutely brilliant. The main ability freezes enemy ships in placce for 40 seconds. Combine these with heavy antimatter upgrades and you can usually trap as many enemys as you have ships. I had 10 running around in my fleet and enemy losses were absolutely horrific. Also they have repair

3 Replies 4,015 Views

Superweapons are good, but you need to build multiples of them. 4 Novalith cannons can simply eliminate opposing factions, strong opposing factions, in the space of about 1 hour. They do 1500 damage each, so you can target a fully emergency sheltered homeworld and destroy it in a single shot. Less fortified planets require even fewer shots. Superweapons are terrible when you just build one, but pretty much end the game when you build many. (Which, is the point.)

46 Replies 39,203 Views

A single planet, no matter how well outfitted, is never going to defeat a main fleet attack, especially one specifically built to fight defenses. That's just not going to happen. If you're fighting 3v1 FFA, by all possible reason you should -lose-. You wouldn't be complaining about this if it was 3 human players that pawned you, it's just that the AI is smart and knows to attack you when you're down. Defenses in this game are as limited in effectiveness as they are in any othe

136 Replies 156,063 Views

Flak Frigates and LRMS already defeat turtling systems anyways. Even if there is no change in PJIs, I think we all agree that the radius idiocy should just be removed. The entire system ought to be affected by wherever the PJI is, there should not be any need to 'place' them. As of now bad placement can simply result in nothing at all.

53 Replies 78,142 Views

Can you put in an option to put the names of planets in the empire tree? I just look at the thing and I have no idea where I am. And how about making it so it doesn't hopscotch scroll around when your fleet moves, or at least having the option to do that? Maybe I just want to look at the top of the tree or something.

6 Replies 15,378 Views

Hi, I see that Sins is replay capable, how about a replay forum or something so we can see people playing the game? Usually Gamereplays.com has a pretty good forum, but obviously it doesn't right now. I think this would solve a great many issues involving balance and then we'd able to finally tell people how to alleviate that 'siege frigate cat/mouse' game some of us have been able to solve, some of us that haven't.

0 Replies 6,008 Views

Remember, in the new version, you can just hit -/= to make the game go slower or faster, just like the speed mod in Supreme Commander/TA You can play at 2x if you like, or just queue up a bunch of orders, and pimp out x16 when you're tired of waiting fothings to get done.

243 Replies 293,743 Views

How about just making the number of PJIs limited by map, then allowing them to lock down the whole system again? This way, let's say if it's a map with multiple star systems, you could make it so there can only be 5 PJIs around, so you can't lock down your entire empire. Or if you don't like hard caps, make it so each PJI has an upkeep, like the fleet upkeep. Heck, you could tie it to fleet/capship technology. You could even make the research different, like PJI I allows you on

53 Replies 78,142 Views

Oh, and finally, if you find yourself holed up in a star system late game, just use superweapons! That's what they're for. A novalith cannon at every planet can easily destroy an opposing empire if you target their most valuable planets. The other AI empire will eagerly gobble up the remains (Or you can, even).

136 Replies 156,063 Views

Quite honestly, the defensive problem really only crops up in 8 player FFAs or something. Seriously, in what game, at all, ever, is 2v1 really anything but an autoloss against to poor schmuck that gets ganged up against? The key here is to realize -you will lose those planets- If you're getting offers from other factions to attack one faction, even if he is your ally, take it! Often you can betray your neighboring allies while his fleet is away and make friends with someone e

136 Replies 156,063 Views

Stop defending and just attack. The key is to get over the idea of defending your border planets effectively. You just aren't going to be able to. Look at the Ai's border planets, they get chewed to bits all the time. If you attack, then the other guy attacks, think about who can kill each others planets quicker? Eventually your fleets -will- have to meet, but it's the guy with the biggest and best infrastructure that eventually wins after all the devastation is over.

136 Replies 156,063 Views