Sakhari

Sakhari

Joined Member # 2417821
1 Posts 303 Replies 4,296 Reputation

The distance in number of jumps from your homeworld determines the allegiance cap of your colonies. Eventually, when the maps get large enough, maintaining an average of 80-90% just isn't going to be feasible. When you move your homeworld, the caps of your colonies immediately adjust to compensate but the changes in your actual allegiance will happen over time.

6 Replies 4,410 Views

[quote]F/B issue again is a single player vs multiplayer thing. The AI as it stands uses few Flak/Interceptors so as a player you can go with just bombers, but humans obviously will come with forces to quickly dispatch bombers.[/quote] Fighters are also more effective against several types of frigates including LRM's, Siege, and Scouts which the AI will use frequently. In most cases, I find myself up against more targets desirable to fighters than bombers in an AI game.

4 Replies 2,564 Views

[quote]The problem is that while the planet goes down incredibly fast, even if you have an immensely powerful fleet that is in position and the AI still attacks, you can only kill a small portion of them before the planet dies. Combine that with the fact fleets can just skip around and you can just rush to the capital and destroy it any time. So, yes, it is broken.As people have said there's basically no point to strategy to the game right now, and little point to static defenses aside from beat

40 Replies 37,331 Views

[quote]That's not a lot to 30 siege frigates.. Try it out... While Relic online is down[/quote] I just can't help wondering what the 90 LRM's (or roughly that amount of other frigate types) that you could have for a nearly equivalent cost in resources and LP's is up to while all of these siege frigates are waltzing through your territory, supposedly unchecked. Hopefully, they're either intercepting for a huge resource loss to your opponent or wiping the floor with their likely

40 Replies 37,331 Views

[quote]Q: Does this upcoming patch fix the disappearing weapon effects when playing as Vasari, that some members here have been experiencing?[/quote] I was wondering about this, too. The proposed fix in the tech support area didn't seem to help me much and, for me at least, this more or less neuters the excitement in late-game battles with the Vasari. Also, I don't mind the surrender thing being an option but thinking back to games like Rise of Legends and the like, nothing

187 Replies 159,118 Views

[quote]Anyway, congrats. Gamespot is pretty notorious for its generosity... [/quote] Odd... they're notorious for precisely the opposite reason on most other game forums I've dealt with. Given that they rate, more often than not, in the same ballpark as nearly everyone else in the industry (I read them because they tend to be on the harsher side of things when I'm looking for reviews), I still have trouble seeing where all the hatred stems from. In any case, an excellent score

32 Replies 34,328 Views

[quote]Right now upkeep is perfect: it doesn't represent how many ships you support... it represents how many ships your empire is equipped to support... Just because you have 1 ship doesn't mean your empire isn't paying to keep fueling stations open to equip a 1000 ships (which you told them to be prepared for!) [/quote] If we're going to play the realism card, then why would these facilities be soaking up the same amount of resources whether they were being used or not? Using expenda

8 Replies 7,544 Views

[I]"If this were a straight-up RTS, I would be inclined to agree with you; but in a 4X game, there is such a thing as a "economic or point victory". Sometimes multiple such paths to victory: technological research, an overwhelming economy, or enough diplomatic clout to get you (or your culture) declared Supreme Leader."[/I] Are any of these victory conditions available in Sins? Being relatively new, perhaps I missed the roads to these but as near as I can tell (and by all means, correc

46 Replies 39,114 Views

Most of my thoughts have already been covered (glad someone brought up the superweapon countermeasure idea) so I'll just echo one key sentiment here. If heavily defended superweapons are the biggest issue with making phase-lanes more defensible, then I'd agree with what was said above: take a good hard look at the superweapons instead of leaving the inhibitors as useless as they are. And end-game joytoy should not be responsible for hindering play in every other part of the game. Now

53 Replies 78,053 Views

[quote]Yeah, but how would the game work without Pirates eating up the majority of your resources, either through attrition or bribery? It's clear that Pirates are necessary, taking them out might as well be adding an "I win" button to the UI. [/quote] Why would this give either player an advantage over the other? If both players don't have to deal with pirates, then the playing field is still level and those resources instead go towards trying to take out the other players by your own

218 Replies 216,528 Views

Just to add a voice to the chorus... Love the game, not thrilled with the pirates. I understand why they've been included but more often than not, I'd still prefer to play without them. Personally, I also think a simple option in the random map menu would make this 'issue' disappear with all sides pleased with the outcome. Lord knows I'd have nothing else to say about it. I'm not even sure why balance would be a consideration as I'd assume that players would be able to see w

218 Replies 216,528 Views