If you can't stand turn based games you need to play Sins. If you want the best tactical space combat currently available you get SotS. Fact. Sins combat is a simplistic Starcraft style math exercise. Ship A deals Damage A, Ship B has hitpoints B - do the math, the result is the same all the time. Not only are the shots not actually simulated - they didn't even bother putting misses in, which even HW2 had (while HW1 had fully simulated shots). Combat Engine wise Sins is a massive step back from
DatonKallandor
[quote] I came across another problem when sketching a big gravity well..... Size of the map will have to be HUGE to avoid gravity wells touching each other... but thats probably been discussed before... Anyways there is a problem that i came through.... Imagine the rebels want to take down a trade port or some such of the empire.... the player sets a strike team.... 2 Nebulons (4 Fighter squadrons?) and a couple of corellian corvettes, they come in from hyperspace a
The Races are nearly identical. Sorry, having two different buildings after half the research tree is not "diverse" - it's asinine. The "always on the run" Vasari have credits, fixed buildings, colonize worlds and have the exact same economy as the Millenium old Capitalist Empire and the Hive-Mindish Psi-Commune. And that's just the tip of the iceberg. It makes no sense and is dumbed down for no reason but to make it easier for the devs.
[quote]It is clear that the Beta showed several important drawbacks of making phase inhibitors too power. I would like to summarize: 1. Current phase inhibitors are not working because they do not sufficiently stop enemy fleets from simply going elsewhere. This eliminates one of the supposed main strategic points of this game. 2. The phase inhibitor that completely stopped phasing out was too powerful because it allowed death traps that made the game unfun. 3. Phase
[quote] Also, I really hope they fix the "AI running away all the time" issue otherwise whenever a SSD jumps into a system the rebels will scatter like cockroaches! Speaking of which, is it even possible for you to integrate the interdictor cruiser into the mod? That would be awesome. [/quote] I think "scatter like cockroaches" is exactly what the Rebels would do when an SSD jumps into the system. As for interdictors - both interdiction modes work in the game:
[quote]First) Relating to a topic about Phase Jump Inhibitors which is being discussed in this forum. The dialogue about the PJI's is that in the beta they used to stop all traffic within a gravity well rather than just slowing it down, thus allowing people to block lanes of space travel (a very interesting concept imo) and it got nerfed in beta because then people would just turtle and defend their superweapons. Now, I think it was a terrible idea (remember this is just my opinion) to trade a p
[quote]iunno about pirates, but the AI is currently good but has no real strategies programmed into it, what it mostly does now is mass cobalts, which does get raped by LRMs.[/quote] But why should LRM's beat Cobalts? LRMs are artillery units. They should never beat straight up combat units. It's the exact same issue as the Siege Units - they should never be able to do damage when there's an enemy presence unless the Siege, Artillery or any other kind of support unit also has a mixed su
Note that the Cannon description actually says you can only fire inside a solar system, not interstellar. So it's a mistake in some way (either in the description or the cannon)
The Z-Axis is implemented the same way it was in StarTrek Armada. Barely at all and completely irrelevant. It's nothing like Homeworld, which was brilliant in it's 3D Movement.
[quote]because its what most people are demanding whether its what they mean or not.[/quote] Thank you very much for telling [U]us[/U] what [U]we[/U] actually mean. [U]We[/U] get so confused about that. Schod - the great Enlighter!
[quote] the problem is grandmu, that all of you are going about it in a way that is 100% aggressive and derogatory, with statements like "you guys didnt blah" and "it was supposed to be like blah" and "I really was expecting blah which wasnt delievered" its the completely wrong way to go about it. [/quote] Okay, are [U]you[/U] telling us how to be polite in posts? Seriously? That's the most hilarious thing I've read in a while.
[quote]I'm simply not up to having a game of "TEC, TEC 2.0 and TEC 3.0"[/quote] That's the way it's now.
I think he means the "you can jump to other Stars" Artifact. Not that artifacts matter since they are completely random and you get absolutely no clue at all where they could be. They need a "Alien Ruins Here!" Marker that is visible as soon as a planet is discovered (though you still have to colonize AND finish the exploration developments). That way everyone will rush for the planet and there'll be another, dynamic, focus point except the usual "Ice planet - Crystals!" focus.
[quote] Sorry, but you're incorrect. With few differences (i.e., Orcs, Necrons) the economies in Dawn of War are exactly the same - they all gather requisition and energy, and they spend it the same way. What differentiates the them is their style of play. The Space Marines are brute force with overpowering weapons, but small numbers. The Eldar are advanced, but their strengths lie in being swift and making quick hit & run attacks. If an Eldar player ever tried to make a d
[quote] Hmm, how best to respond to this.... Basically Schod is correct in his arguments (though I grant that I've not read them all in detail). The Vasari are powerful, but not in a hammer-headed brute force approach ala the TEC. Playing the Vasari successfully requires finesse and different tactics than the TEC do (this is intentional, bt
[quote] That's something I've never understood about SupCom. TA Spring has also projectile calculation (I've shout down nimble scout planes with the heavy artillery) but it doesn't use that amount of processing power that Supcom needs.[/quote] That's because SupCom units generally fire much faster, their projectiles have a longer livetime, and because the unit's also calculate what they can fire at based on 3-4 different layers of counter-intelligence. In addition to a shield-layer
[quote]You want the simple sliding scale of unit strength vs unit numbers, whereas he is enjoying the more dynamic and mature multidimensional scalar exemplified by the idea of being powerful without being strong via units that focus on mobility and (for lack of a better word) interference (screwing with the enemy's ability to do stuff).[/quote] What you fail to realize is that you can have [U]both[/U].
[quote] Daton supcom is an exception to EVERY extreme, its a terrible comparison. [/quote] You are, quite simply, wrong. SupCom's scale is far higher than SoaSE's, and has many more movable parts - even using their wasteful system (which, by the way, isn't the turrets - it's the actual projectile calculation, something SoaSE doesn't have anyway). What's actually completely analogous to SoaSE's scale is Homeworld and Homeworld 2. And those
The Culture isn't really a problem - it already is propaganda. Basically, massive campaigns promoting "Surrender and you will be spared! Resist and you will be erradicated!". That's a good "evil" analogy to TEC culture. I like the mobile refinery and mobile colony idea.
[quote]and "abilities are slightly different" excuse WHAT??? what exactly is the TEC parallel to phasegates huh? how about highly tuned sensors? how about returning armada, phasic barrier, gravity tolerance, planet sucking, PHASE GATE (ability), Antorak, Subverter[/quote] What about the fact that the entire frigate selection (which is the meat and potatoes of the game for a very, very long time) is identical with a different dress. What about the fact that the same is true for military
Seriously, Homeworld had animated turrets. And if you want a game of comparable scale, Supreme Commander has animated parts on units. More animated parts than SoaSE's units would need, on many more units. There is absolutely no excuse for not having them. And that's been said from the start.
[quote]I would go out on a limb here and say that the Devs so well differentiated the Vasari from the TEC that this could easily hold starcraft by the balls in a head on contest. why isnt it apparent? because it doesnt shine at you, the differences are all in their technologies and their capital ships, which may seem like a small portion of the game but are in fact, the whole thing.[/quote] Unfortunately, the diversity so far is Warcraft 2 level, at best. Identical Units, slightly diffe
[quote]You guys don't seem to realize that this game pretty much needs to be done by the beginning of December. There's not 94 days of development time left, there's less than 30.[/quote] Well, then you better get onto animating all those turrets. As it is now is okayish for a Beta, but a game coming out in 2008 can not, under any circumstances, not have animated turrets.
disagreed, I don't want people just racing for the super spots Why? You already have it with planets. Hotspots is the spice that makes terrain interesting.
Here's my take on how the Zoom on Cursor should work: In short, think of it as Homeworld + Supreme Commander. In detail, have the usual Zoom on Cursor function as it was in Beta 2, that is, zoom on cursor when zooming in. Precisely at the cursor - no autolocking. With an added twist - if I have the camera locked on something (alt-leftclick, middle mouse, etc.), it should act as a regular zoom, and not break the lock whenever I zoom in. That way, you have zoom-on-cursor whenever you want,