bryanw

bryanw

Joined Member # 2459474
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and Master of Orion, Spaceward Ho... vs. Command & Conquer, War/Starcraft... Silders over tiles is just my perference. I don't like any pop-up menus in RTS games that block my view of what's happening on the map. I'd be thrilled if they set up automation for the black market and bounties too Planet, tactical, and logistical upgrades work well as they are implemented now, even without automation,

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It seems like, given time and the space to spread out, you fleet will get into formation, in so far as the missile frigates in back etc (excepting that the short range frigates aren't smart enough to stay out of range of stationary gun turrets). I think you are finding a problem with the jump as a group functionally as it is implemented now. When you get in system, everyone is jumbled together and they don't have time to get into proper formations. It woul

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There are a couple of changes to the way the research tree interface works that I think would benefit players of Sins, or at least those with my playstyle , particularly when multiplayer is ready and we can’t pause the game. Basically, what I have in mind is a queue system controlled by a rate slider. Payments for technologies would be due upon the completi

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Thanks for going with real faction differentation. I love GalCiv, play it way to much , but it did bug me that everyone chases the same tech tree. Unique strenghts and weaknesses between factions seems to be a hallmark among RTS games, and I'm glad you are heading down that path.

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Better collision detection would be a definite improvement with regard to non-planetary objects. I would suggest something a little different with regard to pathing around planets. Personally, I would find it aesthetically pleasing to see the ships move in a slight parabolic arc around planets to give the illusion that the ships are orbiting them.

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