I'm guessing it'll just be some preset scenarios to play out. It sounds like it won't have a progressive campaign that tells a central story, though.
Annatar11
Works for me. You hosting Annatar? Yup, I can host Haven't had anyone complain about it yet, anyway. Eet can (could?) host since I've played a game pre-patch with him, also.. I could do it today Didn't plan it for today since Shadowhal was interested but said his Tuesday is planned out <img src="http://ima
I think anyone has the right to try to the play the game however they want. I'll never be the guy to ask someone to drop cuz they are laggy, its just not cool. Its nice when they volunteer to do so for everyone's benefit, but bitching too much about lag and technical issues is mean at times. Well put.
Sounds like something that would be better suited to ICO where it keeps tracks of your wins and losses with ranked promotions and what not. Does this mean that ICO is planned to keep track of stats and ranks? I know it's becoming more commonplace in online RTS, don't remember seeing/reading anything about that for Sins though so I'm curious
Well we've got what, 7 interested now and Ron would make 8 if he got his butt online.. looking over the times, how's tomorrow (Wednesday) at 6ish EST sound? I'm Central and 5pm is the earliest I can make it which'll make it 6 for you Eastern folk If worst comes to worst, we can throw in one AI.. or.. 7 person FFA, dun dun.. So, Wednesday 5pm CST/6pm EST sound good?
I would like to see an all AI managed battle system put to the test. Play a few games, but DO NOT micromanage your fleets. In fact do nothing at all except send them where you want them to go. Let the AI do the fleet managing for you, and write down both the good, and bad points of the battles. Win, or lose... better yet save the replays. They should be quite entertaining That's a crazy idea, crazy enough that I like it. I think the devs are very aware o
Well I'm sure the cap was put in for more than just an arbitrary reason "Hey how about a hard cap? 2000 sound okay?". We can just guess as to what it is I never said I was opposed to allowing the cap to be higher, but it can be done in SP easily as someone pointed out, and for MP it can go the route of most other games, add a modifier for fleet cap.. the current 2k can be 'medium', large can be 4k, small
Few comments: 1) If you're talking about what I think you are, the names for celestial objects don't replace that bottom 'box' that you can hover over to see structures built, it just covers it up. You can still hover over it to see. 5) I've noticed this a little, it's trying to get all the ships in formation it seems so usually the more ships you have the longer it takes to line them up, but I haven't really experienced a really long delay yet, post patch. Before the patch the
However, being able to queue past the fleet point limit would be beneficial. Perhaps queuing past it wouldn't take resources until it was actually starting production (so when the fleet cap allowed you to build that ship) and if you didn't have the money available it would wait until you do. That way it would be a little easier to resupply your fleets, especially if you let AI do a bunch of fighting on several fronts and it becomes hard to keep track.
Where one of your capital ships could be personally designed by you. Would cost more but would be far superior. Wouldn't work for all the same reasons people listed above. Your flagship at the beginning of the game is your most important ship. If you start with a "far superior" ship at the start, you can destroy the enemy flagship without breaking a sweat. So, no balance, whoever plays most wins. I wouldn't expect any 'awards' in MP myself. Mayb
I change my cookie donation to anti-hysteria pills.
It's the fleet supply cap. So with a diverse fleet that would be probably around 150-300 ships. That's not really a lot. No no, I got that. That's still a lot of ships, probably more than enough unless you're having major engagements in more than one system. No reason not to make it increasable, though.
It sounds like we're talking about the same thing pretty much, we just maybe have different ideas of what an 'uber' AI may be. I fully agree that the combat AI needs to stop doing stupid stuff and fight smart so you can manage multiple battles easily. I just think that the limit to the smart AI should be to be able to knock out defenses in an intelligent way like players do now, and maneuvering around should be left to players. Having the AI destroy defenses would only take a little whi
A cap of 2000 is... a Large Number of Ships
I know the point you're trying to make, and generaly I agree with it. But: The point of defenses are not to shred attackers so you don't need to invest in a fleet. The point of defenses is to slow down attackers until a relieve fleet arrives and then to help the defending fleets. Letting the AI bypass defenses won't slow anything down long enough until a relief fleet arrives, really. Your statement is true, but that's done by making defense
if I did id probably would have led my team with better coordination Not to nitpick, but being the only one who left without even 'losing' anything, the implication that you would've been a good 'leader' is quite farfetched The attitude just doesn't match that. Hell, we didn't take it too seriously, we just joked about it when the AI that took over you
The problem is, if you make the combat AI too "smart" and allow it to around your defenses, then what's the point of even having them? It's very rare to have a planet that you can't jump into without engaging the full defensive line. So, if you make the AI all go around (or Cobalts go around while LRMs engage, whatever), then that makes the job too easy for the attacking player and almost impossible for the defender without having a mobile fleet around the same planet. So yeah, on the
we dont need more anti-ship weapons, what we need are some anti-fighter weaponry to defend certain places (hangers come to mind) Ditto, which was actually my proposal for a new defensive structure
and poor and my other ally had no fleets so it was pretty much us waiting to die That's actually quite false
I suppose I should get the Orange Box eventually.. but my hands are full enough as it is to get yet another game Plus TF2 doesn't look that interesting to me, would be more for Episode 2 But, if you're not here, one less Sova raid to worry about <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.
So after that 4v4, I figured why not try and organize another big game It's hard to predict how long it can last, so I wouldn't put the "You must stay until the end" condition on signing up, especially since it's during the week and people have to work and things. But the condition I will put is not to leave when your flagship gets destroyed early on. Otherwise, stay as long as you possibl
damn wish I had been there for this Slacker. Although to be honest I logged on *just* in time for it. It was a tossup between a Sins game and more Hellgate: London betaing. Glad I picked Sins, though
That was a fun game Managed to take out Giant's flagship but missed his little colony ship jumping in, so had to waste some time/resources getting Krosovs there to bombard since it's usually bad when an enemy team establishes a foothold right next to your Homeworld (especially with your only ally on that side an AI), but then Ron just had to jump in with his fleet and then I gambled badly on being able t
-Many techs that aren´t essential will rarely be researched (can be avoided with careful setting of the research times) This is already true in Sins for shorter/smaller games. The only time you really research everything is on large maps with lots of downtime, not because you need it but because you really have nothing else to do with that much money and you might as well. This mostly applies to Civ techs, most Military ones are more directly us
You also won't need cruisers unless they are carrying wings, so all but the carrier-cruiser are more expensive. Maybe the command cruiser is not available. Not to nit-pick at the idea, but since the command cruiser 'paints' targets, it would be of more use to a carrier-based fleet than a repair cruiser, so I'd say the Hoshiko should not be available instead. But anyway, that was pretty well put! There could probably be another doctrine type or t