Annatar11

Annatar11

Joined Member # 2632777
34 Posts 6,213 Replies 28,704 Reputation

Giving the game some sort of sensor system could be interesting. Stars, nebulae, line of sight/proximity to celestial objects could affect it, perhaps. You could have research techs to increase sensor strengths in those environments, and the scout could become useful in an attack fleet as, logically, it would have the most sophisticated sensor systems. Just, for the love of god, don't give grav wells fog of war <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" border=0 al

32 Replies 10,492 Views

Changes in bounty on other empires I actually like seeing this, as long as it stays text-only on the bottom of the screen like it currently does, I really don't need/want a sound effect and voice message for it or anything, but it saves me the trouble of looking at the diplomacy screen each time a pirate raid happens to see if I have the most bounty or not. Seeing those change notices gives you an idea already, as long as you remember <img src="http://im

9 Replies 4,632 Views

as well as the fact that the faster ships in a fleet will happily rush off to their doom (fighters and bombers excluded.) Fleets need to stick together period to improve their survivability. Quoted for emphasis. Although the current fleet formation makes it quite 'packed', ideally your Cobalts won't charge into an enemy fleet leaving all your other ships behind, and then get slaughtered because they're the only targets the enemy has in range <img src="ht

49 Replies 12,175 Views

No, those 2 Cobalts you start with are, indeed, equivalent to 'light tanks' to fit the tank analogy Now, a better analogy would be to compare current naval frigates with current naval battleships/capital ships. Considering that most current frigates are fitted with missiles, they surely can inflict some damage on the larger/more powerful battleships! So it's very much not out of the rea

49 Replies 12,175 Views

I agree that a little more variety in defensive structures would be nice, because right now you know that all you're going to see is a mass of gauss platforms, a hangar or two, and some repair platforms That said, as with most suggestions about things to add, we really don't know anything about other races and their units/structures and how unique they'll be. The TEC supposedly isn't meant to ha

57 Replies 13,281 Views

Where there are mines, there must be a way to deal with them other than sending your ships through to detonate them, like ships that can remotely detonate/diffuse them in some fashion. And then it wouldn't matter how large the mine field is, only protecting your diffusing ships, which would probably be high on the target priority of the enemy In theory, that is..

34 Replies 7,267 Views

I think the game needs a lot more units both Destroyers and Battlecursers. The game also needs bigger fleet supplies to allow for larger fleets. On large multi-solar system maps, it's actually quite easy to amass fleets in the several hundreds of ships. On one map I played with 5 solar systems, 4 players. Each player started in their own 8-planet system and the central had some crazy number of planets. I easily had 8 capitals (320 fleet supply poin

47 Replies 39,715 Views

a better question is: who WOULDNT want to be seen riding a pink space pony!? Ooh, ooh, me me! *jumps up and down waving his arms*.

20 Replies 26,056 Views

Hi, there... it's called an analogy. There are times when one must take one's own advice. Assuming tank is analogous to capital ship, find me a ship in game that's analogous to 'guy with gun'. The closest you'll come up with is trade ship/colony ship/fighter squadron, and in that case the analogy holds amazingly well. However, everything other than those two ships is not analogous to 'guy with gun', and thus your analogy becomes severely flawed.

49 Replies 12,175 Views

Enough of the "weak" units will overwhelm their natural "counters" in real life, and thats the way it is in Sins. Leave it that way! Reiterating this very, very important point, along with an example. The German Tigers in WW2 were pretty vastly superior to any British/US tank, so that in order to take them out, we had to send out our tanks in packs.. a few distract the Tiger from the front (and promptly get blown up), but give the rest shots to the rear.

49 Replies 12,175 Views

One thing that just popped into mind, as far as UI goes. I don't believe it's currently possible in Sins to drag select a group of ships/structures as attack targets? It would make some things easier if say you could select your LRMs and Ctrl+drag a box around a group of gauss platforms, for example, and your ships would all focus fire on each platform at a time and automatically switch to the next. This would also be great for Gardas attacking a large number of fighters/bombers, or if

29 Replies 9,437 Views

woo! another useless thread about stuff already talked about and DENIED Few early decisions are absolutely permanent. People change minds when they hear things they also think would be cool If anything, ideas will be floating around for future expansions/updates <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 align="absmiddle"

34 Replies 7,267 Views

Ultimately, I'm not sure if another ship class can be added for launch, but I'd expect to see them added in expansions/content updates. Keeping fingers and toes crossed, anyway

47 Replies 39,715 Views

Well, another solution to the charging into the front lines and getting blasted to bits is to make their repair drones behave sort of like fighters. That is, the cruiser could sit at the entrance of the grav well and launch its drones, they would then travel to the ship that needs repairing without needing the Hoshiko close by. They could have a really fast flight speed so it doesn't take more than a few seconds to get to the ship initially, and after that they can just hang out in the general a

38 Replies 46,118 Views

But the real question is, do you want to be seen riding a pink pony in space by any sort of intelligent life that might be looking? I'd think twice about that trade...

20 Replies 26,056 Views

one of the possible conflicts I see is that via research there already is some sort of possibility for customisation in that you research some techs earlier than others and leaving some out altogether. over the long term of course most players will have researched most techs which makes them equal again This is a true statement, but other than a fairly select few techs (mainly ship hulls/weapon upgrades, main example being the LRM frig and missile line,

32 Replies 10,492 Views

also how about stealing vessals? like salvage corvettes off of HW1 or better yet, marine frigates off of HW2 essentully, just ships that can steal other ships. This worked in HW/HW2 because of the relative small number of ships present (making each ship 'worth' more, I remember struggling to capture that first Destroyer you meet in Homeworld), and different damage models (ships could dodge fire, etc). In Sins, this *might* wor

34 Replies 7,267 Views

I think some sort of implementation of this general idea would be great. It would allow people to specialize and make their empire more unique, and add another degree of unpredictability to MP games. Its more like the 'combat' strategy techs that you could switch between, IE ground Warfare, Air Warfare, Defense This kind of makes me think of the way it's done in Company of Heroes. If you go Armor, for example, you have some support 'powers', and

32 Replies 10,492 Views

The last time I used hoshikos, they never even had time to be of much use. I went on to do other things, and came back to the fleet with hoshikos to find them all missing--built a few more and found out that the AI targeted them above anything else in the fleet, so they never stood any chance of surviving. Seconded. Whenever I build Hoshikos, they always charge in front and start attacking when the fleet comes out of phase jump. And they always get prio

38 Replies 46,118 Views