For the record, I agree with your wife Just imagine how cool it'll be when the final effects are in instead of the (mostly) placeholders we have now
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Thank you, will try that
While playing Sins in windowed mode, the only way the camera scrolls is when the mouse button is on the window border on the sides/bottom, and a very tiny area below the header on top. If you move the mouse off the window at your usual rate of moving the mouse, it won't 'register' the scroll, you pretty much have to let it pause at the border and then keep moving it. But this is a tricky one, on one hand you don't want it scrolling every which way each time you move the mouse off the wi
The main advantage of siege frigates I can see is, sort of like Gauntlet mentioned.. you can wipe out defenses, move your fleet to another planet and leave your sieges to bombard the defenseless planet
Some of us don't want to watch paint dry for the first half hour, it's glacial. Ten minutes before you can even begin launching small scale attacks every few minutes is painful. The scope of the game is across solar systems, the production levels fit single planet empires better. Well, all of my posts take into assumption that the game will be sped up a bit without drastic changes. And actually, the current production model fits 'across solar systems' m
Yeah, I wonder how common it is. Not many people are posting much about it so I wonder if it's just something between a few people since we have a pretty small pool of MP players, or if it's the game's net code still needing some optimizations.
It was mentioned in another thread I believe that the devs are aware of the poor target choices of fighters and intend to prioritize enemy bombers for them. In general, everyone knows the AI needs lots of work but we're not supposed to expect very much improvement in that area until beta 4, since this phase of the beta is testing MP issues primarily!
Because it seems rather odd to have salvage crews with your ships when you head out into unsecured, enemy space, and then have them salvage debris during the middle of combat? I mean, capships aren't exactly defensive focused units. It's not really odd at all. I guess if you want to get into theorycraft, if a capital ship gets beat up that its hull hp is at 10-20%, one would assume it would take quite a lot of metals or whatever construction material as
This includes but is in no way limited to the frequency of combats. Other than the time it takes to fly through grav wells, the frequency of battles is determined solely by the players and is in no way a fault with the game. And decreasing the amount of time it takes to get through a grav well for the next jump is in no way guaranteed to increase that frequency. People will play how they play. Some will try to have one massive fleet that will ta
-selecting several resource asteroids at once and clicking the "build mine" icon should start mines in ALL ASTEROIDS SELECTED. currently, it will just start building in the first selected asteroid. this is annoying, and a waste of time! You can select your planet, go to logistics building, and build that way. With autoplacement of mining structures selected, you never have to worry about selecting asteroids. also,
Advanced suggestions Make ship wreckage salvagable so that can be a source of income for aggressive players and nice early bonus for killing those native ships. Or for an easier implementation, why not give every capital ship a passive salvage ability that funds the player that destroyed a ship a percentage of the ship's cost (in credits and metal/crystal) based on the capital ship's level? It would have to be low, maybe 1% per level, so yo
I think that trade should be really useful, however at the moment, I don't see how a player can justify spending that outlay, when they will likely see a very poor return. And it is really useful. You get I think a base of 33 credits per ship plus a bonus for long distance flights, and trade stations produce quite a lot of trade ships. Even having 4 planets with a station each will pay off your investment quite quick and boost your income considerably.
Space Voyager makes some good points. The game is meant to be sort of a compromise between traditional RTS and 4x games. It will never please everyone, there'll always be someone for whom games are too long or too short. The goal, I think, should be to stay true to the original concept and scope of the game, because that's why most of us became interested in it! It's always a fine balance. You don't want to make the game in a way that the player is required to micromanage every little d
The defenses too powerful? You can fly right by gauss cannons with minimal losses. And this is the key. Massed gauss platforms have several weaknesses. First, even when supported by repair stations they can't survive LRM/bomber barrages for very long at all. Second, their range is limited, and if a planet is not a dead end, usually they can only effectively cover one jump-in point. A lot of difficulty in dealing with defenses comes from letting the AI pi
Not really -- my last game I barely had any defenses, its just that it takes too much time to build up the economy needed to build a fleet capable of crushing an opponent, if he's even slightly capable. Depends on what you do, I guess. The first thing I usually research is ice planet colonization (if I have those near me), then trade outposts, and I build a trade outpost on every planet I control. Even with 4 planets, the income from trade ships adds qui
And not fun for the rest of us? I say we hold a poll. Considering it's a "maybe this would be kinda cool" thing rather than the devs taking actual input on how to implement it, I'm thinking a poll is jumping the gun quite a bit
as I said, make it variable, it will NOT de-generate into a click fest..... unless that is what the players want. Just about the only way to make it variable but not degenerating into a click fest while keeping the concept of the game intact is to make smaller maps. This is assuming the general game speed will be increased a bit since the common consensus is that it is slow (and I agree, for the most part). But at the core of it all, the issue i
You're quite right in saying that losing solely due to chance is frustrating, unless everyone in the game agrees to take the risk Me, I wouldn't mind. Granted just making it so that your home system becomes vapor without giving you anything in return is harsh and extreme, there are quite a few possible concessions to make to the player(s) who were affected <img src="http://images.stardock.com/gc2/T_DL/smi
I think making research free, or much simpler/easier/faster than it is now would be a terrible idea. Why, like a lot of people said, is because it lessens strategy and dumbs it down. Right now you actually have choices to make. In the beginning, do you build ships and rely on numbers and combined firepower, or do you take the risk to set up a research infrastructure and have stronger ships/planets but fewer? There's room for both, as someone who rushes to build lots of low tech ships might have
It could just be added variety to logistics/tactical improvements to a planet. Maybe instead of massing gauss batteries you'd rather invest in a military station and fully upgrade it. It would cost a lot of tactical points and a lot of resources to fully upgrade it, but you would get the benefit of several fighter/bomber squadrons, missile defenses, shields, repairs, maybe a few unique special abilities. Or, if you're in a dead end system deep in your controlled territory, maybe you'd want to ma
Well currently the number of capital ships is tied to research, another idea would be to increase the costs and tiers of that research so that capital ships would be a little rarer. In principle I agree that it's too easy right now to get them. The way I think of them is, as someone else mentioned, sort of the fleet flagships, their numbers should be few compared to the rest of the fleet. But right now even on small maps you can easily research 2-3 ranks in officer training and have 3-
Oh that makes sense But the main reason for that paragraph was to find out if the prices when you buy are meant to increase dynamically as you're buying, or after you close the window and open it again. Currently it behaves like the latter, and since some other things are dynamic it seems like prices are meant to rise per purchase too.
I'm with Gauntlet, and that's why I made sure to mention that it'd be toggleable, and very rare. And, obviously, it would only happen on huge maps with multiple solar systems. Since something like a supernova would be a huge change and potentially empire ending, something like a 3-5% chance per *game* may be good, or lower. More basic random events could be in the 20% area. I don't want it to be like other games (I remember the old SimCity) where random events would be almost constant somewhere.
It takes a while for the culture to fade and allow you to colonize, the best thing I found to do was to leave a ship or two behind to prevent the AI from re-colonizing, and then keep moving the bulk of your fleet forward. You need to be knocking out broadcast centers to deplete the influence, so you need to bring a large enough fleet to be able to mow through several planets with relative ease, otherwise it'll be real slow. Your capital ships *should* also help drop influence faster, t
Very true - We wouldn't hear all those cool lasers and see all those explosions in space! My favorite is still a scene from Wing Commander: "Quiet! Shh! If they can't see or hear us they won't find us", as the ship is hiding in the shadow of a crater on a moon/planet. Naval warfare mechanics in space ftw But all in all, the more unique atmosphere the gam