Paradoxnt

Paradoxnt

Joined Member # 2701499
4 Posts 466 Replies 845 Reputation

Well, let's just hope we can give some strikecraft squad types the ability to Phase/Hyperspace Jump. That would really make doing this mod a lot easier. Of course, long range hyperdrive capable strikecraft will also need to have their death count downs reduced to almost nil.

1,324 Replies 1,516,050 Views

Hehe, Schem seems to be extremely concerned about system performance with SoaSE...could it be that he is still trying to play it on his laptop? Schem, instead of Ironclad reducing game features to make you happy, maybe you could buy a decent gaming rig instead. I think Ironclad can get around any performance problems for slower machines by allowing a choice in the level of unit/effect detail and graphics performance in the game setup. There is no need for the whole game to be reduced

68 Replies 100,572 Views

When I attack a pirate held planet, I'll usually jump in a colony frigate just before the fight is over. So even if my ally jumps in after the fight with a colony frig, my frig will reach 100 antimatter first = my planet. IF an allied colony frig jumps in before mine, AND I am still fighting pirates, I'll grab my fleet and retreat. The pirates focus on the allied colony frigate and it will jump out, at which point I return with my fleet and finish taking the planet.

22 Replies 4,738 Views

Hmmmm, now that you've mentioned it, I just noticed in my present game that a capital ship didn't jump with the rest of the fleet for some reason.

6 Replies 2,388 Views

I kinda like the Star to Star Phase Lane concept. It could even be explained as some kind of subspace connection/space folding between extremely deep gravity wells...a sort of poor mans wormhole that can be used with advanced technology. You can't go from a planet to another distant star because the planet's gravity well is too small to connect properly to a far away star (or because the planets gravity well is too eclipsed by its star's huge gravity well to be useful over such long distances)

211 Replies 78,106 Views

It is strange that Ironclad had the opportunity to release a separate open connection map beta test. This way we could have all experienced how well or poorly open maps work. We would have been able to say for sure which we preferred. Still, as long as SoaSE offers the ability to mod in open connection maps, I'll be happy. IF SoaSE also offers open connection maps as a special multi player map option, then I'll be ecstatic. I just wish Ironclad would come out and say if they are goi

35 Replies 65,563 Views

It really seems like the 0.60[b].010 update slows down machines. I never had any battles slow my system down until this update. In fact, prior to this update, I was all amazed at how smoothly mass battles ran. Now it seems like I'm not the only one noticing this. I've even used task manager to close down all non essential programs so I am only left with 21 running processes in the background. Maybe it is all in my head, but I suspect this update has a memory leak, wasted processing, p

294 Replies 246,034 Views

It really seems like the 0.60[b].010 update slows down machines. I never had any battles slow my system down until this update. In fact, prior to this update, I was all amazed at how smoothly mass battles ran. Maybe it is all in my head, but I suspect this update has a memory leak or something.

21 Replies 6,026 Views

Wasn't the Interdictor class in the Frigate/Destroyer range? I asked what Imperial Cruiser sized ships or bigger had a specialized role. The Death Star had a huge amount of strike Craft, a huge amount of occupation/invasion ground forces, and a huge amount of ship to ship and ship to planet firepower. It was also set up to be used as a political center. I don't know, but this doesn't seem very focus purpose to me. Still Great Emperor, thanks for mentioning the Interdictor.

1,324 Replies 1,516,050 Views

There is definitely going to be a need for an improved auto management for ship special abilities. We can't manually manage 30 capital ships abilities during a battle, so we will need to trust the AI to do a decent job. Maybe Ironclad will give us some options on auto use so ships can be trusted to not screw up too badly with their special abilities.

482 Replies 358,540 Views

Yup Multianna, you are definitely in the mature gamer catagory. It would be neat to see how old most of the gamers who are interested in Sins are. As for powerful machines, I think IC needs to aim higher and deliver more. Hardware is always getting better and will catch up quickly and the game is still a ways from release anyway. By the way Multianna, I always enjoy your posts.

35 Replies 65,563 Views

Oh, what large scale ships did the Empire have that were specialized (ie, one focus purpose)?

1,324 Replies 1,516,050 Views

Fighting? I thought we were having a fun debate about pros/cons of realism as an argument for including ramming. I suppose it doesn't matter much anyway, the developers have said what they are going to do. Ramming will not be part of the game.

36 Replies 11,592 Views

Hey danielost 1: First off, I was talking about laser weapons (amongst others) being a poor choice for an offensive weapon system in space (they could possibly be effective for point defense though). I am not sure why you mentioned lasers as a means of propulsion. I don't get where you got laser propulsion from my earlier post. 2: Also, you mentioned the Laser Engine concept without even looking to see what it is. Basically, it is a ground based laser (and ground based p

36 Replies 11,592 Views

Hey danielost. Okay, we are still on the realism of ramming topic, are we? So then let's talk reality. First up, if you tell everyone that a standard tactic is to ram enemy ships and kill yourselves doing it, do you think people will be lining up to enlist? Look at what is happening because of Iraq. That war is no where near being a sure death situation (like ramming ships would be), but look at the plunge in the numbers of people enlisting; all because of a small (but visible) perc

36 Replies 11,592 Views

Still, you Phase Lane boys are only at 49% = loss Okay, seriously though. About half of you are fine with the idea of limiting Phase Lanes. Fine, let's say that the SoaSE standard campaign uses Phase Lanes and that the developers won't change their minds about this. In fact, I don't even think most of us Pro Open Connection Map guys even care about whether the campaign uses open or closed maps.

211 Replies 78,106 Views

Check again P5y, we were at 53% (one guy voted but didn't give a % number in his post), how does your vote count as 2? Hehe, if I were a smart ass, I would make an argument now that people who want Phase Lanes can't do math...and who wants to be on the side of people who can't add or subtract. Of course, that argument would only last as long as it took Schem to get involved and ask how the hell was the original 50%/50% value reached, and how is it that each new vote is worth ex

211 Replies 78,106 Views

Pirates can be a bit like a minor faction, if they can use Dead Asteroids as small secret bases (with a small income for just them) and they attack factions that have bounties on them.

8 Replies 6,821 Views

Maybe if this was a game by Lucas Arts you'd be in trouble. But the Ironclad crew are actually in touch with reality. You should be safe.

16 Replies 18,467 Views

Yeah, ships should have antimatter to jump. But the designers are trying to prevent the losing side in a battle from losing everything...even though, that is usually how it goes even with the ability to jump without antimatter.

10 Replies 2,891 Views