wonderful, thanks for the quick info blair. well, curious what you will do eventually, but nice to see that some things that have been thrown around apparently find approval.
Shadowhal
[quote who="k33bz" reply="5" id="2008545"]I'm sure it will be i think those prices are all placeholders - in another post i tihnk in the modding section i made a quick mod with rebalanced prices which makes most things reasonable[/quote] a good idea, but I'd see a problem. you see, given that the number of upgrades is hard limited, you would want to prefer the more expensive upgrades instead of the cheaper, weaker ones. thus, you could keep the upgrade costs constant (maybe increase t
yeah, trade upgrades for SBs are pretty expensive for what you get. and you also have to research them. good for completing chains, but not too good as a money source per se. should be rebalanced imo.
actually a good point you brought up. yeah, structures and planet information should stay at their last known information level until updated with further recon. that would also help plan assaults, you know, where to enter phase space for optimum exit and such. although you'd then want to have more recent intel. in any case, it would be useful and since the "what" is already in place, I don't see why the "where exactly" should not be in, given that we deal with stationary objects here.
[quote who="superfingers" reply="10" id="2003430"]off topic but shadowhal i get the name and its hilarious[/quote] my nickname? tbh I didn't have any sense in mind when I thought of it, but if you found one, I'm curious. and yes @annatar: SB should not be everything. either economic or military, either a total stronghold or something slightly weaker with more blocking potential or whatever you call it. that's why I love the upgrade system so much, where you do have a number of
with all this PJI interdiction, lets remember that the average SB also needs to be harder to bypass than in the current build. PJI is, depending on how extreme it is implemented, a pretty high end solution, thus a change for the SBs without also needs to be in, because, well, as it is, the added benefit of them compared with existing defenses is not so huge and without changes they are next to useless in neutral wells.
I'd prefer not to have SB experience. I like the way they are build and upgraded just fine. just tweak around a bit on the edges and it will be fine. I think I already made my point as to what specifically I would like changed.
[quote who="Ryth25" reply="3" id="2002849"]WEll alright then, also I'm new to this site, but maybe this post should have gone in technical or something not beta feedback. What is beta feedback anyways?[/quote] what do you mean "what is beta feedback"? it means that we have an unfinished beta version and we write what we think of it, what we like and don't like, how we would like it changed, improved and why. and we go bughunting to make sure the final product is as complete and playab
much less for betas. don't expect any mod to work for betas. adapting mods to a current version is quite some work (I assume, never done any modding) so it surely won't be done for interimary versions that are sure to change, and often quite drastically so, pretty soon.
[quote who="Annatar11" reply="22" id="2001662"] could it not be a simple attack that only works against structures? And that's the problem. Abilities are the only way to make it work against structures but not anything else. [/quote] alas, I speculated correctly. well, why not going to sole soul approach? the lowest possible modifier against anything but structures and the latter 5 times the target priority of everyhing else. then, of course, maybe the modifiers also
a question concerning the defense busters: why does it have to be an ability that fires it? that apparently causes some problems with range, attack automation, etc. could it not be a simple attack that only works against structures? of course, it may be possible that a normal attack is always possibe against both ships and structures and you cannot shut that restraint down. apart from the fact that there is no logical reason as to why a weapon that can bust a big defensive installatio
placeholder voice. has been mentioned, will undoubtedly be updated before release.
hm, not sure. but incidentally, I did find the pirates much more trouble than in older builds. they did attack planets that were not the closest, but the least defended, but in those games it was never really any serious detour. if it is indeed changed, I like it. btw, there was no change log or otherwise complete list of changes for entrenchment as far as I know, only for the hotfix.
some time ago, it was explained that when entrenchment users play vs non-entrenchment users, the extra content would automatically be turned off, presumably to make it more userfriendly, less of a hassle to exit, restart the program, etc. now, 1) is this this planned and 2) will it be in one of the patches? I'm just reminding that with all the technical issues we had with 1.10, testing this too late could be rather disadvantagous. and currently as we all know, the beta is non-compatib
oh, grant those poor devs at least the resemblence of a bit of holiday. they are after all also human, even some unwavering zealots might think otherwise.
bear in mind that hangars have many hitpoints. that makes them more cost effective than mobile carriers when you compare the costs. after all, mobility should have its price. that's not to say that the thought hasn't occurred to me before, but I'd say they are more or less okay now, in particular with the nice upgrades they get in entrenchment.
starbases are build from ships that are consumed in the process. a bit like the zerg build structures in sc. tec and advent have dedicated starbase constructor ships, vasari use their coloniser frigate, which gains starbases as an extra ability.
[quote who="VRaptor117" reply="21" id="1988163"]I generally agree with your point, Shadowhal. But I think the Ogrevs, Adjunctators, and the Vasari's anti-structure ability should be out-ranging SBs' main long range defenses. After all, strikecraft can still reach the entire gav well, and the strike craft based in the SB and the hangars in the grav well should be enough to soften the direct counter, not to mention the likely presence of a few defensive ships.[/q
a contribution to the range issue: some games ago, I took some serious beating from ai PJIs and decided to try them out. now, what suprised me most was the massive range of these things, they have like 31.500 range. enough to cover a grav well to about 70%, even more for smaller ones. so, to get a bit of perspective, when you do a game where you want to play around with the new things, maybe take the time to research them and build one of them just to see what a range of 30.000 + look
hm, well, the thread IS called suggestions. what you suggest is not bad, some points have merit, it's just not really beta ie entrenchment specific. much of it is general critique on the game which may be better placed in the normal sins forum rather than under the beta subforum. for now let me put a few remarks that deal with the portion that does concern entrenchment that is currently worked on. I might comment on the rest in the future. I think the way tec cannot mine uncol
there is none in the beta, it has never been said that entrenchment would feature a campaign, so I don't think it will. there will be a campaign eventually I guess, but it won't be in entrenchment. I'd say it's in the third mini expansion which was originally planned for summer, but with the current time table I doubt that is realistic. wel'll see. the second one's diplomatic options could also lend to a campaign, but I guess there is enough room in that area alone to fill out even without a
because now we have starbases able to produce units and they can attack. the attack button was on the same place as the frigate production would have been, so it was switched around, bc starbases cannot produce capships anyway. not an elegant solution, but I understand and if it stays like that I can live with it. because otherwise the research screen would probably get too clumped and overloaden. again, not exactly a most elegant solution, but I can live with it. it will be interesti
judging from that one text description of anti structure damage that the vasari sb is an offesnive anti SB SB is bit weak. surely, the devs wouldnt think that every time a vasari player wants to a attack a more heavily armed enemy SB they jump in a migrator, construct a base, fully upgrade it and then have an escorting fleet also. if they would want this kind of pattern as a standard tactic, they would have give the phase jump ability already. and I just think it is a bad idea,
[quote who="DarkSide73" reply="10" id="1984073"]Why is everyone complainging about mines. They are as powerful as they should be. In the real world a mine can cripple just about any vehicle and will sink a carrier if it runs into a whole field - so duh My only complaint is, once my scouts see the mines - why can't we target them and destroy them[/quote] I think their power/ dmg is not the actual problem. the bigger one is their cost or the more or less lack thereof
isn't alloy the new code for linking players together? it's the networking stuff that evades routers and establishes internet connections and has nothing to do with the gameplay, but is purely an ICO matter. at least that's what I think. and you can turn it on or off, but since it is much simpler that tinkering with router settings, most people would use it. it is also, from what I suspect, a big feature of 1.10 and probably the reason the whole patch delayed so much (because sth did