[quote who="Josef086" reply="21" id="1910159"] Okay now we need to fix the focus fire issue. I think there is nothing wrong with the idea that a bunch of ships can focus fire on a cap and kill it. Thats not the problem. It just needs to be made harder to do that. You can focus on a cap and kill it but it means you loose your fleet in the process. Thats how it needs to be. Say you have 30 ships and he has 20. Your focus and kill his cap, but b
Shadowhal
[quote who="Cykur" reply="2" id="1909575"] I really like the neutral extractors and would appreciate more diversity for neutral structures. So how about neutral tradeports, frigate factories and research stations? Located in grav wells without a colonizable planet. All these 'freelance' structures could belong to pirates initially. Players can capture them thus competing with the pirates and each other. This is a great idea[/quote] in fact, those capturable
[quote who="piropeople13" reply="4" id="1909215"]I have always played RTS games as a turtle/steamroller and I have experienced Sins to be very against that.\ I think that there should be more ways to play like you can play more economically, forging trade agreements, buying ships and systems, bribes, et cetera. Also my planets are never safe and it is absolutly nerve racking to me that I have to spread my fleet so thin to protect my empire and have to micromanage phase j
I agree, even though its not a particularly big issue for me. yet, if you want to show different construction phases, would you not need at least 2 - 3 in-construction phase models of the same ship type? sure, you can modify them based on the final model, you could even use the same basic template for the very first phase for all ships in a class. still, it sounds like a lot of work for something which is, at least for me, not a primary concern. for examples, I think conquest: final f
of course I do not know what scale you are talking about, but I'm pretty sure there will be a handful of new research topics. for example to unlock those new ship classes, maybe a few things associated with starbases, then definately the various upgrades for gauss canons, hangars and their counter parts and the other new additions such as minefields and subspace inhibitor. it will not be a whole new research tree, but there is definately some new techs in the game with entrenchment ba
well, lrm is also, but not only a structure killer/ defense counter now. its also a counter to the light units. this baby is probably totally useless against anything else than structures, but is very good at exactly those, so with increasing defense toughness and range, lrms slowly get replaced as defense killers and limited to their role as light frigate killer. that at least was my assumption. it was said torpedo "cruiser", so I guess its in the cruiser class and one of the
not sure what they have planned, but what would be nice: implement a few tools so that motivated people can create storyline missions. I think there are many players out there that would do so, even I myself have created some few missions for games. for the barebone structure I wouldnt even say that much is required, some thoughts here: 1) some sort of trigger system. if a happens then do b. that could open quite some stuff. 2) some sort of way to play messaged or disp
[quote who="Cpt_Harlock" reply="6" id="1907407"]I just hope we get the ability to name our battle stations like we do cap ships. Bieng able to give my ships names of my choosing allows me to invest more in them than if it was just something generic. It would be nice to do the same with out new stations. It would be nice to add to the little ongoing saga I have with my two flagship Radiance. Tetsuyoka and Tetsuryu.[/quote] (since its a generic thread anyways) an easi
protev krosov dunov arcova (possibly) arskev ( or something, name for new starbase) orgev (name for new cruiser) plus a bunch of capship and planet names. not that I dislike it, it just makes me wonder. irregularities always do. oh, and to the op: actually, it has been said that the tec one was more of a weaker kind and that the vasari version is even meaner. soooo wait for it for your "means business" reaction ;) . "and we shall
I just saw that there was a video in the preview and watched it, now some comments on that: are the explosions different? at ~ 1:26 I saw something that looked more volumetric than the usual things and also more pieces flying away from explosions. these orgev torpedos do seem a little loud at times and overshadowing other sounds. but maybe it was just the proximity. just a little other comment. in that build the music was obviously disabled and it was probably a isolat
[quote who="Vandenburg" reply="16" id="1907265"] how do you kill minefields? it was said that scouts can locate them, but what can you do to still go through that area? otherwise the defending player can just mine the whole area, provided that is not cost prohibitive of course. I'm just speculating, but that's how I would make them work. They are invisible. If you've a scout in the same grav field (though I would prefer if you would nee
how do you kill minefields? it was said that scouts can locate them, but what can you do to still go through that area? otherwise the defending player can just mine the whole area, provided that is not cost prohibitive of course. but with the monsters called starbases in the fray, those expenses should be quite negligible.
ad 6) there is a map generator in game, where you can have more or less semi-random maps. its not perfect, but maybe it can do some of the stuff you want. also, there is a big chunk of user made maps if you grow tired of what is already in there. ad 9) did you ever play imperium glactica II? this game had a quick research option, by which you clicked on a small button and then it displayed a list of items available for research. no graphics, no descriptions, but if you already knew wh
by "changes to capital ships" do you mean graphical or gameplay changes. bc from what I read, they rather recounted how capital ships did not quite turn out to be as planned and that they want to make starbases different. the variable appears to be that high level capships are all the same. did not really read anywhere that this was planned to change. all in all, extensive and nice preview, though more explanation about why things were introduced than much hard info. </p
[quote who="Khezef" reply="18" id="1905977"]I also dislike that all capital ships turn out the same at level 10. The game says "customize your capital ships", but at level 10, every single ship in the game is 3/3/3/1. There should either be more than 4 abilities, or we should be able to put more than 3 points into some abilities, so at level 10 it could be 5/2/2/1 or some other variation.[/quote] yeah, thats a bit disappointing. I'd say if the balance allows, the latter option would b
two further comments: I like the bit where it says that scouts are basically the only ships capable of detecting mines. as such, it could be viable defensive strategy to mine a grav well and take out the enemy scouts before the field is cleared. at least it sounds like providing a few more choices in the mix. lastly: do any of you developpers have connections to eastern europe? a lot of tec units names sounds like slavic words, at least from what I could tell.ogrov, askev, krosov and
while I'm not sure that this is the best way to improve things, I do agree that stacking could be handled better, more dynamic or shall we say interactive in that we can influence more accurately what we want stacked and maybe how much so. what could correspond your request would be an option in the options menu such as "always stack logistic buildings" or something along the lines. much like the option "always autoplace extractors". for me the nicest solution would be to have
wow, new cruisers too. so I guess those guys fulfill more or less the role of artillery, which the old lrms did partially do in vanilla. good, I always thought a unit along those lines would be cool, but the lack of hard defenses would have made it fairly useless. wonder if there are any race differences here to speak of. did anyones else get the stats of that starbase? seems pretty hefty, I read over 15.000 hull points, 7000 shield points, 6 squadrons and a combined dmg output of ove
[quote who="Annatar11" reply="9" id="1905778"] Yeah, I just didn't want to make Yarlen and Zoomba cry because they're always way late posting this stuff [/quote] lol. someone else created a topic. it says there is a gameplay video in it (which I obviously missed). checking it out now and am curious whether its new stuff or made up from previous footage, as for example the interview shots.
I'm pretty sure the article will get its own topic, so I save my comments for the proper place. for a sneak peak: awesome!
[quote who="Gerdofal" reply="6" id="1905493"] Quoting Silveus, reply 5 Quoting Shadowhal, reply 3 I think you could get enough cobalts around a Kol to block atleast 50% of the fire at first. And if its made that you can still fire at the Kol but the shots will instead hurt the ship that intercepts them, eventualy the cobalts will start to die. You've got the scale wrong I think. The ships are tiny, and spread out pretty far,
[quote who="Silveus" reply="2" id="1904211"]I forget what game i played, and i don't think it was an RTS but they had it so that the fleet reforms when one of your ships get destroyed so the fleet always looked like the smaller ships were surrounding the larger ones. So i know the fleet formation thing can work. I am not sure how hard it would be to implement the idea that you can't shoot through other objects, that might be sorta hard when every ship has to check to see if it can fire before
I'm kinda split about this episode. the idea of reclusive, bad asgard is actually quite intriguing and they showed a few nice moves and techs in the first part. but when they show us a race that had a good part before and was fairly proficient at things, they just cannot let them do such horrible mistakes and behave like the classic idiot villains. however, I don't really believe that ice world was their main base of operations. for that its way too small. for a culture to survive 10.
[quote who="Annatar11" reply="8" id="1902611"] In theory it's possible, yeah. The game already has stats for pretty much everything, and in most cases you could probably draw some parallels between the stats and strategy used (stuff like x credits spent on tactical buildings across x planets of the player's empire, slow ship progression = turtler). But then it's not so much a learning AI as an adaptable one, and one that's easy to exploit (win a game by turtling, and know
[quote who="Annatar11" reply="3" id="1902543"]Well, someone somewhere is bound to create Skynet. Might as well be IC, while I'm on their good side. Remember, if (Cyborg::AcquireTarget()=="Annatar" || Cyborg::AcquireTarget()=="Annatar11") Spa c eHuman();[/quote] minimum change, maximum effect :D. now, on a slightly more serious note: a learning ai would be very difficult to program, wouldn't it? I mean it would be coo