[quote] no, superweapons are not (the only) reason why pji are nerfed. if you just have to fortify two or three key systems with tons of defenses and a pji or two, attacking becomes effectively impossible. trust me, its not fun. It's not fun when you can just run past defensive lines and cherry-pick the planets you want to attack. If defensive entrenchments are too hard to break, players should be given more options for breaking them,
Shadowhal
well, mostly the last civilian techs ARE these exact super abilities. not only do vasari get tons of free ships, the also get to see all phase travel. basically almost complete intel. very powerful. tec gets free money (pervasive economy) and free attacks vs all players (insurgency) while advent gets free exp and a bonus to planet allegiance, which helps ecnonomy as well. no, superweapons are not (the only) reason why pji are nerfed. if you just have to fortify two or three key systems
I dunno. is it that often that you finish both tech trees in a game? I'd say its more the exception than the rule, so its really your play style and your preferences that determine how strong your defenses are, how strong your economy is. you dont have to include extra techs or some such for use by an offensive player, he will have devoted more resources to a larger fleet and weapons upgrade already. just as a defensive player will have build more static defenses at his planets. for the
[quote] Bombers. Just make sure there are no flak frigates around. Also if you scout around and see he has a bunch of LRM frigates try and manuever it so he's meeting you at a spot instead of the other way around. [/quote] actually, iirc it is fighters that deal bonus dmg to lrms. you might wanna try that and see if its any better.
I played both IG II and GC II, but its more the latter that gave me the idea. basically, we shouldnt make any illusions. there cant be any actual ground combat as in another window where you see units fight and command them. but an astracted version à la GC II would work well, since I think it can be implemented without drawing too much attention away from other tasks. plus, it adds depth, because it require more choice, more trade-offs to be made. in any case, I'd say its an area where
terraforming doesnt make too much sense right now in sins, since planet usually arent inherently better than others. sure, asteroids are not as good, but you can't really argue being able to transform an asteroid into a terran. and since every planet has its own advantages, some of which are routed in the amount of res. roids they give, I can't see how it can be applied very well. what you could do is include uncolonisable planet that can be terraformed to suit your needs, but the idea
theoretically, there are even more ways. * collect bounties * fulfill ai missions (some give resources) * sell resources to the black market either directly or indirectly * some race abilities like the sova embargo or the vasari salvage reclamation tech. at tier 3 it gives your resources if you destroy any enemy capship or structure. but you should be fine with the options already mentioned, these are mostly secondary sources (though if you are one of few players to
since the game is out, I take the liberty of coming up with a feature idea. basically, what I have in mind is an alternative to planet bombing, a ship that is stuffed with invasion troops and if victorious, can take a planet with all upgrades and most of the population. I plan to base the combat progress on infrastructure points that are already in, so they serve as a defense against both bombing and invasion. one big question is of course how to stop a player from bombing for a while a
be on your guard ;)
hm, idea: what about another toggle for autoplacement? one for "autplace nothing", one for "autoplace asteroids" (which is now in the options somewhere), "autoplace logistics strucutures" and "autoplace all" ( i.e. including tactical structures). in a lot of cases, position of logistics stuff is not so important, but I want to control layout of my defenses basically always. what do you think?
[quote] It will be really helpful if there is a button to change the order of the queues [/quote] that is in fact a pretty good idea. for ex. when you have a longer list and something happens and you need some particular tech earlier, but dont want to cancel everything and order it again.
cant really say much that hastn been said already. yeah, the game can be slow if you are used to other rts games, but that is part of the point. there is so much going on that using a pacing similar to starcraft would get you overwhelmed with information. plus, I personally like a somewhat slow pace, I also like pondering minutes for every turn in a TBS analyising the situation and creating/ modifying my master plan. ps, yeah, a mobile force IS necessary for defending against a capable
I usually place them manually, I gotta try the auto out and see what it works like. hold down the alt key for a lot of extra info, including attack and ability ranges. also when hovering over a ship ability, you will also see the range.
I dont know if it has been covered or if its even the right spot to post it, but what about duties and presence? I live in europe and I'd say I will get my package some time next week. if I need to pay duties, how does it work? do I have to pay on reception of the goods, which means I have to present i.e. at home all the day? even if I dont have to pay any import fees, how will delivery work? I just have no plan whatsoever, since I never before imported anything from overseas.
while sin doesnt have a direct tactical flanking system in place, it a) has a strategic one ( which planets - preferably weak ones) to attack and several factors determining battle plans. I had some cool and very tactical fights with better players where we clearly saw for example maneuvering beforehand to exit at the optimal point in a grav well, circumventing stationary guns to attack undefended structures or the planet itself. then the deployment and use of repair stations and special buildin
[quote] I would like to know if pink space pony is the most powerful unit in the space? What is all this pony talk nonsense!?!?!?! [/quote] c'mon, post it. I know you want to.
doesnt matter. the mighty imperial navy will handily crush your pathetic legions. glory to the galactic empire and emperor palpa err.. paradoxnt.
now that would be cool. a disc of solid gold. anyway, congrats guys, I'm sure the final version will be killer. and nice to have a big fat manual once again, can't wait to read through it.
[quote] That startup gadget screenshot really is quite stunning, the contrast of the SoaSE logo (which has always looked great) against a calm green back ground photo somehow just works. Its like Ayres Rock, Australia surrounded by dense green foliage and a clear blue sky. [/quote] I might be wrong, but to me it looks more like his desktop theme. strange though that he has no icons on it.
[quote] I have girded my loins to face... The Newb Invasion ! [/quote] so thats what the vasari are running from. their kids got a new vid game and all turned to mindless, destructive noobs.
uh, THE EvilleJedi! how sweeet. we should make him honorary member in our clan.
[quote] 3) Has anyone found the Vasari salvage techs to be useful? They seem to be borderline useless slots in the tech tree. -Tom [/quote] in larger games yes, since it concerns capships and structures iirc. and as vasari you will be playing pretty offensively anyway and doing lots of dmg, so ... you should be able to get the cost in again fairly easily.
hmm, tempting.
[quote] Stop fighting or I'll raise both your bounties. *brings forth TEC UBER FLEET OF DEATH* (now based on research) [/quote] *siege raids avatar*. a grave mistake uber FoD is, learn to deploy your forces, you must.
[quote] actually thats the premise of the last episode: the legend goes on. on the quality of episodes (despite the fact that it was post-o'neill) I rate the last episode a solid 9, only missing a point because its so sad that its over. They effectively summed up the rest of their lives WHILE simultaneously letting us know that they will forever continue their journy. really, it was good. [/quote] I agree, a cool episode indeed a