well, I can think of one system, but it may be more clumsy than anything else. lets say, a newly colonized planet automatically gets supply centre, which creates transport ships similar to the one of trade stations and refineries. as long as the station is up and its ships are alive, construction rate and income levels will be 100% or close to. but attacking the ships or taking out the station could severly cut said ratio. of course it can't cut it to 0 otherwise, you wouldn't be able t
Shadowhal
well, I have something to add: I was focus firing on the AI capships and it was doing a fair job at retreating them in time. most of the time I would have to chase them across one or two grav wells to finally take them down. they might be even a bit more cautious, but thats a positive. a big fat negative though is that they don't use repair stations to quickly fill up their damaged health again. seriously, I saw one AI flagship come repeatedly with about 60 - 70 % hp and shield
strange the thread has been dead as of beta 4. in any case, what about a big game weekend? sunday would work best for me, essentially no restrictions there. any other candidates?
[quote] sssshhhhh, you aren't supposed to find that. to delete this thread or not..hmm [/quote] too late. "no way to get that cloud into that nice uranium shell again."
just a side issue: if you hold shift in the diplomacy window it switches to a larger unit and you can give 500 (?) per click. this also applies to black market trading.
did someone say patrolling? that's something I would like to tell my scouts to do for some areas i.e. like an explore order only that I get to define a few systems they are to check repeatedly for enemy contacts.
ha, turns out I had a nasty germanism in there. the word I should have written was tabular (plus with a clumsily hit key at the end). in any case, people already seem to have guessed what I have in mind. here I explain in more detail. basically, the rows are your planets and as column you have the different upgrade levels and the maximum possible, so it shows like this. Pop Inf Log Tac Fleet Income (Garrison = Ships stationed) Earth 2/3
[quote] The bottom line from me is that I don't think game speed is a particular worry for players on either side, at this stage. People who like very large maps with multiple stars will find they take suitably long, and people who like shorter games will stick to smaller single-star maps. That's one thing games like Starcraft can't do - the maps in them don't scale nearly as well as the maps in Sins! [/quote] oh my, yes. I only noticed the othe day that pla
looks like a nice and big map to play around. those desert planets are going to be such ugly building centres. ouch. plenty of space to place stuff. I also have a 4 player map design lying around, its much smaller though and a dedicated team map.
3D formations: well the ships do take 3D formation when you jump, but in grav well I think you can have them fly in formation. would be cool though. solar system: has been mentioned several times: I think very early the devs played around with that thought it was just deemed not fun and too complicated to implement. correct if I'm wrong on this. cultural buildings: well, you can counter them with more cultural building on your planets or taking out the centres of your enemies.
[quote] Agreed on logistics for dead asteroids, but the permanent low drain doesn't make very much sense to me. The initial drain on colonies comes from the bare-bones infrastructure barely able to support any population.. but dead asteroids have no population and really no infrastructure. Already their only use is to create a defensive buffer without any logistics slots, if they had a permanent drain I imagine very few people would bother colonizing them. Vasari mig
[quote] At any rate: I think its good to limit the super expansion, but over time this can be problematic. And Annatar- when we play games with about 60 planets, managing the population upgrades and such on say 20 of them, is a real pain in the but. I either need a screen where I can have a list of all planets, their upgrades, and the ability to que new upgrades all in the same place. OR I need some sort of automatic upgrade manager. The screen would be easier,
agree with gauntlet's long and p5vy' recent post. I liked it better when even in large games resources were still limited, because raids were more effective and keeping ships alive was more important. having fleet caps as the only limits is not good. in fact, fleet caps should work more to restrict a stronger player to extract the full value of his holdings rather than being the restrictor in balanced games. this does not mean however that we need a finite model. its also possible to re
[quote] I think the penalty should naturally go away as the population on the planet increases. [/quote] well, in order for population to grow you have to upgrade it, which in turn already eliminates the penalty. as for me, I am fine with the current system, although I can imagine it could get tiresome when you own a lot of planets. but then you dont colonise them all at the same time, so I don't see it as much of problem. its to prevent
[quote] A small suggestion that would be great for multi-star systems/alot of planets: Clicking the star would select it as if it were your own planet, letting you choose logistical, (possibly not defense), and military. Of course, the sun wouldn't build any of these. It would automatically pick a random building/planet that meets the restrictions, than build it. I'm probably explaining this badly, so I'll give a few points that it would have (hopefully let
[quote] name a time and place, master I've already absorbed most of Multi's strategem, we'll see what I can take from you think you can handle it? [/quote] but don't cut their skulls open
[quote] Thanks Shadowhal, I'll try that. [/quote] glad to be of help (hopefully). let us know how it worked out.
[quote] it could be a separate screen, just like diplomacy or research. [/quote] could be. a tabellaricv "empire overview" of upgrades, used logistics/ tactical points vs. totale ones, maybe the blip type indication station fleet size. would be even neater if you could order upgrades from there, but that may go a bit over the edge. now, the uber-implementation would be if it could be extended to an extra tab to switch to enemy empire info
[quote] Ron here is my Vasari apprentice/prodigy. listen to his genius [/quote] do I sense a "I AM your father"? other than that they are correct, its not the number and not the strengh, its mobility and intelligence.
[quote] Someone may have mentioned this I haven’t read the entire 5 pages of comments. Terran, Protoss, Zerg anyone? I think Starcraft created completely different play styles and has yet to be matched by any other game to date. I would hope to see something similar in Sins. It’s a very basic formula Terran: adaptable, colonise anywhere, relatively balanced units able to hold their own in most situations.
sirz: does the bar load fairly quickly, but then do nothing for a while. then you hear some sound and after a few minutes of that the game starts? I think it did happen to me and it changed after I updated some drivers. maybe that could do the job.
maybe I was just influenced by the close encouters games I had the past few days. good points you made, I did forget a bit that while all of its abilites are very nice you do have to decide what you are going for and can't have all. one thing to note though: the resource abundance need not stay that way. a few players have remarked that the change to the infinite model has created rather too many resources so that a small drop off isn't noticed as strongly. maybe we see a change there w
[quote] how about a little map contest? the best beta tester made maps make it into the final. more incentive for us to think of some crazy stuff and an overall benefit of having more and more diverse maps available from the very start for everybody. From past experience: Such contests tend to have distinct legal issues, which most devs aren't interested in facing down. [/
how about a little map contest? the best beta tester made maps make it into the final. more incentive for us to think of some crazy stuff and an overall benefit of having more and more diverse maps available from the very start for everybody.
[quote] would a distance factor be of any help? Like the Embargo ability would be more effective the closer to the planet you are, and less effective if you remain at the edge of the gravity well? Just a though. [/quote] I actually like that thought. the question is if its hard to implement/ much time would be needed to do so, but the general idea sounds definately interesting.