Shadowhal

Shadowhal

Joined Member # 2761571
21 Posts 774 Replies 13,959 Reputation

I agree that the basic idea sounds quite promising, but I also thought along darvin's lines that your propsed suppliers may well not suffice. you could maybe put some multiplicator in it or have base levels in the market depending on map size that are always generated, but that would again weaken the system again. the other idea, to allow prices to fluctuate more, wider boundaries, would also be worth looking into. the price range is just not that extreme, on the buying end it goes to

13 Replies 60,210 Views

I propose a mixture with elements from MoO II, the pirate system and the orignal homeworld, I preliminiarily call it: bounty hunters. like with the antarans in MoO, you will be attacked throught the game by very powerful, very advanced forces. you might beat them, but they are tough and bind resources. like sins pirates, however, they can be appeased. basically, they demand a token of respect and appeasement, otherwise they attack you from the void of space anywhere in force. however,

10 Replies 4,945 Views

[quote who="theRetroboy" reply="61" id="2374372"]I think Yarlen has shared everything he CAN at this point. If IronClad is working on a Sins 2 or full expansion, burying that announcement in a thread about their current microexpansion is prolly not the best way to do it. =============== Yarlen, quick question - can you slap up at least one screenie of the new work, or is at that stage yet. I realize the theme is diplomacy which makes it hard to actually show in-gam

81 Replies 99,673 Views

the title change did have me temporarily confused. maybe make that 'devs posted here', I wasn't sure if it meant answers were here or should go here or whatever. diplomatic immunity, eh? interesting concept, though I agree that attacking them nonetheless - with of course severe repercussions across the board - should be an option. I am also quite curious as to what function their 'normal travels' have and how embassies play into this here. espionage seems not their main or at least on

113 Replies 410,057 Views

[quote who="Annatar11" reply="72" id="2368061"]That's funny because it's the same info that's already been known just worded differently and with a "developer" tag on the poster. [/quote] actually, not quite. the official infos only mentioned the envoy cruiser, but said nothing about their function. the unofficial youtube clip showed that the envoy cruiser was able to do sabotage. however, that this includes taking over planets, in whatever way that would be, is to my knowledge a new

113 Replies 410,057 Views

well, one thing to consider. it was said that the old diplo system would be ripped out, incinerated and buried deep beneath the soil and a new one was to take its place. giving the ai missions and requiring research to make contact and conclude treaties does not sound that revolutionary. but by all accounts we simply know too little for any qualified statement, so I will keep back. that said 1) the lack of some other stuff I thought could go in (like non-military victories) and 2) the

113 Replies 410,057 Views

[quote who="Whiskey144" reply="9" id="2362979"]BEHOLD! THE FUTURE OF THE RT4X GAME! THE [engine name here] ENGINE! ABLE TO DO REALISTIC PHYSICS, DAMAGE, AND COMBAT SIMULATIONS![/quote] I'm not so sure that it is a technical issue. true, sins engine was probably not built for it and true, moving turrets and other things were in fact scrapped, (also) because they would cause performance problems considering the large fleets we are dealing with in sins. however, a complete, det

24 Replies 71,014 Views

I fully agree with darvin's assessment and that's part of the reason why I never really wanted superships in the game. it would work, of course, if there were a different damage model where ships lose effectiveness with dmg, like some guns failing, lesser speed/ turning rates, etc. then, even if it still had 50% health, it would not be 100% as dangerous from a dmg or ability standpoint. such a change is not going to happen in sins, maybe in a sequel, though I doubt it (and it may even

24 Replies 71,014 Views

I tend to favour RA's view here and I quite believe that it can be made to be balanced. alternatively, anyone else thought of playing with the values that increase with levels? sure, it's not perfect, but you could change those to have capships become more powerful, but only with higher levels. so far as I can determine, the increases are linear, but that's not such a big issue. as a matter of fact, I modded those things myself for private use, but I wouldn't consider those to be anyt

189 Replies 264,542 Views

thx for the interesting link. there were rumours it would be the last, to bad it turned out to be true, I wonder what the third would have been about. but we shall see what project will come instead. hm, different treaties, embassies and envoys ... not bad. though I was kinda expecting a bit more, but then we have no idea yet what all these things do.

50 Replies 96,363 Views

[quote who="N3rull" reply="129" id="2358507"]I came to realize that the biggest screwup about the capital ships is that the devs wanted some caps to be specialized didn't want all caps to have straight combat purpose, and at the same time made all caps available at start This makes for a very unpleasant situation - you are given the option but it's useless until some distant future. Compare this to other RTS games. In most strategy games you ge

189 Replies 264,542 Views

on repulse: what if the channeling came first and then the effect took place. sort of like activate it for a cost, then the thing charges it up for 10 secs or so and then the repulse wave starts coming. 1) that gives enemies a warning, though with guardians in the fleet they'd expect it anyway. 2) it might give some time to interrupt it before the effect takes place. probably not if the player cycles through various guardians, but just psychologically it would be easier. 3) if it is i

189 Replies 264,542 Views

actually, this was not quite what I meant. both a working trade port or culture centre right off the start would in fact be very unbalanced. I thought more that is was just there doing nothing until the research criteria was met. alternatively, you could do something similar to capships and grant the first of those structures for free. even that I don't regard as a particularly good alternative, I just wanted to point out that the races should get something to make up for a free 1800

189 Replies 264,542 Views

[quote who="N3rull" reply="104" id="2353126"]The damage doesn't go up by straight 10%. It's less. Question (here, cause it is closely related to the Marauder): What would you say if the Vasari Homeworld was "Phase Stabilizer Node" by default? I mean, from the first minute of the game, just like that. It wouldn't be much of a bonus before the player gets phase stabilizers, kosturas... or a Marauder to level 6. I believe it wouldn't screw anything but woul

189 Replies 264,542 Views

actually, trading tech was mentioned in one of the info snipplets, I think the one from IGN. no idea what else is in there, that's what makes judging this so difficult now. we don't really know the capapilities and limits of the new system and what compromises is makes to work in a rts environment. though if it is their main selling point, I expect it to be quite comprehensive (blair I think said, long ago, they take the old diplo system out, trash it, burn it, burry it and place something ne

143 Replies 440,673 Views

just to be crytal clear: a good sp need not have a campaign, if there is enough content and variance to entertain. most 4x games don't have campaigns, look at the civ series. I'd say even old MoO 2 didn't really have one. backstory yes, but it really was more of a skrimish with some backdrop to it. even in rts games, there are some game, the anno series comes to mind, where only the most recent iteration came with a campaign right out of the box. and guess what? it's fun. so, you think the pa

143 Replies 440,673 Views

as with others, I beg to differ. I have been looking forward to this since the three micro exp. were announced and playing mostly tbs games by now, I certainly would not mind sins going more in that direction. and there surely are a lot of ppl who want better sp options, they are and always will be the majority.

143 Replies 440,673 Views

mm, finally some more information. good to see we have a few tech related improvements and that tech trading is in as well. though of course I'm not all too happy it's scheduled for Q1 10 only, but I guess that makes sense given that a beta is not yet in sight. hm, a year of development time (if you calculate from entrenchment release to diplo release), about the time it took for entrenchment itself, but there had been a few other imrovements to the core game. wonder how that works with a 10$

8 Replies 38,270 Views

so group effectively means employer or possibly a group of companies that banded together as a group. so why is it less expensive for larger firms? it does not make any spontaneous sense to me, but surely someone somewhere had a reason for it. also the possiblity of setting it up as pre-tax money deducted sounds interesting. on the whole though it does seem a bit more expense than the systems here. I'd have to check our details again, but there is definately an upper floor bey

549 Replies 1,832,860 Views

[quote who="TheRezonator" reply="12" id="2344128"] Quoting harpo99999, reply 11therezonator, it sounds like you are in my part of the world harpo yeah, i live a few hours south from you =P we've had this conversation already =P idn, roadtrip? we can get a bunch of other Aussie Sinners and put together a "Get us to PAX 2009" fund =P[/quote] *scratches his head and thinks about the movie fanboys (piece of stereotypical c

26 Replies 74,444 Views

[quote who="Mumblefratz" reply="162" id="2344103"] Quoting Shadowhal, reply 161what I would also be interested in: what are normal amounts that americans spend for their health care schemes per month? what kind of service would you get for that? I mean I can say it is around 11% of your wage here, a bit less in germany. so, if you take a relatively normal income of 2.500€ per month, health care would cost you in the vicinity of 250€. that's probably more than you guys pay

549 Replies 1,832,860 Views

what I would also be interested in: what are normal amounts that americans spend for their health care schemes per month? what kind of service would you get for that? I mean I can say it is around 11% of your wage here, a bit less in germany. so, if you take a relatively normal income of 2.500€ per month, health care would cost you in the vicinity of 250€. that's probably more than you guys pay in the us, no?

549 Replies 1,832,860 Views