oh, and lastly: even though its unrealistic and stuff, maybe give it a max number of influenced ships. otherwise it could leed to much towards building a single massive fleet around your flagship just to make everything profit from the effect. If somebody want to have
Shadowhal
in fact, I heard some people complain about down times when nothing happens, when you wait for fleets to go somewhere or arrive somewhere. some kind of system to really configure fleet behavior could be something to do in that time, so that giving orders in the battle concerns mostly unusua or unexpected developpments. such a fleet management system could work well with priorities, such as setting gardas to guard priority, lrms on attack gauss priority and cap ships and cobalts and so o
Why should a flag ship be unreplacable?? i think it should be like changing your empires capital planet. it should take some ammount of money and time to select a new flag ship once your old one dies (or even if it hasnt) so that it cannot be done mid-battle. but every navy in the world has the option of designating a different flag ship... why not in sins? I do like this idea. it gives the flag ship more power and prowess. and since y
well, concerning the grouping together of units, I found that selecting "hold position" does really help as, you ships will mostly stick together. its not perfect though, because if you tell a ship to attack a target it will of course go after it even if it means separating from the enemy fleet and running into static defenses. so lets think of a solution. another stance would be interesting. or something of a guard function, that lets ships chase a little bit but stay at their guard ob
I had a window which looked like the one where you drop lagging players, yet which said "cancel server migration". I kept the window for about 20 seconds, when nothing happened I clicked the only available option and it continued but I got messages that every player had left the game. what exactly would that mean and did I do something wrong?
well, definately a good idea and with one week to organise and play a match it shouldn't be a time problem, at least not in the near future. yes, I am interested, but after forming teams and before tournament games some practice would be good to get to know your teammate. but then, we are not in that much of a hurry are we?
more time tomorrow, will likely be online for some games. what are details for the irc I keep hearing of btw? irc.stardock.com, join channel #sins. found it in some other thread and got it to run, but thanks anyway. looking forward to the patch.
also on the stock market: so far I have not seen any dramatic change in the prices depending on how much I buy. I would like to see prices rising dynamically the more a certain ressource is purchased. to prevent it from becoming completely uneconomical you can make it move towards a reference price so that even if you bought a lot in the past prices will go down a bit again. just an idea, because the stock/ black market d
also, in alliance games, there could be an option to allow the allies control, if someone really has to leave and the rest wants to continue.
imo even though I like the (random) map layout, the homeworlds tend to be fairly secluded, so there are only one or two ways to reach them. furthermore it leads to a usually unidirectional expansion meaning your homeworld is later in the centre of your empire, but at one end. the point I intend to make is not so much the relocation of the capital which I think is a good idea, but the limitation of attack routes. I'd say an extra phase l
some more issues: imo even though I like the (random) map layout, the homeworlds tend to be fairly secluded, so there are only one or two ways to reach them. furthermore it leads to a usually unidirectional expansion meaning your homeworld is later in the centre of your empire, but at one end. the point I intend to make is not so much the relocation of the capital which I think is a good idea, but the limitation of attack routes. I'd say an extra phase lane per planet would make the gam
To Shadowhal - I know that refineries are for that, that is why each system has atleast one, but the problem I find is that I spent atleast 100k on crystals and sold atleast 5k metal to help in the early game after the crystal reserves had been depleted. What I wanted to know is if this was an intended thing or not; If it is, then is the large amount of Credits I am using AS TEC because the TEC's main resource are credits( and the other races w
well, to give a little more background on how the discussion came to be, we were playing a 2 vs 2 game and while one team was on the offensive and had a superior fleet the other team decided on bypassing the dead astroid of an enemy and going straigh for the homeworld and destroying as many structures as we could until the fleet arrived. in retrospection the raid was very successfull, as we destroyed a lot of structures and mines, but we also lost a capship each. plus, we could not really hurt t
Not to mention that nearly all the metal and crystal are gone in my system so I am forced to buy huge quantitieson the market. since its not been mentioned so far. isn't that what refineries are for? sure, the rate is lower, but you do get some metals and crystals even from exhausted astroids.
some general gameplay feedback and suggestions: 1.I like it that little icons show why you can't build something, but it appears they only show one condition if you lack several criteria. it would probably help if all of them are listed. 2.with the abilites, before you select them there is too little exact information of how much damage something does or how big the increase will be. you will see most of these stats once you select it, but it would help see it beforehand to mak
The defenses too powerful? You can fly right by gauss cannons with minimal losses. A well thought out attack and easily get past the most turtled player. true. I have seen pirates do this a lot, they mananged to move past rather big gauss clusters and attack the other side of the planet or even jump to another system, so defenses do help, but you also need a fleet to rea
alright, some more input: I for one don't like it if all players basically just assemble one big fleet and go about attacking everything and everyone with it. it just results in a lot of come and go before the two fleets finally meet. ok, then its a very nice battle and all, but it just doesn't feel right or strategic to pool your forces this much. but it occurs to me that some abilites even promote having big fleets. abilities like the target uplink or the command cruisers aff
FYI: tried a lan game (invited a friend and let him use my old desktop pc). one minor problem that occured was that the first time we tried I wanted to create a game and the game stopped. it didn't crash, I could still use my mouse, but there was no reaction and I also could not kill the game itself to I had to shut down the whole computer. my guess is that it may have been my firewall, it has done this with other games in multiplayer as well. we tried a second time, I killed t
The defenses too powerful? You can fly right by gauss cannons with minimal losses. A well thought out attack and easily get past the most turtled player. true. I have seen pirates do this a lot, they mananged to move past rather big gauss clusters and attack the other side of the planet or even jump to another system, so defenses do help, but you also need a fleet to really push back an attack. that's probably what I'
one more source of income for aggressive players: plunder, like some orc units could do in warcraft III. if you attack an enemy planet, then you might be able to actually steal ressources from there, making a quick raid a profitable endeavor a something different from a mission to conquer. Bounty: It's not just for pirates. I am aware of that, but its a differe
well, one thing that was intended and that we should keep in mind, was that planets were supposed to be differentiated. volcaninc planets give most fleet points terran planets give most pop ice planents give lots of crystal astroid give ... well some metal desert planets ... I think fairly many logistic slots overall I do agree that credit generation rate should be increased. futhermore, the allegiance penalty could be reduced and the effect of culture centers i
I'm with Gauntlet, and that's why I made sure to mention that it'd be toggleable, and very rare. And, obviously, it would only happen on huge maps with multiple solar systems. Since something like a supernova would be a huge change and potentially empire ending, something like a 3-5% chance per *game* may be good, or lower. More basic random events could be in the 20% area. I don't want it to be like other games (I remember the old SimCity) where r
Victory Conditions: Could you add some different victory conditions? Some possibilities I could think of: 1) Majority of colonies 2) Majority of population 3) Majority of culture 4) Majority of fleet size Most games you don't really want to fight it out to the bitter end. For victory conditions give us a screen during the game so we can view everyone's progress towards victory. <br/
the solar flares are a nice idea, maybe the affect asteroid worlds more than terran ones because of said geomagnetism. the comet thing is a very good idea. if it hides whoever is hiding there and lets you phase jump to a planet its flying by closely (or is going to) then the enemy has to consider an attack but has no idea if it is coming and what may be waiting for him. for this to work everyone should know the approximate path of the comet. and further maybe, there could be a price for
I think the combination of random maps complete with customised ones from beta 2 and the new special ones with some particular design or function will provide a nice variety. I have to look at koscs (?) map, but apparently there is also the possibility of creating custom stuff, so if that is halfway simple, everyone can mod the maps the way the like them, maybe with extremes in anomalies, asteroids, ice, volcanic, terran worlds and so on. plus, and this will likely also come at