Melchiresa

Melchiresa

Joined Member # 2842464
0 Posts 8 Replies 75 Reputation

Which makes all 3 races equaly life-like. In reality there's no such thing as "good" or "evil" - everything is different shade of gray. However the topic seems to be detiriorating from the original subject, so to put it back on track: @Mel - Normally I would concur. However this is a 4X strategy first and foremost as far as I understand the project, hence my assumption and support for the notion. So far for me the game felt more like RTS on a l

27 Replies 11,465 Views

However, having said that nexus: the jupiter incident, I thought, handled subsystems really well but then again it was a lot harder to destroy ships in that game. Nexus was focusng on a management of a small task force (9 ships max iirc) so the ship systems could afford to be more detailed. In Sins we got warfare on a galactic scale, with 10s to 100s of ships present in any given combat. The amount of firepower you can bring to bear on a target completly

18 Replies 7,770 Views

Personally I do not think it's really apropriate in an RTS - last thing I will worry about is the wellbeing or lack of thereof of some indig critters. With a war on my hands I'll be to busy concentrating on fleet management and squeezing as much resources as I can out of my worlds.

27 Replies 11,465 Views

Theoretically, shouldn't they move the same speed, considering in space things are weightless anyway? However, I'm not a phsyics major, so maybe I'm missing some fundamental concept here. There's difference between "weight" and "mass". While weight is subjective, mass will remain cons

3 Replies 2,354 Views

Well, I'll start in the reverse order. My usual games are on lagre map (3 clusters) against 10 normal AIs. Regular pirates that you find in empty systems are indeed the pushovers. However the marauding fleets are disgustingly overpowered at least in the planet bombardment department (30-40 ship fleet with about 50% of ships being pillagers). Also by the time I conquer 1 of the 3 clusters, at any given time I got 2 or 3 of these fleets rampaging at the different planets of my e

76 Replies 17,330 Views

Cruiser So far cruisers in Sins do no deserve to be listed as "Cruisers". Renaming them to "Support craft" will put the entire issue of armament to rest. If they are to remain "Cruisers" most of them need some loving.

82 Replies 30,519 Views

You do know that you can upgrade the logistic and tactical slots of planets with the planet development thingy? It's really handy and forces you to pay extra for that perfect strategical placement. If you can live with an imperfect one, you get it cheaper. Nice trade-off in my eyes. FYI: Some of the barren rocks can't be upgraded in areas other then tactical.

595 Replies 419,459 Views

ok, here's some more feedback after 6 hours spent putting out fires... 1. AI on fighters/bombers assigned to the defence hangars - they really should prioritise targets a bit better - when pirate fleets attack the system bombers run all over the place attacking hostiles targeting the stuctures and COMPLETLY ignoring the siege frigs pounding the world into dust. It also would immencly help if they would concentrate fire instead of spreading out to cover as many targets as they can. <

595 Replies 419,459 Views

As a side note, a lot of misconceptions about the nature of the cruisers in Sins could be avoided if the entire class would be renamed into "support cruisers"

61 Replies 21,730 Views

Right on lordkosc, The Cruiser Carrier could use the extra squadron and a flak ability. That would be a bit too much and will make Sovas obsolete. IMHO it's either the extra squadron or flack guns.

61 Replies 21,730 Views

I definetly agree that cruisers need a bit of loving. Command could use extra firepower; Carrier - either 2nd squadron or weapons/flak guns; Kodiak and Drone cruisers seem to be ok, but could stand some minor boosts as well.

61 Replies 21,730 Views

My card still have not been charged for the preorder Usually I'm all in favour of my cash staying on my account, but this case happens to be an exception... I want Beta2.

91 Replies 120,736 Views

Moons are usually located deep within the planetary gravity well, so it would be relatively safe to assume that it could be situated anywhere between 2 yellow borders.

28 Replies 7,040 Views

I find the game to be too slow, if I'm feeling lazy I can spend 7 hours on a single galaxy, thats not going to get much better with a tougher AI. I guess game speed is a matter of personal preference. One of the ways to deal with that would be to add time compression option to the game. so you're telling me that you dont have those boredom spells where you're doing nothing but waiting for more money to flow in? god how

28 Replies 7,040 Views

Personally I have not found slow speed in a gravity well to be much of a deterrent to rapid response times. My system guard fleets were always positioned on the edge of grav well sitting right on top of the phase lane leading towards the nearest "theater of operations". That way home fleets were on standby to reinforce the fronteer worlds if needed ,as well as being right on the spot if an enemy managed to break through the front lines. Overall, the pace of the game seemed to be pretty well

28 Replies 7,040 Views

Can't wait till Thursday. Over the weekend found Beta1 on my friends machine and ended up on a 12-hours-long conquest spree. Ended up preordering Sins this morning A game that even a beta state can keep me glued to the screen that long deserves all possible support. Great job guys!

91 Replies 120,736 Views