Massive_attack

Massive_attack

Joined Member # 2849726
0 Posts 11 Replies 264 Reputation

I would like to see one (and only one) new ship in Sins. This ship is : The destroyer ! The destroyer would be a bridge between capital ships and cruisers and allow for less of a dependancy on capital ships and kodiaks late-game. Destroyers would be multifunctional vessels, they would have 2 main weapon systems, dual gauss cannons to take out medium to heavy targets and about 4 Point defence anti-fighter guns. These ships would be able to hold 1 squad of fighters and would

60 Replies 18,299 Views

Can i just quickly add something ? Can you please change the capital-ships a bit more, currently i still feel that they are too similar in size and use. For instance The Kol and the Colony -Capital ship are used much in the same way other than the ability to colonize planets, they have much the same armament and are almost exactly the same size. Please, just make them at least a bit more physicaly different. Thank you. Also: could you please add one or 2 destroyers in to act as sort of

11 Replies 5,485 Views

When it comes down to it this game is about 2 things. 1: blowing stuff up in space. 2: heading up a Galactic Civilization from next to nothing. So with that in mind i think the system makes sense, it would add depth just so long as the buffs you get for being evil/good/in the gray area wouldnt effect combat at all, but rather be more political/economic based. For instance, say you decide to nuke a planet for no aparent reason, your allies would be disgusted at this, an

27 Replies 11,468 Views

An interesting concept, how about this. The Ethical system should at least in part be influenced in the real time by actions you make. For instance, in SINS you (should) have the option to colonize a world peacefully and quietly via Colonization ships or through military dominance through nuking. While taking it peacefully costs less but is alot slower being evil and nuking should be faster but costlier. The same dilemma can be found in diplomacy. If a faction attempts to ally you and y

27 Replies 11,468 Views

Add a building like a Civil Center or something thats kind of a jack of all trades. For one, its prescence in a system would boost population recovery from nuking and decrease time spent upgrading planet-side. it would also spawn about 10 Taxi's that go around to other trade/population centers all over your empire and at each stop generating a small 5$ (extracted from the money spent on whatever the civilian was doing there). Civil centers could also provide basic local militia needs by spawning

13 Replies 9,307 Views

Im going to change this to a full fledged mod. After seeing what is possible and what is not, i feel prepared to make a real mod for this when the tools finaly come out. What i plan to do: Add PDF (point defence guns) to every capital ship (TEC at first then the other races) Increase fighter holds and squads Beef up hitpoints and armour while creating this "armoured behemoth" element with the Captital ships. Each side will have 1 (and one only) new ship <b

26 Replies 26,695 Views

The reason is because you had so many ships. See, the pirates send specific amounts of ships depending on the amount that you have, so since you obviously had a large fleet the pirates made sure to send theyre fleets too !

5 Replies 7,276 Views

Im also fiddling with the pirate-stuff, basicly making whole new "mercenary" units that can be made out of the frigate section that are just beefed up versions of the pirate units. One such unit is the updated "pillager" which is now a slow super heavy unit that gets in very close and launches slow moving nukes into the atmosphere. This way if you (or an AI) loses a world to this unit it will feel suitably epic. Im hoping to do the same with the pirate version. Nice to see im not the only one he

16 Replies 15,271 Views

The guns would nearly be only for anti fighter combat, unless of course you like having your ships side by side with enemies. the guns would just be there to help out the carrier's defence when its fighters are out on the offensive. Also, thanks for responding guys !

26 Replies 26,695 Views

Bug: when applying the second weapon to the defence gun everything seemed fine, i made the code operate properly, all things considered.. then i ran into this when i constructed the turret with the autocannons: PLANETMODULE_TECHORBITALGAUSSDEFENSE has weapon:1 damage in FRONT bank but no weapon points Obviously i must apply "weapon points" to the first weapon code, i do not know how to do this though. Please help !

35 Replies 27,986 Views

You can disable some functions of the interface by going to options then User Interface and checking/unchecking what options you want to leave or not want to leave. Once you have your picture, you can always crop the UI out if neccicary. Hope that helped.

35 Replies 27,986 Views

Sadly i can never find those blasted ice worlds ! i always get stuck with useless stuff like lava planets. grr. at least those look cool though. Anyway, i have never even seen an ice world and even if i did the comp would most likely be in control of it Something else i may as well throw out there, Why does the kodiak (and its priate equivalent) look like big super armoured tanks ? I like call

595 Replies 419,585 Views