The vasari kinda do that when they phase out. Cloak I mean.
Norska
Just thinking of Star Wars where in ROTJ the emperor hid an entire fleet behind a planet and then made it appear after the rebels were deep in the well so to speak. In Sins as soon as you jump into a gravity well you have instant god mode intel on everything anywhere out of sensor and sight range. Unless sensors can bump through a planets core or are being relayed to your vessels from the enemy or spies, this makes no sense. Should scouting play a more major role in gravity we
I'd prefer to have target priorities for each ship type in a fleet outside of battle via toggles. Then when you selected your ship and focus fired you could choose between the whole fleet attacking the target or just the ones with that target type as first priority. I would not want my flak frigates attacking a titan when fighters were hitting my fleet. Here is an example of some of the orders available in WARNO by Eugen Games. Which has very similar scaled battles to sins2. Now some
As Volt said. Planets should be in the centre as the biggest object exherting gravitic influence (attraction). However if their were other objects that could change things a little especially if they were double planets or dense moons etc. So far I have seen a moon orbiting a planet but it had it's own gravity well rather than affecting the planets gravity well that it was orbiting. Would be cool to see the gravity wells merge when things got close enough to for
I like the planetary orbits. I think it adds a lot of fun to the game. I also love that you occasionally get moons orbiting planets that orbit suns.
A pleasure SC4life, I gave you +1karma for being so understanding and polite. If the Rebel TEC faction got entirely different military style ships mid game including access to the older smaller models of corvette or the option to upgrade the older early game ships in drydock. They would probably become my favorite faction. Currently my fav faction is the Vasari because of the moving starbases, alien tech and them actually being alien. I like the Advent but they are my least favorite f
Thanks Blair. I appreciate that you read my post at all. You guys are probably the most receptive, polite and responsive devs I have ever had the pleasure of interactings with. Sorry for the confusion. :)
Jump together - all grouped, not grouped, some grouped My main point here is that we no longer have the visual aspect that was the three green arrows in sins1. In sins1 I distinctly remember people being frustrated when their fleets did not jump together and being able to point out the green button, which from that point onwards was something to check for each fleet. For me it was about checking AFTER something went wrong if I had indeed
In my experience game developers in general seem to baulk at a lot of advanced human freedoms to structure forces and organise them unless it is in an abstract way (e.g. a +2 buff to armor). If freedom to organise forces is done in a physical way it means the AI has to know how to use the formations and if it does not do so then the human has a distinct advantage. If the AI uses formations with perfect efficiency then the human has a disadvantage. So most games end up like
I agree that Auxilliary Government would be a way to allow a planet to fall while making the enemy attack your starbase if they want to capture the planet rather than just cripple your economy. However mechanically I just don't know how auxilliary government works. How does a government on an orbiting starbase stop the enemy from just landing on the planet and building on it anyways? It just seems like a silly mechanic logically. Now if the starbase could fire down on the p
Paladin. The lines you speak of a white and slightly curved and coming right out of each planets gravity well? These lines indicate the direction a planet is traveling which is why they are slightly curved. Because usually planets orbit a star (sun) in a circle. Additionally the longer the line is the faster the planet is orbiting. There is a button in the top right of the screen that you press to see where those planets will end up over the next period of time. Wh
I noticed yeserday a couple of capital ships coming out of hyperspace and running into each other. One came out before the other and the second capital ship to come out knocked the first one around a bit. Was cool to see collision modelling. But no damage was inflicted.
[quote who="sc4life755533" reply="1" id="3901685"] Is there any chance in the future of a complete redesign of some of the TEC capital ships? The Kol battleship is iconic and is still awesome, but I feel the rest of them should be redone. Thank you for all you do and can't wait for all the updates to come in to make it a complete game. [/quote] I'd point you to the thread below where the devs explain why the TEC ships look the way they do. There was a lot of
My question is what happens when the trade ships are intercepted? Do you then bring in less of that resource? I'd have to test it. As long as trade ships can be destroyed and have an effect on the economy that is the physical rather than abstracted kind of mechanic I like.
Thing is that you still want there to be a reason to have space battles with starships. That's the point of the whole game. The space battles. Like a homeworld game where it has been expanded to a 4x game to give context to those starship battles. To me it boils down to being able to protect planets that your main fleet is not currently in attendance to . I think people that play RTS games expect to be able to do something about being attacked when it happens.
[quote who="wbino3556" reply="6" id="3901403"] Quoting Volt_Cruelerz, reply 2 As a note, missiles really can be body blocked already in the game. If I were to guess, I suspect this may be a core part of what the Guardian does, projecting a shield ahead of it that directly tanks the blows. Armor weak points are s
[quote who="Blair Fraser" reply="17" id="3901483"] This is a ongoing discussion internally but we are almost 100% going to make the planetary shield and/or something like aux-gov available much earlier. Not to say we won't make other changes as well. This thread has lots of great feedback and suggestions, thanks! [e digicons]:)[/e] [/quote] Thanks Blair. It's great to know that you guys are reading these ideas and treating them as serious feedback. I looked a
Thanks Smarti. Thanks anyways :)
I'd go as far to say with relation to my formations post above that: * THe Ceilo Command control and communications cruiser is needed for formations * Formations give buffs according to formation type * Minimum number of ships is needed for a formation (as well as needing the Ceilo command cruiser) * If the Ceilo is taken out the formation
Is that know for with absolute certainty? I assumed the same thing, but thought there was no harm in asking.
[quote who="Volt_Cruelerz" reply="2" id="3901305"] As a note, missiles really can be body blocked already in the game. If I were to guess, I suspect this may be a core part of what the Guardian does, projecting a shield ahead of it that directly tanks the blows. Armor weak points are something that I don't think would work terribly well because you'd always target the weak points of a ship unless we want to introduce accuracy. Ships in Sins are also just too nume
That would work. But you would have to be able to build the amount needed to move the mass of a starbase sized object. Which would cause objects in gravity wells to be built too quickly because you would end up with many over the default # of construction frigates. So a new unit might be better. A new unit would also make the player consider the fleet population costs and how to get the tugs to their destination and maintain their numbers if they are killed. The construction frigates
A really interesting post and one that touched on the "bringing weapons to bear" subject that I had considered posting earlier now that we have tracking turrets but thought it too much to ask from a game like this and so abstained. Another thing that stopped me posting was that ships have one thickness of armor plate all round for this game and thus flanking or aiming for weak points in armor by approaching the enemy from different sides is largely redundant. I remember homeworld allowed you
Beric I think that fleets should have a lot of freedom in a gravity well. I don't want to take that away by allowing starbases to cover too much. Treveon I am also not keen on every planet having a planetary shield early on. Not because it is not a solution. But because it seems silly from a suspension of disbelief angle that such an advanced tech is standard practise so early on. In addition to that making every battle the same.. i.e. attack the starbase that will be in every p
Volt I hear you, but at the same time I don't think any problem identifying your fleet/culture/planet via color here is far outwieghed by the players having fun making their faction up with their colors. Colors, symbols and of course your portrait are a major way people identify with their faction... for the next 3-5hrs of play it takes for a sins game to finish. Or over multiple games. Plenty of games do it and I list another one below, stellaris. Although I think in stellaris is not a prime