Norska

Norska

Joined Member # 2972722
28 Posts 60 Replies 14,883 Reputation

It would be very rare for two players to choose the same colors and icons so that it was impossible to tell them apart with basically the entire spectrum that the human eye can see to choose from in RGB. In the event that two similar colors were chosen the icon above their planets/ships etc would tell them apart them. It is more likely that if the player that was not given freedom to play with any colors would more likely not be able to reserve their fa

8 Replies 33,033 Views

I actually hate the blocky shape of the kodiak and hacka as you know. Hacka is a bit better looking. The hacka reminds me of a crab. As for performance. I have not used them en mass. They seem to be pretty well armed on paper. The cobalt is not far behind health wise I guess. But they do seem to take a whole lot of punishment but hull armor per sae does not seem better than the cobalt?

33 Replies 53,757 Views

No NDA confirmed here... " Theres no nda so if you are hesitant to buy it, thats okay, on the 27th their are bound to be tons of streams and youtube videos of peoples first impression just watch those." I did not think so given all the streaming and chat here publicly. https://forums.sinsofasolarempire2.com/514980/page/1/#3866283

1 Replies 4,593 Views

Nice. I also notice sins1 got some sort of minor update. A great conversation starter on steam to make people realise sins2 exists. UGH, this forum. Tells me I have new posts to look at from the watch list when I am the one who just posted in the post it points to. lol.

5 Replies 7,487 Views

[quote who="RammaStardock" reply="3" id="3900801"] The idea of hidden lanes sounds particularly interesting, how do you envision that? [/quote] So here is how I think it would work: a) You give all your scouts or diplomatic vessels (better if it was a science vessel) a new researcheable ability called "survey system". b ) A little like exploring a planet you explore the gravity well and perhaps a little beyond the gravity circle. c) There is a chance

6 Replies 13,772 Views

Thanks for understanding. If you are exporting crystal and getting a mix of credits/spice or other raw materials I'd want to know what I was getting in return. As it is I am just assuming I am getting credits for crystal and metal and getting metal and crystal for credits trade. I am assuming that because it's the way currency works today. i.e. as a medium of exchange. If there is some sort of lore to the market with regard to galactic commerce I guess that should be clarified.

10 Replies 20,881 Views

I played sins1 on release and played a 5 player sins1 rebellion recently. But I did not play Vasari. I was trying to compare TEC to TEC. Now the things I have suggested are either for TEC to move starbases very slowly and now some sort of hidden discoverable anomalie phase lane that can be discovered by any faction. The Vasari as I remember it had to create a phase lane with a building and either connect it to another phase lane building or to special vasari capital ship. I will try t

6 Replies 13,772 Views

Like the planetary siege weapon (novalith iirc), could their be a tech that allows a ship to jump past a planet to the planet immediately behind it when the "stars align". Would this be too much of a shock to players who only fortify the front line. I know in sins1 the Vasari had a late game worldhole gate they could deploy from a ship that connected it back to a planetary gate. That was one of the things that made the vasari my favourite faction. That with the space stations

6 Replies 13,772 Views

I think the rotating map adds challenges in the way of your planets getting marooned and isolated. Making effective defence even more important. Now when the very spinning that is marooning planets is also making their defenses moot. I was just after a mechanic to make starbase defences relavent again. Otherwise with the lower tier defense you may as well just give up your planets to any competent admiral, even an AI one. The AI will make a bee line for your planet and your static defences wi

28 Replies 84,754 Views

It always felt strange to me that the TEC rebel faction had a titan. Rebels always feels due to what is probably star wars bias, that it means starting from small beginnings and gradually growing to be a power. In game it just feels like half the TEC have separated and have the same fleet power. Meaning that they are probably less rebels and more a "militaristic" or separatist faction. Rebels is a term of course that the original TEC would use for the half of the TEC that seems to have separa

6 Replies 10,921 Views

I'd love perhaps not to see frigates per sae get experience and leveling. That would be coool. But what might be better could be fleet experience now that we have such a great fleet tool. I guess any XP for normal ships might make the game hard to balance. Because it would make defense harder due to less experienced ships and losing a fleet devestating late game. Losing experienced capital ships is bad enough :)

33 Replies 53,757 Views

Thanks Ramma. I recently played a full sins1 default game with all the DLC over 3 nights. We started with 5 friends vs 5 AI. One that did not really know the game did not start the second night and had to go some time through the first session anyway. No problem the AI took over for him. Second night we had another MIA and thus the last two nights was 3 of us. No problem. One of my main reasons for playing this game was because a friend wants sins2 I think but does not have the means

7 Replies 22,606 Views

Erebus. I guess I want to be able to play spinning solar systems without creating a disadvantage for the TEC at the same time as creating a new and interesting mechanic. Star Base one time manoevering thrusters would I imagine be almost intrinsic to any space station design anyway. At the very least there would be some way of moving even if it was slowly. Phase lanes are the problem to begin with of course. Artificially creating only one of two commonly used exits to a planetary

28 Replies 84,754 Views

Preferable to all of this is keeping the fleet orders from sins 1 - Jump together 3 green arrows - How close ships stay in formation - really need this as my fleets in sins2 end up all over the place instead of supporting. Some actual formation shapes would be great as well. - How far out ships react to threats circle - Very useful for keeping ships near repair yards or bombing (bombarding is a better word) a planet - A button that allows detaching battle

7 Replies 22,606 Views

For one I am playing a game atm where every AI faction seems to be building novaliths everywhere no matter how many I expunge. It's really very annoying. All I am doing is jumping to random planets all over the centre of the orbital plane knocking out novaliths after they destroy my planets.... planets really do not last long enough against them for a response to be made. Shield arrays are just coming online to protect planets but they are too few and the novaliths popping up everywhere to be

10 Replies 14,146 Views

When the early access first released I thought the buildings especially were way out of scale and did not suspend my disbelief. I agree that the bigger the planets in relation to ships the better. But it is all perspective as well. You must pretend your ships are in the foreground of a picture and the planet behind and much further away. At the moment I think it is fine especially in larger gravity wells. I am with you on as large gravity wells as possible but like you would not consi

2 Replies 10,755 Views

A good idea but one that would have a computer cycle cost as well as a modding cost. Right now any modded ship is simple to show building because the model is simply taken and slowly rendered to 100%. If we had scaffolding for each ship that scaffolding would need individual scaffolding animations for each modded ship. I think it may be better just to show the dock workers being more active and moving cranes and such?

9 Replies 24,049 Views