Norska

Norska

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

Any chance of getting a Homeworld\dawn of war 1 color palette where the whole spectrum of colors can be chosen rather than just 10 or so chosen colors. I don't understand why a restriction in color choice by the player is needed at all? Bascially the two games mentioned above had a box that showed a whole spectrum of colors that a cursor could be dragged around to. They equated to an RGB color code. In addition a dark/light slider was also provided so you could adjust each of those co

8 Replies 33,046 Views

I noticed the same thing. If you build trade ports you get boxes to use in the trade window (F8). If you do not allocate them to "boosting" your exports of a particular resource then the boxes seem to stay in the "import" area up the top. However nowhere does it say what importing does for you or what it imports. As soon as you allocate an import box to an export slot you get trade income showing in the exact amount allocated by the box in the appropriate credit/resource summary.&nbsp

10 Replies 20,891 Views

Good thoughts. I would say from a less analytical point of view that their may be a META eventually BUT everything is fun to try and does not need a constant place in a line up. But yeah, I know that in game design everything is supposed to be more than just flavor. Their are also combinations of things like auto loader and heavy gause slugs. I asked a long time ago for a warship type of a class between cruiser (armored cruisers to light cruisers really) and capital ships (super

33 Replies 53,762 Views

Good to see somebody already at the modding. From what I have seen even the devs expect they will heavily rely on star wars and star trek complete overhaul mods. Personally I don't think the scope and feel of sins is large and detailed enough for Star Trek especially where large fleets always seemed to be hard for the Federation to get together, let alone thousands of miranda class ships wandering around all over the place. Star Wars was the same. The rebels barely had a fleet and now they ha

5 Replies 14,346 Views

I know that pirates throughout history have often acted like mercenary companies and even state sactioned mercenary companies. But apart from the really large pirate organisations there were also mercenary organisations that did not partake in acts of piracy So from my perspective pirates in sins2 and for that matter sins1, are not really pirates. Because they primarily work for factions as mercenaries. Pirates should backstab and be active at all times in small groups.

0 Replies 4,846 Views

I think the vasari starbase acting like an TITAN trapped in a gravity well is always going to be a huge advantage over simply being able to slowly move a TEC stabase from one point to another once every 15 minutes (takes an additional 5 mins to orbit a planet minimum, which would be the maximum you would allow it's small retro thrusters to move it each recharge). For one once in motion you cannot change the burn and so cannot react like a vasari stabase can. You cannot give m

28 Replies 84,776 Views

Thanks smarti. It seemed like a dumb question, like it was obvious. But I wanted to know conclusively from those that had looked at the stats or seen enough in game stats to realise.... i'd probably look at a ship with more of the same gun types that I could compare stats with the smaller ships for to realise the damage was listed as the same and therefore per gun. Easier to ask at this stage. Apprecaite your time.

2 Replies 8,543 Views

So we have after the shields are down then the armor penetration matters. At this point is where I would expect a hard block of any space small arms by capital ships if the armor value beat the penetration value. But a minimum of 1 damage from any source is taken regardless of how proof the armor is to penetration from any of those sources. Hopefully I am "reading you right".

33 Replies 53,762 Views

Just be carerful what you wish for. At it's core I really sins is a rock paper scissors game rather than a tactical game. There is very little to no randomness in anything sins1 or 2 will have. So the AI can play the game perfectly if it has perfect information. Missing from sins of a solar empire 2 that would make for more interesting and less samish calculable games while making information less calculable: - Morale - Ships \ fleets \ generals \ populations

13 Replies 45,389 Views

Excellent. So heavily "shielded" ships that would not be penetrated by what should be termed "space small arms" and therefore would not take any damage at all due to the reduction tally being greater than the damage total IF they are using shield. But what about heavily armored ships with shields down?

33 Replies 53,762 Views

I agree that apart from the TEC Carrier (suvov) and the TEC Kol class or cobalt frigates most everything else looks like converted merchant stuff. That is the ART style of the TEC. But damn if I don't want a human faction that is not some outcast REBELS and a proper hard as nails military evolution of the TEC that gives humans complete access to a completely professional and refined military once again. Call it the MARIUS reforms or something about half way through the Tech tree. A Tech choic

7 Replies 29,937 Views

It's a little frustrating with all of the planets spinning not to be able to get starbases to spin with those orbits at a player determined rate to account for the solar systems orbital spin rate relative to the entry phase lanes.. Ideally an upgrade would enable the player to conduct a burn to another position (a position facing the likely enemy attack position). This burn would take time and have a huge cooldown before it could be conducted again.

28 Replies 84,776 Views

A very good post. Since you have analyse the stats, are their ships that simply cannot be penetrated due to their armor rating being too high like in real life? I like Garrisons as they are in sins1. They contribute greatly to defence while not being too overbearing and annoying to an attacking player as they were in sins1 when they jumped 1 or 2 phase lanes away. Garrisons also make more sense in sins2 as the size is dependent on upgrades and whether ship factories are currently in u

33 Replies 53,762 Views

Interesting idea. I'd love missiles to go back into search mode after their initial target is dead. Nebulous Fleet Command has this sort of functionality but is much more complex than sins2 because it is more of a skirmish RTS. It would be interesting to have wing commander style long range stealth missiles that are player commanded and cloak then pop up for telemetry data before cloaking again. You know you fire them from one side of the gravity well and they can reach the ot

2 Replies 14,245 Views