I don't think I ever got the novalith to fire. Probably because I had no idea it was only one jump away I could fire it and I had built it at the back of my civilisation.
Norska
I agree a much better direction. One solution perhaps would be to have to build 3 cannon at 5 jumps away from each other exactly, so they could fire anywhere in the solar system. However because of the orbiting planets those 3 novalith guns only align once or twice per solar rotation where they are the exact prescribed distance apart to fire, you can only fire a few times and even one novalith being taken out has you doing it all again.
I see. I like the change then. Two jumps away is at least manageable. [e digicons]5*[/e] I remember Blair from sins1. I am recalling correctly that the original supercannons in sins1 had a system wide range right?
A great shame that forums are being used to "train" or "observe" bot behaviour. Or are they up to something even more nefarious? Soon we will all have to attend the local post office to confirm we are real people the way this is going.
Ok just built planetary shields... planet is apparently invulnerable after that. However with a novalith reload time of 3mins and approx two shots per planet kill iirc, I will have lost half the other planets before being able to build shields around them. How many jumps can they fire? Is it much less than the original which iirc was unlimited?
It's very annoying not being able to fire back at novalith planetary canons when they are shooting at you from across the map. I guess planetary shields will protect planets but is their a way perhaps we could use our own novalith canon to triangulate the source and fire back? I don't even need to destroy the novalith, just interdict it's incoming bullets with some sort of point defence system. Maybe the point defence system needs 3 in 3 different gravity wells to triangulate and fire
Please no spoilers Frogboy? I am not sure if I am finished #8 in the safehold series yet and now that I know exactly what happens in the next book (i.e. nothing spacey) I don't think I will bother. I was enjoying them even at the glacial pace they were progressing. I am sure you did not mean it, but spoilers even from a few words that any reasonable person can work out things from I generally avoid. Bascially I avoid anything that tells people what happens in the future of a series past the p
When approaching mid game the AI are mostly dead from surrender or pirate raids currently. In PVP I imagine most people quit. Because everybody can see where the game is heading and who will win. This is the kind of game where somebody can get a 100 to 1 advantage, unlike most RTS games where the constant tactical fight often keeps things more even. So to keep things interesting for the players on the ropes AND the people preying on them I suggest a few things: - <strong
It is frustrating to have to tell a fleet to target one particular ship at a time when all you really want to do is make sure repair ships are killed first to prevent repeat work. Especially when managing many fleets across the solar system. Is it possible to set each fleet up to have a priority list that includes all target types. Better yet each ship type in each fleet having a priority behaviour. In each fleet I could say set the repair ships to target friendly capita
Don't get me wrong. I am enjoying all the new features and the lovely graphics and interface. Very beautiful and smooth as silk. I guess after playing sins1 so much I still say their should be things like random tech trees like stellaris to make the game different throughout every time. I know this is not typical of sins 1. Which basically wants a more RTS strict build and tech order to map out and be as efficient as possible at. Certaintly basically. But I think it would be more fun for scie
Just something I noticed. I had one game where 5 AI players surrendered with hardly a peep Another where I was able to kill them off with pirate bounty fairly quickly. Anytime I put 1 hard in a game I seem to get swamped by 3 factions at once. P.S. Is diplomacy working at all in game yet?
Yes. The game is shaping up to be amazing. The only complaint I would have is that there is nothing really new to explore in terms of story and new factions. No forwarding of the lore. Is their a fourth faction coming? Perhaps what was chasing the Vasari?
Sounds like the new garrison stays in system initially code is having issues.
I’d be surprised of multiplayer thrives before this title makes an appearance on steam. I have no friends that will buy this on epic even though 3 or 4 still play the original with friends on steam. The other strange thing is that epic want to share information with other parties just to use an account name which should be a separate unique game name anyway. Anybody with sins2 on epic should simply be able to connect through it no questions asked and tracked th
A good argument for larger gravity wells would be time to position defences. Z axis is also a good argument for longer defensive weapon range. As well as land based weaponry to protect cities and space infrastructure above. Also a good argument to preventing a planet from being captured or depleted by bombardment at just any location on a planets surface. By now radiation should be able to be contained in non populated areas so it does not spread to other parts of the globe. This then makes y
[quote who="DominiMagnus" reply="150" id="3877709"] I am super excited for this, I played hundreds if not thousands of hours of sins, mostly multiplayer. My multiplayer experience was marred somewhat by z-axis movement cheese which broke some aspects of the game such as making non red button stationary starbases + mines literally useless and enabling vasari starbase rush abuse. I am keen to see a little more rubberbanding which could enable players who have lost a levelle
Interesting ideas. I always hated planet killer mechanics in stellaris and such because they were hard for the other player to come back from. In addition to that they ruined the feeling that space was too big and majestic for simple planet bound beings to bother, it just makes games in my view seem like your faction needs to exit that area of space and retreat to another galaxy which is not being easily destroyed. There is no solution but to form a megaplanet with a weapon like star wars meg
I have been able to set rally points for factories at other planets. However you need to zoom in a little so you can see the gravity well to do it.
What does the new system offer that is better? I have not really noticed thus far and have played 3-4 complete games.
I will try that again. Must have pressed SHIFT-STOP when giving the final move order.
I'd like to give a bunch of waypoints and determine a stop behabiour at the end to make sure the ship stays at a repair station without running off to chase shiney enemy ships. P.S. This would be fixed with the old combat radius toggle.
When you upgrade surface crystal or metal extraction the upgrade button shows you the improvement in numerical form, just as any upgrade does. However when you build orbital extractors you don't get shown what the affect will be in numerical form. Is this by design because one is an upgrade and the other a physically built object, an orbital platform that is not an upgrade but a new entite? In other words I guess the build tool tip is showing the stats for the physical 3D object rathe
I think one of the problems for me (I have now noticed) is that you zoom out a little and have tiny icons representing the platforms size as they should be, zoom in a tiny bit more and all of a sudden huge 3D platform models that are 20 times as big in the gravity well appear. I like the icon sized platforms. So basically the icon distances are abstracted and give the appearance of space but the 3D models are far too big and make the gravity well seem tiny.
Exactly the kind of thing I was thinking of. What I have noticed so far is more that functionality is streamlined in the interface and easier to use, but at the same time a tonne of functionality was lost (like fleet commands and jump stances etc) INSTEAD of adding new features and functionality. I would site having to press a key to get ships to jump individually as something you would do because you had no choice because you wanted to make a game console controller compatible rather than a
I suspect he\she is saying that actively having to push a button for every jump vs setting a permanent toggle for each fleet is a step backwards.