If I see a spiritual, trade or other kind of name it would be nice if that gave you a clue as to what flavour of unit and what interests they had etc. I see a lot of really cool names and then think, oh but it's just a name. Means nothing.
Norska
Joshua Dalzelle's Novels have a lot of things like calling the act of getting closer to the centre of a gravity well "heading down the well". Having missiles slingshot around planets os simply accellerate as they get closer and are pulled more by stronger gravity. Does sins2 have more gravity slowing ships heading out and speeding up ships heading in?
Makes it hard to use tactics when your almost in range anywhere in the gravity well.
I was just thinking that supply ships could be an interesting mechanic to add. You could allocate resources to them and set a rally point then let the computer build and send them. You order your fleet to come near the supply ships to resupply, the fleet then gets a bonus in terms of firing speed and health and
I wonder if traders are taking the goods or ore the planet produces. This an ice planet with a lot of crystal would trade crystal and load trade ships with them. of course their is no real demand or supply so I imagine they are just dropping them off for money at some random location? I agree I don’t know enough about trade yet either. But you made me think of something else I have wanted in game from conquest frontier wars that make supply lines important. Fleet supply shi
Slow start? I would say you are unusual for a sins player in wanting to play sins1 at full speed. Atm only 10x speed is available. Many I know were saying they wanted a slower start. Rare minerals can also be discovered and awarded to you as you explore planets or do other things? Or traded. There are certainly more ways than one to get them. More than one refinery enables you to build rare minerals more than one at a time. Trade needs a chain of trade ports to get sp
Exactly. Why buy sins2 if it is literally a carbon copy of sins1 Rebellion? The answer is Sins2 better be a tonne better than the original and without new content, features and mechanics a lot of us are just going to shrug our shoulders and move on to something that does advance the genre. A lot of stuff in Stellaris could be handed over to the computer to manage, so it's not like older players who dislike the extra depth would be forced to use it. But yeah the basic premise of the fe
It looks ridiculous to have either the ships too big or the gravity wells so small. Because it precludes and tactics in a gravity well. You are basically in range as soon as you arrive and ships can support each other with abilities a long way from each other.
Not really condusive to good gameplay to see your ships fly off on their own and get killed constantly giving the enemy experience. It just seems wasteful. Could we turn this off and build the garrison and then let it loose or use it for defense of that gravity well only.
Sins1 you had to figure out what research in your tree was up next if you wanted to change the order. Actually in addtion to numbers it would be nice to be able to change the order easily.
I don't mind that idea Torchy but you would need to offset it with an ability to put the correct science crews on the project or risk the chance of researching late techs with early scientists early. Stellaris does that as well. I think as with most things that a game like sins2 should not reinvent the wheel and not be embarrassed to take the best features of other games to make sins2 a good game.
I was not saying lose the star lanes. Just vary things a bit so it does not feel like a land battle on earth.
Well the devs did say they would focus on 4x elements and making them better. So I thought that was what was happening. As above I do not mean as detailed as stellaris. But I do mean much more than we had in sins2.
It seems population on planets has been replaced with planet health? If there are no people to protect it is much harder to care about the game and its inhabitants. Suggest making sure as many links to the players citizens are formed.
I would love to know that I will be playing much much more than a sins1 clone with a better engine this time around. Two main things I want from sins2: * Improved sins1 battles with more options * 4x gameplay that approaches stellaris levels without being a chore to play.
Just a suggestion but a faction or ship painter like dawn of war 1 or nebulous fleet command or even homeworld would be very nice and is always very popular with players.
This is my first play through but damn I am imagining crowded gravity wells especially in smaller wells.
The level at which things pop into icons and then into full sized objects is not implimented properly yet I assume?
I would just like a more personable experience that included more than just static portraits of high level politicians or diplomats. I was wondering if training crews would still be something that should be needed from the planets you build up, but would more depend on ship crew training depots being built and training the crew. Once the crew is trained, unlike research depots, they go forth and do not need their base again. The base is then free to train new crew. In essense crew bec
An idea for a new class of ship more powerful than cruisers but not as powerful as supercapital ships. These ships would require crew and could be skilled up as well as still needing special material to build. But would only be able to take on half the work of capital ships. Half the hitpoints.
The Kol Class BB rail guns look damned huge. Where does the ammo come from to feel such guns, does it get two shots before the magazines are empty? The other thing I see people saying about ships is that their are not enough scaled detail on them to depict such large supercapital ships. P.S. I am just in game looking and damn the Kol class looks amazing though. The guns suit it well. It looks well balanced and amazing. My jaw dropped. Now to see it in combat.
I always feel limited in stellaris\sins because of the star lanes corraling me into the enemy defences. I know that stellaris tried to do other kinds of jump techs but failed, but I think it can be done. I have been thinking about this lately and some of the things I came up with to mitigate jumping around defences to make things feel more space like would be: * Add fuel consumption. Make outside of space lane jumps both use rare materials and expensive to do. This would
I would love stellaris style research where you do choose a direction once your boffins "are ready or capable" of researching a given technology. Meaning that they randomly discover the possability of developing particular techs and then based on what you choose have a higher chance of unlocking mkII of that particular tech to research. I find the Sins1 tech tree to be boring and predicatable. It needs something to spruce it up and provide some repeat gameplay opportunities that play
Ok thanks for the info. Not representing space combat is a major flaw in logic for space based RTS games. How will this be explained away considering the story seems to be about moving from planet to planet?
IMHO one of the things that really sunk planetary annihalation was the lack of space battles. You went into space and fought over entire planets but star fleets were nowhere to be seen... like nobody would use them to deny re-enforcements to the enemy.