ShotmanMaslo
Cloak is the way to go!
...Carrier weapon is a good idea.. im not a carrier spammer, but i think its stupid to have a combat unit without some sort of meelee weapon for self-defense.. even hoshikos, cielos and colony ships have something, so why not a military carrier? just give them 1 weak laser with 4 damage points so they dont look so silly on the battlefield. I dont think it would make them unbalanced... Solution to carrier spam is to lower their HP, along with antimatter drain. Carriers should be l
-trading techs, ships, planets, starbases, artifacts etc... just look at Galciv2!
[quote who="Craig Fraser" reply="24" id="2140165"]I almost forgot: why do starsystems look like galaxies? I know that most people dont know the difference, but space game developers ought to know. Maybe u should consult an astronomer? They are just for fun. [/quote] ok... I give up, you won. [e digicons]:rolleyes:[/e]
[quote who="N3rull" reply="21" id="2139858"]Like where? You mean plasma storms/magnetic clouds? Or the background artwork? Either way, without them the game wouldn't be so beautiful. Even if they shouldn't really be there. It would be plain dull. [/quote] no i like plasma/magnetic clouds.. i mean, when you zoom out of a starsystem like this. Those look like two galaxies, dont they? <img style="vertical-align: middle;" src="http://img165.imageshack.us/img16
there is too much nebulae i think...
I almost forgot: why do starsystems look like galaxies? I know that most people dont know the difference, but space game developers ought to know. Maybe u should consult an astronomer? [e digicons]:grin:[/e]
my first game was FreeSpace. [e digicons]:thumbsup:[/e] Still playing it sometimes with SCP ofcourse..
[quote who="RS-fx" reply="13" id="2137185"]Quoting ShotmanMaslo, reply 12Could you add a button to divide fleet in two fleets with equal numbers of ships of every type? Dividing fleets for example into one attacking and one defending fleet is generally pain in the ass. I think this could be automatically done with some clever algorithm. Also, I would like to see something like fleet manager in Galactic Civilisations. ..oh, and ability to name a fleet would be truly orgasmic... 
Could you add a button to divide fleet in two fleets with equal numbers of ships of every type? Dividing fleets for example into one attacking and one defending fleet is generally pain in the ass. I think this could be automatically done with some clever algorithm. Also, I would like to see something like fleet manager in Galactic Civilisations. ..oh, and ability to name a fleet would be truly orgasmic... ..and i have noticed that strikecraft can fly straight through a star..
[quote who="Sarudak" reply="1" id="2122400"]I really liked the idea of being able to fleet down. You can drop as many tech levels in fleet support as you want at any time if you really need econ back... BUT to fleet back up you have to research all over again investing the resources (and time!) necessary to do so. [/quote] thats the way... seconded. [e digicons]k1[/e] [e digicons]:thumbsup:[/e]
[quote who="Sotris" reply="16" id="2090411"]You know, it would be great if we had a strategic choice between nuking a planet and occupying it. Nuking would be much easier and faster, but result in a planet with zero infrastructure anf pop, and extremely low growth rates- mking it a burden to colonize and maintain. Strategic conquest, on the other hand would take more time and resources, but result in a planet with only diminished health and population (or even a level of infrastructure intact
[quote who="ryecoal" reply="14" id="2100480"]Of all the research trees I find the Fleet tree woefully under developed. In real life organizations don't simply have plateaus of scale that they can support. There is a better way to impliment the idea that more fleet costs more to support and maintain. I think of the research cost as the cost to support capacity and the fleet upkeep tax as maintanace cost. Here's the Idea: Get rid of the plateaus. Instead employ a con
I completely agree with CreditSuisse, its illogical that capital ships and starbases dont have at least minimal amount of flak. dont be afraid, it will be cool, and if u want to defend against larger amount of SC, u will still have to have a lot flak frigates.
-carrier speed, antimatter, hp and shield should be reduced. - also they shouldnt spam SC wings so fast...
I tried 1.1 version with sins 1.12 and it always minidumps... anyone having the same problem? ...should I post minidump file here? I hope someone knows how to fix this because sins looks so much better with this mod! [e digicons]:sun:[/e]
every ship in this game takes so much time to destroy its not even funny and battles are so long... i would cut ship HPs in half... so i can see at least two explosions at the same time...
every ship in this game takes so much time to destroy and battles are very long... i would reduce all HPs in half
[quote]16) Revised method for calculating fleet support.[/quote] I would suggest that you pay part of your income based on actual fleet size(used slots), not some research, like in GalCiv2. It is just not realistic to have your whole fleet wiped out and still pay 90% of your income... research should only influence max fleet slots...
[quote]10) NO MINES! the idea of mines in space is relatively laughable. Just think in 3d people!![/quote] ...3D minefields? :d :)
-add some way to upload .dmp files directly to Ironclad server instead of mailing them.. it would be easier for players and developers too... -add planetary defenses located on planet surface(ground to orbit missiles, lasers....) -include bailknight graphic mod by default, it looks GREAT, especially missile explosions
DrathKar-s ideas from another thread: -asteroid fields IN systems that have some tactical effects(only fighters/bombers and frigates can navigate them, caps and cruisers cannot) -Diffrent gas clouds alot like armarda some that drop shields.. some that increase shield regen or interfere with diffrent kinds of weapons. Example a cloud that interfers with the targeting on missiles so missiles attempting to hit things in the cloud have a 20% reduced chance of hitting. A
DrathKar-s ideas from another thread: -asteroid fields IN systems that have some tactical effects(only fighters/bombers and frigates can navigate them, caps and cruisers cannot) -Diffrent gas clouds alot like armarda some that drop shields.. some that increase shield regen or interfere with diffrent kinds of weapons. Example a cloud that interfers with the targeting on missiles so missiles attempting to hit things in the cloud have a 20% reduced chance of hitting. A
(:( ...i have minidump everytime i try to load the mod... Just curious Danman will it help you to fix the bugs if we upload minidump files here?