ShotmanMaslo

ShotmanMaslo

Joined Member # 2977716
11 Posts 113 Replies 778 Reputation

[quote who="AceXMachine" reply="25" id="3174759"]The main reason for this is starbases are designed to be mostly self sufficient. This does not change simply because you slap a phase drive on her.[/quote] But yes it does. Starbase that is always in the same location uses dedicated supply line not included in your fleet supply, which lists capacity to supply mobile FTL capable forces. But starbase that can move is basically the same as Titan - it requires much more versatile supplying

26 Replies 79,475 Views

[quote who="Frostflare" reply="6" id="3173837"] I'm curious: how else would you nerf the Orky? I've seen suggestions that involve packing/unpacking for jumps, but that's about it. [/quote] 1. make the phase drives a second level of the phase gate upgrade, or even a third (the second level would just prepare the starbase for phase drive installation, and effectively do nothing). This would ensure that the jumping Orkies would always be weaker than regular st

26 Replies 79,475 Views

[quote who="GoaFan77" reply="13" id="3173940"] Quoting harpo99999, reply 12from my searching of the wincustomise the latest map is dated 29th may 2012, so they must not have authorised it yet. harpo Hmm, maybe I can still see it because its my map. Here's the direct download link, maybe that will work. https://www.wincustomize.com/explore/sins_maps/343/download[

19 Replies 42,160 Views

1. make the phase drives a second level of the phase gate upgrade, or even a third (the second level would just prepare the starbase for phase drive installation, and effectively do nothing) 2. make mobilised starbases cost 50 fleet supply 3. make them undergo a power up cycle (everything disabled) after the jump - say they are rerouting the power from the phase drive back to the main battle systems. I dont think release changes are enough, it is still v

23 Replies 16,940 Views

I dont think there is a lack of new content: - updated graphics - new capital ships and corvettes - titans - new technologies - new subfactions - new victory conditions - new planets Not exactly Sins 2, but owners of older games get a discount.

72 Replies 152,352 Views

[quote who="OddskiBoddski" reply="107" id="3169209"]That's a bit of a necro there.....[/quote] With Rebellion just released, I think its a pretty well-timed necro. Spread the Word of the Unity!

114 Replies 229,778 Views

[quote who="Sakhari" reply="3" id="3170380"] 1 The ability to turn mines off Balance issues aside, that alone would make me happy at this point. Getting rid of trade ships would be nice, too. I don't know what purpose they're supposed to serve to gameplay (aside from making it far more tedious to focus on targets that actually matter)[/quote] If you destroy them, the player they belong to loses trade income.

38 Replies 40,363 Views

Empire at War style cinematic camera. Turn off AI surrender, or at least make an option to disable it. Planetside (surface-to-space) weapons capable of firing into orbit. Will make now underused siege frigates more useful, since destroying all orbital defenses would not be enough to secure the gravity well. Colonizable asteroids and moons could really use some sort of indicator that they are inhabited. Its fantastic that the planets have city lights, etc on th

38 Replies 40,363 Views

Give Ogrov torpedoes hull points, to make it possible to shoot them down mid-flight with fighters and flak (yes, just like bombs in FreeSpace). Since it would effectively nerf them, increase the damage a bit to compensate.

8 Replies 12,956 Views