"I'd like to see the phase lane network reworked. No lanes any more, just range. Heavily defended bottlenecks in space don't make sense. I'm not saying everything in a game needs to make sense but it doesn't hurt and in this case it would keep the game flowing better. I think I actually preferred Sins before Entrenchment introduced the heavily defended/mined bottlenecks and crazy Vasari starbase offensives. Blocked phase lanes tend to stall gameplay too much. It's just more fun when you have
ShotmanMaslo
GalCiv II AI is good. They should get the Stardock AI developers together with Ironclad. Or try to evolve simulated neural network for Sins - emergent intelligence FTW! [e digicons]:thumbsup:[/e]
This issue desperatelly needs to be fixored: https://forums.elementalgame.com/363293/ https://forums.sinsofasolarempire.com/374505/
Play with small fleet sizes. Larger fleets add almost nothing to the game in terms of gameplay fun. Its just more of the same eyecandy, and more processing speed required.
Bailknights graphic mod should be included in vanilla Sins.
What is bad about player specialization in alliances, or players buying and using ships and structures from different races (even defenses and research labs, if they bought it with the planet)? In GalCiv 2, it happens all the time. How would it break balance, if everyone could do it? "Problem there is research structures...players could essentially "share" research structures by constantly trading planets...put 8 labs on a desert world and trade that to anyone who needs
Some kind of structure on colonised asteroids would be cool, like on planets and pirate bases. Now there is no visual difference between colonised and uncolonised roid.
"I would say for Sins2, get rid of those complicated relation ratios, diplomatic victory/ points and give players as TobiWahn suggested means to trade ships/planets/technologies/weapons." Exactly. Diplomatic points and IMHO also culture and allegiance are more annoyances than game-enriching elements. Nothing is more frustrating than being able to colonize planets only few jumps away from your homeworld without building 3-4 culture centers in the orbit to prevent rebelli
It would help if the Devs specified what is cpu and memory consuming about the current mines. Is it the model? Then use less detailed model (noone zooms all the way at the mines anyway). But it probably wont be model since there is always only one mine model in view if you zoom, the rest of the minefield gets culled and substituted with simple sprites. Is it their numbers? that would seem odd to me (but I am not a programmer), since all the game must do is keep track of positi
[quote who="kyogre12" reply="14" id="2866645"]Quoting Kitkun, reply 13Phase lane system is fine. It's be really annoying to have defenders always one jump away but also have every area vulnerable. Lot of structures suddenly become very weak or useless. This. Starbases, static defenses, super weapons, they would all go completely out the window.[/quote] Exactly the opposite IMHO. Building of starbases and static defenses wou
"get rid of the contrived and overly restrictive phase lane system" This. Or better, make phase lanes only between stars, like in the FreeSpace universe (intersystem jump nodes) or Space Empires. Intrasystem jumps should be possible between any two gravity wells, provided there is no third gravity well between them intersecting with the jump trajectory. Of course they shoud still take time based on the distance, not be instantaneous. [e digicons]:thumbsup:[/e]</
Ability to set special capital planets exactly like in GalCiv 2 would be great - Research capital (research stations around the planet get bonuses), Economic capital (higher income per population and trade route, maybe bonus to roid extraction rates), Manufacturing capital (faster and maybe cheaper manufacturing in factories around the planet). [e digicons]:thumbsup:[/e]
"I disagree. The engine is what most would call mature at this point. It would be foolish not to take advantage of it considering a lot of game developers have to purchase their game engines from third parties." The engine is pretty mature, but its also approaching its inherent limits, because its only 32-bit and single-core. Even with optimizations, you can add only so much new content before the game of this magnitude becomes unplayable due to memory crashes and proce
"the right proportions between the small and the big ships" That! The model size differences between frigate, cruiser and capital ship classes should be bigger.
It really depends on the weapons used. Invasions would be preferable to nuking the whole planet from orbit (TEC), but in case of more precise weapons without long-term negative effects (Vasari ion beam?), orbital bombardment is far efficient in dealing with hostile forces and preserving civilian infrastructure.
I think yes. Certainly better than destroying all infrastructure, resources and planetary environment through massive orbit bombardment, and ending up with your, but almost useless planet. Just destroy the military installations from orbit, and then invade with army and marines. If you have complete space and air superiority, the resistance wont last long, and you can capture civilian infrastructure relatively intact.
Terran of course.
Ok, its time to bring out the big guns.. Can I pueeease have multiplayeer? [e digicons]|-)[/e] You know you cant really resist the cute cat! :D
Super cap flagship is a great idea. [e digicons]:thumbsup:[/e] Something like Mamooth tank Mk.II in tiberian sun, you can build only one at a time.
Add galciv style fleet manager and hotkey to equally split large fleets, make more open (phase lane connected) maps without chokepoints, or even do away with phase lane system like it was originally intended. Players will be more motivated to split their fleet to smaller taskforces, and will have more effective means to do so. [e digicons]:thumbsup:[/e]
https://forums.sinsofasolarempire.com/399456 - here is a thread full of good suggestions. [e digicons]:thumbsup:[/e]
Great! :) What exactly does "new memory model" mean? Will it be conversion to fully 64bit engine, or just some optimalization of the current 32bit model?
[quote who="Saerain" reply="71" id="2819771"] Stop making stars look like galaxies when zoomed out. They're stars. [/quote] This. Those spiral arms do not look like star system at all.
[quote who="Qu4r" reply="105" id="2827594"]Nothing is impossible. the fact u cant do it doesnt mean other cant do it too The specific manual kind of micro in sisn makes it special. It dont need to be changed or make it easier. And micro shuld require a lot of skill and expirience, haw it requires now. U want it easy- go play gaycraft 2[/quote] The micro in Sins that I talk about (splitting o
[quote who="Qu4r" reply="102" id="2827411"]quoting post So what would the new expansion have? C. Adjustable fleet patterns. Have more options to fleet design. Have a skirmisher fleet (LRMs in front instead of HC) an actual battle ball (Fleet centers around capital ships) and a wedge, cause everyone needs to be wedged from time to time... D.