ManSh00ter

ManSh00ter

Joined Member # 3037745
3 Posts 298 Replies 1,598 Reputation

Don't know about the artifacts, no way you can get a cockpit view since most ships do not have cockpits, but bridges. The smallest frigate is actually quite big. Just compare a fighter next to the scout frigate. :)

11 Replies 8,219 Views

Obviously, either behaviour scripts would have to be written for moving ships, allowing for a degree of control, possibly creating a "trade-off" system, with the "stationary" mode increasing accuracy and "mobile" mode increasing defense; or the change would be purely cosmetic and you wouldn't have to micromanage your fleets any more than you do now. Keep in mind that you are not supposed to hunt for individual ships in the jumble that happens when two huge fleets clash - use your empire

294 Replies 307,431 Views

Well, the way I see it, the main reason *some* ships look silly in combat is because their design does not imply a turret-based gun platform (think Star Destroyers) but more like a forward-firing fighter type craft (like "Defiant" cruiser from Star Trek, or one of those big Kilrathi ships from Wing Commander). So it wouldn't make sense for a capital ship to gallivant around, but take your Vasari Skirmisher for example. That ship *looks* fast... it looks like its meant to fly around the battlefie

294 Replies 307,431 Views

Expanding too quickly? It's called overreaching. You know, stretching your forces too thin? "In the waning days of its glory the Empire was so vast there was no way for the Fleet to defend all of its borders. That was the beginning of the end." And of course, when you go up against an alliance, you shouldn't expect to steamroll over them. Get yourself an ally as well, or perish. This will maybe change once we get decent utilities to turn certain sectors into fortresses, but for now

43 Replies 16,343 Views

Read the reviews before buying. I'm not saying its a bad game, but I have come to expect certain things from this genre... for example, if you have an extensive and complex research tree, I expect equally extensive information on what each research project is meant to accomplish. As far as I understand, LE:I is VERY scarce on that, allmost to the point of making you use trial and error to determine what ship components do...

11 Replies 2,598 Views

That is possible. I am playing on a custom 40 star map with 9 hard AI opponents and so far have witnessed at least two power shifts. First they were all proposing blowing up the strongest guy on the block who just happened to be allied with me; but as soon as one of them got hit in the teeth harder than usual, they all sort of shifted focus, backstabing bastards that they are. Reminded me of sharks. :D I also know for sure at least four of them have allied with another faction. So theor

58 Replies 80,877 Views

I read a review about LE:I where the fellow said you get to only watch the battles, but not actually control your ships... if that's true, it's a show stopper for me. I love the concept of a huge galaxy with ~5000 star systems in it, but you just have to have control over your ships in a fight. I simply like multi-layered games. Grand scheming one moment, micromanaging a fleet in a battle the next, that sort of thing.

11 Replies 2,598 Views

I am a long-term EvE player, and while it is a great game, I find the inability to interact with your environment a bit limiting. Don't get me wrong, there are a LOT of options and stuff to do, but what I always liked in space games is the freedom you have. That's why I still think Elite and later sequels have it right - free-form travel (no damn stargates and other artificial choke-points), planet landing (though I hear they plan that for EvE), hell, you could even fill your hydrogen fuel tanks

11 Replies 2,598 Views

Regarding the "cat and mouse" issue AI needs to be tweaked just a bit. I remember an old game, "Star Wars: Rebellion", which had a simmilar issue - if you had but ONE ship more than your opponent, the AI would flee. That game had Interdictors though, so it was possible to catch an inferior enemy fleet. As I said in another thread, I can't remember a single strategy game which has an invulerable travel system and no means of preventing your opponent from using it.

58 Replies 80,877 Views

Well, to be totally realistic, it wouldn't. A dead race can still have cultural influence, simply through many artefacts now permeating the worlds and space they once inhabited, and the memory of your people. Your colonists would be settling amongst the shattered remains of their civilization - the reminder of what they once were would still be there. Remember that their culture has an impact on your population, not you (as in "government") - so while you happily burned their cities to the groun

12 Replies 19,607 Views

No, you have to wipe them out first, otherwise your colony ships won't send their little landing craft. As for culture thing, it may be a bug - perhaps the planets retain their culture influence even after they have been conquered?

12 Replies 19,607 Views

I plan to look into it the moment modding tools appear. For one make the PJI's either prevent phasing or increase it to such an extent that trying to phase with a hostile fleet in sector is a sure-fire way of getting blown to bits. There is a problem with only modding PJI's because as far as I understand the AI routines, they are going to try and jump out anyway, so it would make them easy prey. So - increase AI tolerance for number disadvantage (they would grow a pair) so they stay and

41 Replies 42,148 Views

Well, do you really think you got them all? You're wrong. They are hiding in caves, building new weapons. They are going to get you one day. One day, one of your tripod walkers is going to happily chase a few ragged members of their failed race into a tunnel, only to stumble upon a huge cavern city... with plasma cannons. ... Ahem. As for the cultural loss, maybe you were playing TEC? Humans are notorious with their symphatizing for extinct species thei

12 Replies 19,607 Views

I am all in favor of making PJI's shut down enemy ability to phase, as well as adding a mobile inhibitor unit, a.k.a an Interdictor Ship. There isn't a single strategy game out there which has some sort of "invulnerable" travel system (where your ships/units are perfectly safe and uninterruptible while travelling) and does not also have a way to prevent the other side from initiating the said travelling, be it hyperspace, warping, phasing or whatnot. It adds to immersion. It adds to str

41 Replies 42,148 Views

Guilty as charged. :) Once you learn tactics at EVE, you tend to stick to it... its a testament of how good Sins is when it rewards forward thinking instead of the classic "spam xxx of yyy and go blow up something" strategy. Aside from the siege frigate spam thing, but I hear they are addressing that.

19 Replies 19,983 Views

Ah that's nothing, I got invaded by a rival faction fleet consisting of six capital ships and some 60-80 supports. Countered it with a fortress planet and a fleet of seven capitals and around 80 support. But the battle was short. They phased in. They saw. And then they ran. Too bad you can't build interdiction structures... :LOL: Funnily enough, pirates leave me alone... though with two other factions outbidding each other's bounties all the time its no wonder. Anyway, in case

19 Replies 19,983 Views

Heh, such are the trends nowadays, everything is faster than it used to be and SotSE is no exception - although it is true - the game is made to be modded. I see no big issue with adjusting game speeds to whatever one likes, we just have to wait for the modding tools to come out.

62 Replies 91,108 Views