OpticNerve

OpticNerve

Joined Member # 3039047
0 Posts 7 Replies 240 Reputation

I'm thinking of doing a portrait/avatar pack with original art for Sins but rather than replacing the default set, I'd like to add on to them so that players can have more choices to pick from. [I][B](Warning: link whoring!) My portfolio can be seen here: http://theopticnerve.deviantart.com [/I][/B] As it currently is, I'm a bit confused and n00bish with some technical details and would like some information on how to actually

3 Replies 5,370 Views

TitanQuest was a fun Diablo clone. Not all games have to innovate to sell well (ie. all of Blizzard's games) but for me personally, I think what killed the game was a combination of all the things mentioned but the biggest gripe I had was the lack of closed servers for their multiplayer portion of the game. While it might sound silly at first, multiplayer is usually the single thing that keeps a game active and is what keeps people interested in expansions and sequels. I know some frien

55 Replies 93,275 Views

Perhaps it's best if there was a toggle for this on a ship-by-ship basis? It might even have a tactical effect with ships who have the toggle to be stationary could do more damage but also take more damage (being stationary and whatnot...) whereas ships who have the toggle to strafe and fly around would do less damage but take less damage as well? It doesn't have to be an unbalancing amount either, perhaps from 5% to 15%. That's the only way I could really see this appeasing both groups

294 Replies 307,384 Views

I really don't get why some people here are saying that having ships that actually strafe and fly around would make them unmanageable. Any RTS player worth his or her salt extensively uses Ctrl + #, tab and shift+tab to quickly select the unit types that they would want to control. But even then, that's pretty irrelevent considering that it's well known that Sins focuses heavily on macro-management and not so much so on micro-management. It's there for people who want to micro everything, but sa

294 Replies 307,384 Views

Personally, I'd like the cruisers and cap ships to stay as they currently are, but for most offense-based frigate ships to be a bit more mobile. Sort like like slower, clunkier versions of fighters. Since frigates are often mass built early on, battles would seem a lot more active and busy right from the start.

294 Replies 307,384 Views

Aside from jump inhibitors actually being useful, another thing I'd like to see in 1.03 or an upcoming patch (and I might be the minority here) is that I'd LOVE for most frigate ships to be more mobile in combat. For them to essentially be slower-moving versions of fighters. Right now the biggest complaint that I hear about the game is that combat is pretty static looking with ships (aside from fighters) being stationary and only trading shots back and forth. I can understand that happening with

1,040 Replies 572,861 Views

I'm not that big of a fan of EVE's ship design. Most of them feel like symmetrical lumps of metal stuck together without much flow or uniqueness (in my opinion of course). The game has gorgeous lighting and massive texture resolutions though, that's for sure and that stands out a lot. I much prefer Homeworld 1 or 2's ship design or even Freespace 1 or 2's. SoaSE's ship designs are a mixed bag for me. Some of the ships look extremely cool while others (not that much of a fan of the TEC s

46 Replies 16,144 Views