Seems like they are best used to counter support type ships...even then missile frigates seem more useful overall. Perhaps worth comprising your main force out of missile frigates with a few basic frigates later on to quickly reach and counter the support type cruisers.
Dhaeman
Out of curiosity...how many (and what difficulty) teamed up computers can you beat?
I think I finally understand what units counter what. Maybe I don't and someone can refer me to a post detailing that information. In any case...what is the purpose of the basic frigate? Missiles ships, carriers, heavy cruisers all seem to have more bang/buck. Are they meant to chase things down like carriers or kill flak frigates or what? I feel like they are obsolete as soon as missile ships are researched... Perhaps their mobility is what you are to take advantage of?
After watching a few replays I need to add a 50-100X speed right after 8x for replays.
Adding game speeds and AI replacing dropped players are the only must haves for a final February patch. Others depending on time/difficulty: - Make PJIs more useful either by reducing tactical slots/lowering cost or increasing individual effectiveness. - Check to make sure AI gives reasonable missions or offer greater rewards/less loss for attacking empires far away. - Change ICO so the player list does not refresh when a new person joins (so that you can actually scroll dow
More people should read this! Maybe not because I want to win more. :)
One could also gain victory points ala CoH. If you control over 50% of the planets you get a certain number of points per minute based on how many over 50% you control. As always, make it an option to play either way!
It's 6 players but play Entanglement.
Add a domination victory condition. If you and your allies control more than say 70% of the planets then a countdown is initiated. If the opponents fail to reduce you below 70% control before that countdown reaches 0 then it's game over. Loved this in RoN.
Make 1.04 the AI patch with smarter comps and better diplomacy. :)
[quote] Super Weapon Limit: 1 per system [/quote] I don't agree with this one. As it is I think super weapons are a poor bang/buck.
Because the opponent moves his units around and then my guys are stuck because their sublight engines are down due to the ability. The first question is more in reference to my cap ships because I usually prefer to micro their abilities. The second question is because without turning off the autouse ability of charged missile I feel the Vasari technology hurts you as much as it helps.
I noticed that in a game I played earlier today that after researching charged missiles my ships would all come out automatically using that ability in battle. To turn it off for all of my units I had to turn it off for each one individually. Is something wrong here? I have two questions: 1) Is there a setting I am missing so that my units by default don't autouse their abilities? 2) Can I change the autouse of abilities on a group level instead of individual level? Tha
I thought I read this was planned for the next patch?
Good group of links. Keep this up top for a while!
I certainly think a diplomacy revamp should be first on the list. It takes out a lot of the fun from FFA games involving the AI. Culture is behind it in terms of importance simply because it doesn't mess up the game in not having. Improving culture would simply add more strategic options and play styles. Then again in doing that they may render turn based games obsolete...
Technology sharing is the only 4X aspect that should not be ported. I'd like to see everything else in with a revamp of the mission system.
To make diplomacy 'work' it has to be reciprocal, expansive, and logical.
Much to the chagrin of my wife I have played this game almost every waking hour not at work since purchasing it. To understand the quality of the game one has to rate it based primarily on what it attempts to accomplish. So one must base the success of quality of Sins on how it handles the 4X idea as an RTS. [U][I] [B]eXplore -[/B][/I][/U] You start out with direct visuals on only the planets you and your allies own. The only planets you even know exist are the ones with phase lines con
The problem that people are feeling is not that game can take a long time to finish. It's that the game can't take a short time to finish. All I hear is that a 4X game HAS to take a long time to finish to be a proper 4X. That's not true. This game scales very well from slow to fast but the fastest mode tends to leave some downtime that can be cut out. This will allow players to finish certain play sessions in less than an hour. Over 10-12 planets the game would still need to last over an hour to
Vasari. I like the military focus.
These are the right changes...siege frigates retain their power but hopefully as a much more fragile force it will be considerably more expensive to siege rush without proper support. Look forward to many more improvements.
FYI, If a human drops then an AI does not take over.
I would like to see a faster mode available so that small 1v1 maps will generally finish in 45 minutes and a cramped 2v2 in an hour or less. There is a problem with longer games in that most people want to finish a multiplayer game they started then and there. I don't think it's needed immediately but an option to open up the speed of this game a bit more on ICO should be somewhere on the agenda.
I noticed this too but thought I was crazy. Units rallying to a hotkey group should automatically join that group (or be provided as an option).