[quote]The mines were great, but not active enough to be a fun ability to use. [/quote] Woah, how sweet would it be if Regulus had spider mines? Maybe they can only move a couple of meters, but it lets you control lanes far more effectively than the 0.01 build
Ke5trel
Very nice. Sticky please
From what the devs have said previously on the resources necessary to develop a Demigod I don't know that we'll see the physical Demigod appearance changing radically through levelling, awesome as that may be. Another possibility would be 2d auras like in WC3 or 3d aura effects (like a black mist around Vampire Lord or ground rippling around Rook when he walks) that would grow more pronounced as the levels go up.
lol, right, I saw that and then apparently forgot it. I'm half-idiot on my 2nd mother's side, so please forgive....
What about rewarding team surrenders? It's still a loss of points, but it's fractionally less damaging to your ranking than a full loss or drop. This has two functions - 1. It rewards good sportsmanship, since a player who would in other games just drop or take the loss would in this case stick it out and vote for surrender 2. It makes games faster on a voluntary basis, which competitive communities can always use.
How does the ability of each player to upgrade creep and defense mechanics make Assassins over-powered compared to Generals? How do you get from this conclusion to barracks? Why do Generals need barracks to make their troops?
You had me at [quote]My son[/quote]
[quote]That's sort of why I don't like the "All hail the frog!" movement. Like I said, I have the utmost respect for Brad and what he does and is known for, and especially his no-BS attitude, but it feels wrong that people who aren't always in that much public light but do work no less important get little similar recognition.[/quote] Whaaat!?!?! The Unbeliever must be purged!!! Purge the Unbeliever!!! He wants to [e digicons]:banhammer:[/e] the Children
[quote]Any other ways of lowering the number of creeps in play at once?[/quote] The entire map is on a giant rotating wheel. As the wheel rotates it blocks one gate for each team at all times but allows creeps to spawn through the others. The wheel is timed to match the creep spawns, and makes it so that 8 gates (on a 4 team map) will be active at any given time. If you don't want to go to the trouble of designing an entire map around it, just make it so that
[quote who="Trigeminal" reply="7" id="1964512"]Wow if you look close, there are a ton of changes to the map. [/quote] Yah there are the usual flags within the base and new flags right outside each set of side-towers. I wonder if those change allegiance of the towers or if they have some other buff and towers simply guard them... [quote]Demigod doesn't just have the best AI of any RTS style game ever. It has the best AI of any RTS ever by a significant margin.[/
Very cool, thanks Frogboy. This makes a much deeper game [e digicons]:troll:[/e] Edit: Do I see a giant tower of light at the top of the citadel?
[quote]Option 1: If Impuse will serve as an MP client/player matching service, track and list the percentage of games in which players have left before a victory is announced prior to joining the game and leave it up to the host to decide an acceptable percentage and for players to decide individually whether they want to stay in the game or join another. [/quote] Hopefully all of this will be on Impulse. If it isn't then GPG needs a very simple (read idiot-proof), very pol
sighPrometheus [shakes head] 7hyrael - There will be no official mod support at release, but the game will be as moddable as Supreme Commander, and small mods which work on SupCom have been successfully used in beta (same engine). No mention of truly custom demis has been made by devs, but this would be a pretty amazing feature if you took it to City of Heroes extremes :D
I don't know about this whole "Advent Owns All" narrative. Sure, when you get Siddy's battleball up you are close to unstoppable, but before that? Let's strip out micro, tech, and abilities and look at basics for a moment. No micro on ten Vasari Carriers vs. ten Advent Carriers, all fighters, half and half, and all bombers. Who wins?
Thanks Trigeminal... No Space Pony for me, sigh :/ Between Fallout 3, L4D, and Sins 1.1 pretty busy anyway :D
[quote who="Yamota" reply="7" id="1961628"]I agree with the OP and I dont care about his english skills. He is right because right now carriers are the pinnacle of any fleet. If you dont have it and your opponent does then you are at a serious disadvantage. Is it supposed to be like this? [/quote] Anybody remember online 1.5 and previous? No one ever built carriers in 1.5 - it was a race to LRMs and mebbe one type of support craft or heavy cruisers. You never built li
Setting will be as diverse as allowed within arena model i.e. not extremely. What makes a game like this replayable is the infinite variables of online play. The single player and meta should hold your interest for a while, but if you are looking for a huge single player setting like Mass Effect you should probably hold out for Dragon Age. So far, the Demigod engine test has demonstrated a great deal of replayability, which is notable in itself.
You need a team to back you up if you are building multiple caps in competitive online play. Unless your opponent sucks. Having said that - Two Kortuls chaining nanites = GG Siddy, did you get GO BIG OR GO HOME in multiplay using the GBOGH mod/rules? If not that's pretty impressive :D
Marauder is really good in a rushing 1 v 1, since your cap ship never has to retreat as long as it has antimatter...or you could just keep your opponent's cap ship from retreating, trigger phase every time he warms up to jump, but there are better abilities for that one.. Innociv used Marauders all the time and he knew how to play a lil bit...Or did I just date myself? [quote]i was playing multiplayer the other day and some guy who was playing as vasari while i was tec wa
Setcamper, have you ever played a tower defense game? This is like two-sided tower defense, because you have two sets of ai-controlled creeps moving in opposition toward their enemy's stronghold. All things being equal, the two creep rivers meet at the center of the map and kill each other, cancelling out like so: o -------> There are allied and enemy towers acting as defense across the map, but unlik
1. Yes. Destroying caps gives the best experience, and from there it pretty much scales by ship tier. Structures give xp. Not sure on planet infrastructure. 2. Faction or race have no bearing on xp delivered. Heavy Cruisers give the most xp, but each ship's info card will list how much xp is delivered when you have your cursor over a ship. 3. Regardless of faction, team, or race, cap ships will split xp within a given grav
[quote]And maybe add an unshielded old version Kol to their high-level fleets, like someone suggested way back when.[/quote] Yah, give the fleet another cap ship for every 5000 creds of bounty...They should get derelict Advent and Vasari ships too, since Pirates are equal-opportunity scallywags... You know what would make pirates relevant in multiplayer? The ability to put bounty on specific player planets. At this point pirate-proofing can be as simple as running
Yep. You make a percentage any time anyone (including you, I thought?) spends money or trades. I guess the idea is that your faction controls all commerce, and so gets a piece of every pie. It is one of the best ultimate techs in the game, and against multiple hard AI becomes a priority as soon as your fleet is strong enough to hold back the horde for a bit.
OK, Annatar is correct - there is no obligation on the part of the losing party to quit or surrender. I wouldn't even say it falls within the realm of etiquette. Jixra is pointing to something a bit harder to pin down, but equally valid. Namely, a 'good' player in Sins, as in Chess, is able to see enough moves ahead to predict unavoidable victory or defeat. Ever see The Seven Samurai? Two guys face off and it's clear one will win bef
It isn't your enemy. Every time you colonize a planet you start at a negative income, and need to upgrade planet population as much as possible to reach a neutral or positive flow of credits. edit: ninja'd!