[quote who="Kitkun" reply="1" id="2027376"]I quite like these ideas, though I'd say have the constructors clear only when not building stuff. [/quote] I agree. Interesting suggestions for sure, but I might want a broadcast center (or repair bays!) more then I need the back half of a minefield cleared.
Tridus
[quote who="Agent of Kharma" reply="3" id="2027208"]The point of mines would be the same as the current point with mines. In other words, the point is the same as it is now. I don't see how the point changes. If you believe that the point somehow changes, please tell me how.[/quote] If mines are being automatically removed, the point of mines becomes to make me sit around and wait to attack a planet until after the AI clears the minefield. I'll be watching the game play
If mines are being automatically removed so we can pay attention to something else, what's the point of mines? If it costs resources to automatically remove them, wouldn't it be simpler to simply charge a "mine tax" on everybody's income and not bother putting the mines on the map at all? I'm glad people are being creative, but sometimes suggestions just need to be put through a "is this fun?" test. :)
[quote who="wbino" reply="8" id="2025893"]There just needs to be some way of automated mine removal that is slightly SLOWER than mine laying, otherwise whats the point?[/quote] Well, a couple posts up someone mentioned 3600 mines in one gravity well (I'm not sure how he counted them, that's pretty insane!). Automated clearing of that if its meant to be somewhat slow will take so long I could go get a sandwich and let the game play itself for a while. (With that many mines active at on
It's never going to happen unless the people who really really despise the way mines change gameplay make it clear that they hate how mines change gameplay and want to play without them, no. If enough people say that? Who knows. Most of the suggestions to "fix" mines right now don't actually fix any of the problems that make mines broken and not fun. They just automate the tedium, so instead of very slowly moving through a system to clear them yourself, the AI moves ver
If you can put a friend or foe beacon on your ships, I can destroy your ships and salvage some beacons, so mine look friendly to the mines too.
[quote who="db0" reply="10" id="2021473"]Where have you been hiding under the last decades? It's very common for games to be delayed. It's not a biggie. Think of it as you having more time to provide input to make the final result better. [/quote] Maybe, but that doesn't make it right, either. Everybody who was following the game knew in december that there was no way it'd be released as a final product by January 1, so why was that date in the store? Somebody comi
[quote who="JuleTron" reply="6" id="2021221"]Having an option to turn off mines would be stupid. Thats like saying having an option to turn off carriers. [/quote] No, it'd be more like having the option to turn off pirates. If mines stay as game breaking as they are right now, turning them off should be an option.
The last time they gave something a release date, there was much complaining when it was late. Don't expect them to set themselves up for that again.
What you managed to totally neglect in your ranting is that the Vasari Starbase is also the one that most effectively does its job as a defensive structure, because it can move . You can simply sit on the other side of a planet and bomb it to hell while the Advent/TEC Starbases do nothing, but you have to deal with the Vasari Starbase. It's also the best at preventing fly by attacks on worlds behind it for the same reason, it can actually pound the fleet as it passes through.
Unfortunately at $10 it's not practical to press CDs, produce boxes, ship them to stores, and get retail space. The "archive" option in Impulse is your best bet if you want a CD copy. Or you can wait until all the expansions are done to see if they produce a retail version then (but I doubt they will given a large chunk of the market will already have them from Impulse).
[quote who="Agent of Kharma" reply="3" id="2016287"]I have entrenchment now, and I bought it because of the name - "entrenchment," which implies defense. In summary, let's please evaluate the mine situation with a cool head, with an eye towards the name of the game (entrenchment), and with a VERY WARY EYE towards the motivations of people who want to uber-nerf the mine or remove it altogether, and what sort of gaming bias their complaints stem from. Some suggestions are for removi
Well, he also said "Ah I see, so I am merely victim of coincidence - bad timing and not bad practice. Apology accepted Meester Kryo, ta." before your first post. So it was like you jumped on him after he'd already backed off and had the situation resolved, which got me going. It's cool. :) It got fixed for him, that's the important thing. I just hope they take note and correct the release date issue in a future version of Impulse.
[quote who="XaviorsFist" reply="10" id="2013600"]lol maybe someone should pay more attention. I do have to agree with this but if your going to buy something you have to take teh consequences. It's not stardocks fault you didn't pay attention to forums or anything.[/quote] People are now expected to go check the forums in order to verify that products the store are properly labelled? [quote who="XaviorsFist" reply="10" id="2013600"]You're just one in a long list of people to a
There's some good feedback here, actually. Impulse should NOT show a release date on something if the release date isn't known. Don't put in placeholder dates, especially ones that are obviously wrong. "Release Date: Unknown (currently in beta)" would have prevented this misunderstanding.
Well, CD key problems can be one of three things: 1. You typed it wrong. 2. Something went wrong on Stardocks end with the key. 3. You bought a used copy. If someone else already registered the key, you're out of luck. There was a giant thread recently about that issue. If it's the second one, support should be able to solve it.
In the current build, the Advent starbase is pretty buggy. The meteor abilities for example don't actually work correctly. In my experience, not all the guns work either, it's damage is FAR lower then the stated numbers. In general, the Starbase civilian abilities are weaker then the equivalent building. So the culture upgrade is weaker then a Temple of Communion. If your culture was smothering his planet, Advent has a tech to let you see it (since its in your culture),
[quote who="FCN_Athena" reply="5" id="1983933"]1) The vast majority of players really like mines [/quote] What, exactly, do you base that on? Mines are the most loathed and complained about thing on this forum. They hurt performance and game flow at the same time. An option to make them go away entirely (ala pirates) is a good thing.
Even medium maps get unplayable for me once the mine spam gets going. Shelved Entrenchment for now because of it, while regular Sins runs really well even on the largest maps.
You can do it while your fleet is busy elsewhere. It forces your enemy to build cultural buildings to stop you, or park capital ships there. Races all also have some technology to give them a bonus while inside your culture, so if you spread your culture to an enemy world and then you invade, you're at an advantage. It's not the strongest weapon in Sins (guns are), but Cultre can cause all kinds of problems for people if you use it well.
[quote who="kryo" reply="8" id="2006984"] There are techs available that prevent planets from being conquered/captured until the starbase is destroyed.[/quote] They don't prevent the planet from being wiped out, though. Someone can come in, flatten the planet (thus preventing me from buliding there and taking away tax revenue/artifacts), then move on without ever being challenged by the Starbase. They can also go on to any planets behind the Starbase with impunity. Its a
There's time to fix these issues, but I largely agree. Starbases as they stand now do work as defenses if the player in question actually attacks them. If said player decides to fly around and go attack squishier targets, you wasted your resources. If said player flies around and bombards the planet from the other side? Oh well. Offensive Starbase building works better, which seems kinda counter-intuitive. Mines... what more can be said about mines? The implementa
The Advent hangers have an upgrade to let them give Shields (and thus Shield Mitigation) to any other buildings near them, including the other defenses. I'd say they are pretty useful. :)
[quote who="Rangent" reply="21" id="2000353"]People need to learn to have a better anti-mine strategy. Basic mine strategy: 1) Do not have any of your fleets that could possibly jump into/be jumped on have the engage in gravity well fleet order. Hold position, or possibly short range attacks only. More micro-managing, but at least your fleet wont jump into a system and get themselves blown up in an attempt to wipe out a constructor.[/quote] Tried it.
A level 10 Starbase will be the one that the enemy attacked but failed to kill the first time. After that I'd just go attack easier targets.