If Sins 2 releases someday with 64-bit programming and support for quad cores and the like, maybe then you'll see an expansive 'galaxy'.
1Tiberius1
[quote who="BLoads" reply="6" id="2913462"]Unfortunately, any FPS style game that doesn't allow me to jump, just feels WAY too limited for me. I don't know why, but I NEED to be able to jump freely (not go up to an object and press 'action' to jump it).[/quote] Yeah, I noticed that even during their advertising campaign with the fake Call of Duty game. When they didn't make fun of the soldier for getting stuck on the 2 foot tall stone wall I ha
[quote who="DirtySanchezz" reply="6" id="2912965"]Sad but true. It's happened to me before. Supposedly the magnetic clouds are supposed to be able to damage ships too, but I've never noticed any effect.[/quote] I thought that was Gas Giants, which are supposed to deal damage to nearby ships when one explodes, kind of like an explosive mine went off.
It's definitely good at nuking militia. Every 12 seconds you basically cast Doom against another frigate, until antimatter goes down. And, working with a pack of Assailants with one point in the Gravity Warhead, you can guarantee a cap ship kill if you have a superior force. The problem with the Egg is that it is a slow and easy target without a good way to repair itself. The Akkan will be towing Hoshikos with it, while the Mothership will simply use Shield Regener
Jarrasul Evacuator. On other sites you might also hear about the Space Whale, or Planet Shaver.
Yeah, Vasari have the worst trade set up time, and hangars suck as lone defense structures. Repair Bays are the smarter defense structure, along with some defending fleet. Your early moves should be Skirantras, Assailants, and then Sentinels. The Egg might work with small 1v1 against the Advent, but otherwise it will die before too long against the Vasari or the TEC. Try to get extra scouting done early to capture neutrals and look for likely chokepoints/areas of confl
Kostura Cannons shut down starbases for all of 3 seconds, compared to the 3 minute shutdown for tactical structures.
[quote who="TheExile1" reply="6" id="2912364"]Tib I like the TEC titan and some of the Vasari but the Advent needs a little more love. [/quote] Yeah, I guess I kind of ran out of steam for that one. It is a bit like the Deliverance Engine, IMO. Said engine being flexible, but almost never used outside of vs AI games. So the Advent Titan basically just became a combo of a fully strikecrafted starbase that could move(or 4 Halcyons at level 3), along with
[quote who="SageWon" reply="17" id="2911999"]Are you sure its 12.5%? 25% make more sense! Thats whats I had it calculated as here.[/quote] Well, I did a game just using a Dunov as a test. Sure enough, EMP Burst cost 25% of normal under the effect of Flux Field. But that makes me confused though, since the percentages are never consistent.... [e digicons]o_O[/e]
Some sort of 'slide by object' routine called during a collision would be nice, instead of the 'drop dead in the space water' mechanic in place now. And yeah, they aren't changing wide curve maneuvers. I'm guessing the devs see it as the effect of gravity and all that. IIRC, ships are supposed to move a bit slower when going away from a planet. Or at least that was their stated intention at one point.
https://forums.sinsofasolarempire.com/405991/page/2/#2900238 That was my own early thinking on the matter. I really hope the Vasari idea gets implemented in particular. It would create some great tactical opportunities, and would work quite well with the Kostura Cannon as well.
Well, turning pirates off certainly kills karmic retribution right there. Other skills are either situational, or could use some tweaking. Insurgency is one of those situational skills, and is more oriented toward vs AI play to stop their haphazard expansion on huge maps. The fleet capacity would need to be something much higher to bother players who focus on p
I'll double-check, I have a recorded game or two I can peek at with some Kol/Dunov interaction.
The ability for the Novalith reads 100%, but each 100% cuts ability usage in half. So, for example, the Dunov's Flux Field reads Antimatter Cost 300%. This really means abilities will cost 12.5% of their normal cost. So if we use the Kol's Flak Burst as an example. Instead of 100 antimatter, it will cost 13 antimatter. As for the Kostura Cannon, maybe it is affected by armor points?
You can move a ship away and trigger a repair before the damage is applied and it will very possibly survive. I.e. ships stop firing at the target, marking it as 'dead', but it repairs hullpoints first and ends up alive with the ships targeting something else.
[quote who="Ryat" reply="69" id="2911909"]There is. Just right-click on the button.[/quote] I am aware of that. That wasn't the point I was making. Goafan77 suggested that level 6 abilities shouldn't be auto-casted at all. I was responding to his statement, specifically the part about 'shouldn't'. That is all.
I could go for the phase jump thing if it was only triggered on enemy capital ships in range trying to jump away, maybe carriers too. But I certainly wouldn't want to see it stopping a Cobalt or something like that. The cost in antimatter is too expensive to use on cheap ships. The level 6 abilities are not set to auto-cast at all unless you tell them to. But the option should still be there for those that want it. And
Eh, playing 1v1 against a Cruel AI at least gets you value early game military strength. [e digicons]XD[/e]
Random thought: Perhaps the Novalith could reduce enemy ship accuracy at the site of impact?
These are some of my suggestions and concerns about specific autocast behavior that could be altered for Rebellion. A fractured wall of text shall follow, with a bit of formatting: **TEC Capitals** ~Kol~ Flak Burst: I believe this was already implemented, but have it set to fire when 'n' strikecraft are in range. '6' seems to be a good number, since that represents two Vasari bomber squads. ~Akkan~ Ion Bolt: Set t
A Random Huge Multi map with a 10 way FFA is pretty much a galaxy. Or as close to one as you're going to get. It would likely take 30 hours to conquer such a map, especially if you're playing against Unfair AI. My thought though is that he's referring to stringing dozens of the Random Huge Multi maps together into one mega map. One that would take 1,000 hours to completely conquer.
Or just have more militia colonies, which fortify their own planet. You can set militia colony likelihood for custom maps, but they don't generate their own forces beyond what is initially set. Imagine if they did? Now you have microfactions spread out across the galaxy. So you come to a terran planet and it might have 25 tactical structures along with 125 fleet supply worth of ships. And, if you left without killing them, they'd construct more. Tha
The deliverance engine has multiple applications, rather than one established purpose. It can: neutralize an enemy colony through culture(especially if the shots are staggered at one site), help establish allegiance boosts early at newly acquired colonies, boost combat damage by 25% for your ships at the site of impact, provide intel through the eyes of the converted(IIRC) skill that reveals areas influenced by your culture, improve shield mitigation for your ships since culture techs a
Other than strikecraft, it makes sense that large ships with high mass aren't zipping about. Sins might be small at the gravity well scale for the sake of gameplay, but it takes time to overcome inertia for ships that size. Also, it would screw the Advent a bit since they have to aim their lasers while the TEC and Vasari could spam missiles with their own tracking. You just have to kind of roll with the gameplay.
Meh, I find people will just focus fire the Overseer down once they see it/them. So at best they dump their antimatter and heals on each, and still explode into space debris. [e digicons]X|[/e] And what I was saying is that if your scouts are parked somewhere with a neutral extractor when you research the tech, they'll instantly auto-cast it if you don't catch them fast enough. That was really dumb, all around. But yes, I normally flick