Yes, I mean off world research base...
Volt_Cruelerz
@Rezon: Well... its not that I avoid it, the Gartel has them and the colonizer (a third one to go with the destroyer and lancer) will be loaded with them... I don't have entrenchment... @ Eadtaes: That sounds about right...
Ok.. now we can explain it in lore... And yeah it is, but at the same time, I don't know... They are supposed to be the equivalent of snipers... Perhaps I could decrease the DPS by keeping the DPS the same but increasing cooldown... That ought to work... And yeah.. these ships to need a command crew... Its just that I don't really want to nerf them that much because with some microing, you can completely neutralize the, but then that may
banned for considering bringing it to star trek.
I edited the lancer idea to include drawbacks... More than likely, I didn't update it until you were already typing this... Simply put, I did incorporate a severe detriment when using the axial gun as well as some strategies... I also agree with your comments about AM, range, etc. HP wise, I was thinking the same thing about health... I don't know if you could actually create a forward shielding ability, but it would be nice if you could...  
I am just curious as to who played this. I love this game and bring it out just to build assault carriers to smash all in my path, but really, who out there played this. It was one of the original space RTS games with great gameplay, but it seems that it never really took off for whatever reason. I just am curious if those who play Sins have heard of/played it because whatever forum I go to, people don't seem to have heard of it, but perhaps on the forums of an RTS,
True, but I can't stand letting the AI fight by itself so I'm constantly supervising every battle and manage each ship individually (sure I ought to spend more time on macro, but still, its more fun this way...) It fits my style just fine. Honestly, I just group my ships into four or five together and control each squad as a whole, vastly improving the effectiveness of combat. For me, the Domina is pretty much perfect as it fits my style to the point. My philo
Correct. Unfortunately, everyone sees MB and says "I want that one!" The Marza only fires forwards which is great at the beginning of a battle and for focusing fire, but otherwise not so much... The Kol can neutralize any phase missile coming towards it and has the shields and hull to take any sort of hit without noticing. The Dunov knocks out abilities of caps quickly and can assist allied ships. Really, I'd only use a Sova if the enemy was 1-3
The DPS stats I am placing beside the weapons is the combined damage of all the cannons in said bank. Lancers: Nolane Converter Axial: 1 super heavy beam cannon 30 DPS Fore: four heavy plasma cannons 65 DPS Port/Starboard: Two light laser cannons 10 DPS PsiTech Ranging: Increases range of all weapons (passively) by 10%/20%/30%. Charged Cannons: Increases weapon damage by 35%/45%/55% an
Well.. Not exactly... Your first ship ought to be a Kol (unless on a tiny map) which can easily devastate militias... Just fly it into the middle of their ships and you'll win... Next, (if you want to turtle) get a Dunov. I put it in command of a second, rear-guard fleet. Once you are ready to go attacking some (not a full scale invasion, but a skirmish or two) get a Marza. Move the Dunov to the Kol's fleet and have the Marza in its own offensive fleet. &nb
I was going by fleet supply in comparison earlier... Ultimately with synergies, the Advent should be the best. When dealing with a lone ship (no synergies) it ought to be the enforcer. Simple. As far as that goes, 25 does seem high, but the only way to see how it changes gameplay is to mod it which would take all of 20 seconds to change one value...
1,2,3: I was already thinking that... 4: I was thinking none... 5. Uhh.. I could make it cost less supply, but its being a cap makes it require one unless I can find a back door... Gartel: As far as light, medium, heavy... I mod. I have made new ships before and what I meant by that was that on the Gartel for example, the forward lasers deal say 40 DPS total while the side ones only deals 10 DPS. You can have up to three weapon typ
1. That is exactly what I said... 2. Yes, make ability buffs researchable... 3. Its not a bug.. Its intentional... Eyron: I may want to change the exact way in which it works, but think of it as a super powered guarding shield sharing ability... Gartel: Both sides... Port and Starboard. The rand would be something like 5000 and anything within a 45 degree firing arc would receive said damage. I was referr
Great strategies, now if only this wasn't used against us in the Vietnam war... In short, the entire part can be divided into two concepts: 1. Attack when you can win. 2. Confuse the enemy. One is simple enough, micro your forces to ensure that they have difficulty regrouping... Two is slightly more difficult as the amount of microing is ridiculous. That said, there are many strategies you can use. 1. &nbs
Ermm.. Actually, the only direct byproduct of M/AM reaction is light... and lots of it... When a proton and an antiproton impact, you get a "super photon" aka, a photino. Now, photinos do strange things when they impact something... They can decompose into a proton and antiproton, they can decompose into quarks, they can decompose into photons (about a thousand of them), or they can be absorbed by the target. If they are absorbed, it yields an extreme release of heat a
If that was the case, all the abilities would have to be twice as good... I don't really think that would happen though as they would be up at tier 4+ and would make young caps worthless... Without abilities, caps can't survive unless they are like level 10...
As far as illuminators go, they don't kil caps that fast. They work as crowd control. Now back on subject... What should happen without any upgrades is the Enforcer should win hands down. Once you factor in some research buffs, you should have the enforcer winning by a decent margin. Upon adding in all research buffs (and adding a Halcyon) the Advent should trump everything else. I'd say that the enforcer needs a buff of damage to p
I use them in much the same way. Sure, they require a rediculous amount of microing, but, once you do that, you just created the most powerful support cruiser. I like them and think that they really aren't all that bad. Honestly, I think removing the channeling part would be the best way to make them capable of independent operation
Anyone read Revelation Space? Its the Inhibitors. They woke them. (for those of you who haven't, think halo rings only they are sentient, robotic planets instead of mindless rings of death...) But in all reality, you have the following options: 1. Nanites: You get enough and via collective computing, you get something that could outsmart you... 2. Genetic Experiment Gone Awry: They intended to create a new subspecies of them
I was thinking about this... You could potentially delete the current abilities and make everyone direct combat, and have the "abilities" just passive buffs that increase damage/mitigation/RoF/range... I don't really want to do that though... I mean sure it isn't quite to that extreme of a point as you still kinda have abilities, but without a massive overhaul, it won't happen...
There are things called mods... Nuff said in that regard... Anyways, I do like the idea and it does complete the sci-fi cannon. I doubt that the Worldships would work, but hey, it would be cool if they did... You could still build "worldships in the sense that they spit out caps. Just modify the phase gate ability to spit out caps.
Well, you can't. Unless you overhaul the engine, you won't make caps dock. But as for the other things, Cleansing Briliance is one of the most awesome abilities.
It depends. Regardless of your race, get a cap factory>get asteroid facilities>increase max population>create cap ship. I recommend the following for cap ships... TEC: Kol>Dunov>Marza Advent: Progenator>Radiance>Halcyon Vasari: Egg>Kortul>Vulkoras
I took a Kortul (level 5), six skirmishers, and three assailants and killed a fleet of a Kol (level 4), 12 Cobalts, and 5 LRM's... (I only had about 500 hull at the end of it and lost all the frigates except for one assailant, but the point is, PS is extremely powerful. Kortuls can punch through any other cap and keep going. If they hit level 6, volatile nanites destroys frigates... Eggs do have the ability to deal massive DoT's, but the armor detriment doesn't hav
two more words... Power Surge. Both the Kortul and Egg have massive anti-cap potential...