[quote]What about if they just eliminated mitigation altogether? I think that would make it alot simpler.[/quote] make what alot simpler? i thought this thread was about the fact that mitigation is currently pretty useless for a number of reasons which have been listed above... so yeah, i dont think removing it would fix it... look, as i understand it, mitigation is designed primarily to discourage focus firing as the most effective way to fight, and secondarily to inc
TheRezonator
yeah, i dont think there is an in-game clock anywhere then again, im pretty sure you cant jump straight to a particular time so... idn, what do you want it for? i guess just using a watch like vasari recommended could work...
[quote]Yeah, but the AI doesn't know what to do with it.[/quote] CARRIER CAPS AND UTILITY CAP B FTW!! Obviously the AI know something we don't... ;-)
sounds like fun. but i read that alot of the mod isnt complete (research etc) im just asking if it is worth running right now or if i should wait for a while for some more of it to be completed?
yeah, if IC ever decides to either expand or outsource, it would be good. on the same page, if the larger ships could also turn and bank and do something other than just line up and fire from the hip i know there may be performance issues, but if its at all possible, id love for that to happen... but i can definitly imagine IC/SD being too occupied with updates/x-pack/Demigod to have time to fiddle with visuals
[/quote][quote]Q: Why don't the strike craft blow up? A: There is a variable that is cantarget strikecraft. If false, that would be the problem. Change it to true.[/quote] yeah, i think the devs should change it to damage strikecraft (blast shadow excluded). given, once the carriers are destroyed they are much less of a threat, but with enough of them you could still do damage after the fact. [quote]Q: Why didn't the enemy ever recover? A: As one goes thr
yeah, there is a mod, called DOME something, it has something similar, a phase jump inhibitor that prevents you jumping outside your few planets or whatever but it loses 1 health per second whatever, and once it is destroyed all teams get to go at it with whatever they have built up as of yet but thats a mod, idn, in Sins, if you want to stop rushing you play on a slightly larger map... ive got nothing against the idea, but i dont see too many uses... as smaller maps are desig
[quote]Mod's not gonna do us any good for online multiplayer, though. It has to be something that the designers add to the game 'cause it's doubtful that more than 20% of all online players would get the mod.[/quote] agreed
1. i agree, id also like the ability to turn off auto-fleet join. for instance, ill have two large fleets in one system composed of the same number of units (when at full strength) but if im re-inforcing one of the fleets, the replacecment ships end up going to the larger fleet that does not need re-inforing. i know the devs were selling this as a unique feature, but they said it would join the most appropriate fleet... not the largest fleet i reckon if frigate/capital factori
what is bugged exactly? ive had allied fleets come to my rescue when i needed it. or if i bleached a planet for them and wanted them to capture it id tell them to attack it and eventually they'd send a colony frigate and yeah atm, im sure the ping button is only for MP, if you want your ally to help you battle wise, you have to tell him manually =(
[quote]create a mod that FORCES the speed of ALL of your ships to be the same... that way no one is outstripped by anyone else (Might make things less fun, in my opinion, though).[/quote] except this could /would affect certain gameplay elements, such as a scouts ability to outrun pursuers, or an LF's ability to hunt down a carrier, or affect abilities like the Kodiaks afterburners ability (mindblank, im not sure if thats what its called but it lets the HC accelerate very quickly and
[quote]Well, as for the last part of your post...from what I can tell, ships in a fleet already seem to align themselves in that manner. Front-line ships are at the front of the formation, utility and long-range ships at the rear.[/quote] not the last 3 games i played... [quote]Simply put...I want a command that will make all ships move no faster than the slowest ship in their assigned fleet. ESPECIALLY when attacking.[/quote] sounds good, has my vote
[quote]In this case, though, there are no such extenuating circumstances. No one was threatened with bodily harm if she didn't share songs over KaZaA. It was done only for her gain, or the gain of others, at the expense of the record companies. The jury judgement is excessive, but a fairly hefty judgement of some sort is virtually assured.[/quote] well duh. i wasnt saying the precedent for dropping a homicide charge should apply to downloading music, i was saying though, that instead
[quote]as well as 4 locked hard ai....[/quote] oh man, thats going to be easy, but yeah, baby steps, its all good it also really depends on the map and the team you choose. for instance, Gateway would be good, you can rush to Gateway, colonise it. rush to Xi, colonise that system entirely, then just fortify Gateway and expand from there =) good luck
i dont think IC will make a campaign until Sins 2, or at least until the 3 X-packs are done. they have said there will be 3 expansions, but not that it will be limited to 3 expansions. ive been trying to think myself... atm, Sins is a great game for skirmishes and MP matches, but it is missing the flair and uniqueness of a campaign map. unless they use the third X-pack to introduce alot of the things needed for a camaign (neutral labs to capture, ship designs to plunder, more
no idea about chances but i definitly like the idea. i think something happened in one of the entrenchment updates that messed up group jumping behaviour, as well as fleet moving within a grav well idn, though, what are you doing exactly? if you right click to attack a target, each ship will charge forward, get into its 'optimal' firing position and start plugging away. LF and HC are faster than say cap ships, carriers and some support cruisers, so they will get to the battle first.</
[quote]I say we also revamp the triangle. Make lrf counter support and lf counter lrm.[/quote] this idea was batted around, alot of peopl said why do you have to build a few extra labs and put so much into research for an inferior ship that is countered by what you already have. i do, however, agree. the triangle is broken... i think the LRF just has too much going for it, range, damage, speed. and early game there just isnt much that can counter it. im not sure what c
[quote who="MishYu" reply="22" id="2269515"]^^ erm... thanks? [/quote] he's 10, i wouldnt worry too much about it
[quote]The whole reason why we have peers instead of a council of magnates and CEOs on these juries in the first place is to increase the odds of punishment which fits the crime, is it not? [/quote] Have you ever read Runaway Jury by John Grisham? there is/was a practise of rigging juries to get the result you want. you go in for an interview and when they ask you questions to see if you are elligible or not. they sometimes also pick you because you said, oh, i definitly think if you
[quote]It does matter. You don't see phase stabilizers too much around in normal multiplayer because it is hardly useful until the game is already won - then it is just a gadget. Its position on the tech tree is important. If Stabilizers were useful to allies, they would definately feed to make the Vasari build them. Vasari would be reduced to a taxi corporation in the first 20 minutes. You perceive the Vasari through the scope of a TEC player. News flash - there is much more to Va
haha, no i guess i should try n be helpful okay, let me see, I dont play advent much so i cant comment about Guardians definitly think LF ability ranges should be extended and that they should affect cap ships i like the current Missile Barrage effect, but i still dont think its that visible, especially in the middle of a firefight, considering how much red weapons fire there already is... idn, maybe make it more like a long trail like SC current
[quote]I honestly want to know what the jury was thinking by awarding 80,000 times the cost to buy the songs online.[/quote] The jury does not actually set the number, they just sit there and say Guilty or Not Guilty. The Judge is the one who actually sets sentencing. Though i really have to agree, $80,000 per song just way too much, i think it would have been more effective to make it a couple of thousand dollars per song, maybe $500 idn, and then collect. i mean, cha
wow, is it that bad of an idea?
i agree with the point that very damaged ships shouldnt be able to cause as much damage as one that is undamaged. i dont think new units need to be implemented where squadmates die and it lowers the effectiveness, thats not quite sins style, but definitly would like some weapons and abilities go out as health drops. like the Kodiak has 3 large autocannons right? when its damaged maybe it only fires out of 2 or 1, or a Guardian who gets so damaged it can no longer project its shield, or a
[quote]You know pretty little about this game, thinking the game is balanced and that your tactics wipe a wet floor if anything, if you admit not to know much about Vasari or Advent anyway. Marza hugger.[/quote] Yes, i play TEC, so what? i personally prefer the style of TEC. it suits my playing style. i have played a few games as vasari and advent, and i have definitly played against them and allied with them. but regardless, what does where the phase gate land in the