[quote who="kryo" reply="3" id="1935562"]Trolls can be banned. But once privacy is gone, it's gone for good, and you can bet the government will be all over that new "option". Not a fair trade at all, IMO.[/quote] I don't think the article, or any of the articiles reference from that article, had anything to do with removing privacy. Just anonymity.
Tholan
[quote who="innociv" reply="13" id="1898681"] That's like saying the AoE's in DotA are unit-targeted because you can set the center of them on a unit.[/quote] Don't think AOE but rather splash. The hammer isn't an AOE effect. It is a single unit effect that has splash damage to units near it.
But if there was no unit there, he wouldn't move up to it to swing his hammer. He would only execute the swing if it was on a unit. Trying to execute the swing on the ground did nothing. You "could" hit only the ground if the units moved before you got there, but you couldn't initiate the swing on open ground.
Just make it an option like it is in supcom. The few that use, will be happy. Those that don't wish to, can simply turn it off so there is no clutter. A flick of the finger is less disruptive than moving your eyes to the corner of the screen to get a global view. Using the strategic zoom to get a strategic view is also much more accurate than little icons on the minim map. I predict that many asking for it will find that once they have it, they will rarely use it since the strat
It was unit targeted. At least it was meant to be in beta 1 and I sure recall it being that way when I tested it.
No one. Including Kitkun ;-).
You don't need 60. Just one: "teleport to crystal". All the others you can do using the mouse but teleporting back to your crystal is done so often that it can surely use a hot key. This is a good idea.
I happen to agree with Shadow. Although posting disappointments on these forums doesn't serve much purpose. The forums are meant for those that enjoy the game and wish to share their experiences playing it. I am still curious though how many Sins buyers fall into the same category as Shadow. I bought into the hype of Sins way back when it was still in Beta and joined the beta in the hopes that I could help shape what sounded to be such an awesome game. But alas, I soon discovere
I have to echo Funky's sentiments there. While it was actually fun to play to first few games, it does feel like we have only scratched the surface. I hope the stability that the early beta currently exibits allows the developers to focus more on fleshing out as many gameplay elements as possible.
Once you get used to the strategic zoom, and when units are iconified correctly, you will find the mini map to be much less useful. The same thinking happened in SupComm and there used to be a mini-map in the early betas but as time went on, players stopped using it ;-). I am sure we will find a similar thing here.
I think everyone quickly noticed how the QWER keys are nicely labelled to show that they map to your skills. This is great UI feed back. All buttons that have a quick key should be this way. For example, to bring up your skills tree, you can press the 'k' key, I believe, but this button is not labelled like the skill keys are. It it were, I would be more likely to start using the 'k' key to bring up this window. At the very least, the quick key should be shown via
I tried quite hard to crash the game but alas everything went very smooth. But I do have a relatively minor UI item as feedback ;-). When you use the middle mouse button to scroll, the mouse pointer disappears. The pointer should change into something which indicates it is in "drag" mode.
You can change the angle using the space bar.
I agree that things feel small even when zoomed in. The solution in my view is just to allow the player to zoom in a bit further.
Has anyone figured out how to do this or is this left out in the Beta? I noticed the AI teleports to outer defense towers at the beginning of the game yet I have not been able to figure out how to do it ;-).
[quote]now if ANY of you can find me a prolific game where all of the units move around sporadically for no other reason than to dodge fire, I'll bow down and kiss the floor.[/quote] Let the floor kissing begin.
[quote] If all of the games I've mentioned are 4X games then Sins should be considered to be one also.[/quote] Then so should any RTS. They all provide the basic 4Xs. They just do it in real time. So what really makes a 4X a 4X? I think Gauntlet makes some very good points. 1. Scale. I agree that true 4Xs tend to feel very very big. Now scale can be looked at in many ways. Sins tries to play big but I don't really get the feeling of big. Let me try and expla
[quote] I know of one game out there that offers unparallel space battle experience and that is Nexus: The Jupiter Incident. This game sets the bar in space battle. Check out the videos at Gamespot and you would never play any space game where the ships doesn't move in battle anymore. Well, maybe Sins of the Solar Empire. http://www.gamespot.com/pc/strategy/nexus/media.html?om_act=convert&om_clk=tabs&tag=tabs;videos [/quote] QFT<
[quote] Sure they are right from the game, but you have to admit screen shots are generally specifically chosen. Not so much. A lot of the last groups of shots were just Zoomba pausing mid-game and taking pictures. Certainly he positioned the camera to make it look nice, but they're not specially staged in any way. [/quote] It seems like you just re-worded what I said ;-). "Position the camera to look nice" is one example of specifically
[quote] It is a 4x game, but a very simplified version of the genre. Far to simplified for my taste tbh. For all I read in interviews etc from the team about avoiding the 'consolization' of games this is by far the most consolized 4x game I have played. Im still enjoying it, but I can already tell it wont hold my interest as long as games like galciv or even sword of the stars did (do). D[/quote] Agreed. [quote] You can create new cities in CivIV simpl
[quote] How are the screenshots inaccurate? They're all right from the game. And why do you think those who like the game are brainwashed as opposed to simply having different tastes than you do? [/quote] Sure they are right from the game, but you have to admit screen shots are generally specifically chosen. I have seen many player made videos of SupCom, and they are absolutely amazing. Some of them practically play like a movie. Every single frame is an actual shot of
If you think about it, every RTS has all the X elements. Sins doesn't seem to be any different than any other RTS in that regard other than trying to put it all on a larger scale. What I was expecting when I heard that Sins was a 4X RTS was that each X would be more like a turned based X than an RTS X. For example, while expanding I was expecting that you would have to dilute the population of your home world while trying to take over nearby planets. In sins, you create a colo
[quote] its been clearly found to be an impulse concept, "moving ships" has not been existant in any major and succesful game I'm aware of (yes that includes homeworld), it has no "realism" value, and it certainly would only make gameplay more difficult (its irritating enough as it is when cap ships go flying through heavy defenses to try and do a 180) the idea of implementing it sounds cool, but its foolhardy in just about every respect. [
[quote] meh , you take this argument over to the supcom boards and they will tell you your both wrong. [/quote] QFT
You guys have to be careful when referring to SupComm since Forged Alliance and the original game are very different. One thing for certain is that all versions of SupComm (both vanilla and FA) generally require a lot of thinking. There are just soooo many things you can do at any point in time in a game. I feel quite confident in saying that SupComm provides the largest number of options than any RTS to date. To many, this means the person who is able to micro, or has a