5) Modding menu 5.1) I installed the “Exodus” mod without much issue. At first it didn’t seem to do anything, but with me being on the test server I think one of the hotfixes had rolled out while I was AFK in the menu
Erebus6937
4) Bugs, Typos, Goofs 4.1) The lower section of Orkulus Starbase phases through metal/crystal asteroids. For the instance I saw, the resource asteroid had no extractor on it (if it even matters) <p class="MsoNormal" style="margin-bottom: .0001pt; lin
3) Artwork/Visuals/Other 3.1) Broadcast Center – the ads addition had me roflmao… touché.. 3.2) For something cool/random <li
2) Balance ( Preface: I don’t play Sins2 in the competitive sense.) 2.1) Combat overhaul <li class="MsoNormal" style="margin-bottom: .0001pt; line-height: norm
Everything I write here is intended to be a suggestion/idea – please don’t read this as if it’s a list of demands. My aim is to provide feedback in a constructive tone, which can be difficult via text. 1) Gameplay 1.1) TEC-Rebels<
I don't really approach this with numbers like supply, DPS or damage modifiers. Not to say those are irrelevant; I just don't think in that manner. To try & answer you're question though, this would be my thought process (note that I haven't put much work into compressing this, so apologies for trying to build the context I assume is needed for my answer). Context: Establish ship classes as having several roles; a primary (ship main purpose) & then the secondary
I didn't know about the damage modifiers Sins1 had until about 2 years ago - unlike WC3 there wasn't any indicator that such a system was present. If things wind up returning to that state then I'd prefer they are visible as tooltips on the units in Sins2. As for thoughts on your idea, I'm wary of setting it so that "overpierce" results in less damage overall. Mostly because it's fun/cool to watch the Ragnorak titan eviscerate cruisers/frigates that get caught in its sights. I'd like
2) This would be interesting. For an idea on a catalyst, any empire who controls a discovered artifact would find diplomacy difficult (would have to use resources as bribes to maintain alliances with the AI). In the off chance both empires control duplicate artifacts, their alliance wouldn't be threatened. (I've seen duplicates in large maps in sins1 & have seen a duplicate already in sins2 - so case is possible so far). Other catalyst concepts include fleet size, planet proximity
[quote who="wbino3556" reply="6" id="3920484"] Could ships be made to retreat automatically after a certain amount of specified damage? And ships that do retreat should do so at the that particular ships fastest full engines ahead speed. Add a graphic around ships trying to retreat.... [/quote] I don't know if I'd want this to be a standard behavior, but it'd be neat if the behavior could be applied to ships either as an ability/tag or across all
[quote who="StormingKiwi" reply="1" id="3920099"] This seems like a needless, confusing trap for new players. [/quote] I don't know about it being a trap. Still, the idea of having a health bar hidden behind another health bar strikes me as an odd choice (it's not something I'd expect given everything else in the game so far). Based on how the shields "stack" over the hull points, I'd assume that the hull points would stack over the 'crippled hull'. Voice lines could
I still haven't encountered a TEC Loyalist with both starbases built yet, but I did see one with some culture generation from the trade port culture research I think. It didn't build any culture centers and the culture spread was a bit fast too just be from lvl4 commerce on its homeworld. -=-=-=-=-=-=-=- Don't get me wrong, the AI is much better, especially early, compared to how it cheated
Sit-Reps, pt 3 : 4) Bugs, Typos, Goofs 4.1) [Foreign Sabotage] research of the TEC Loyalists doesn't seem to be applied to starbases with [Construction Bays] 4.2) should [Hardened Defenses] be applied to Starbases? They are defensive structures.. 4.3) Positive/Negative Buff displays: Should factory unit build time buffs be displaying as positive or negative buffs on the unit structures? Sh
Neat, I haven't seen the TEC-loyalists build both starbases yet but I'll see if I can get them set up to do it in my next game. Maybe I need to have my game run longer than 6hrs, or maybe I need to increase the difficulty so that they have enough resources to build them. They seemed to be constantly replacing ships ( my last game the loyalists were losing to the rebels while I gobbled planets in unclaimed space ). Rebels were offensive AI & loyalists were set to defensive AI.
The AI is still more on the placeholder side of things, although they have done a couple passes for it. I've noticed that aggressive builds more ships first and defensive appears to spam planet defenses. I'm not sure the research/economic do anything unique yet. In RTS games overall, or at least the ones I've played, once a player "get a foothold" it is always straight downhill for the defending player. RTS games have that as a weakness (snowballing).. I'm not sure how the AI would be
I'm not on the discord, but thanks for mentioning it there! I'm not surprised about the reluctance for having mobile phase gates (as in equipped to cap ships/titans/starbases). Even if they kept it at the deployable phase gate research level, the exodus can be faster than other factions when teching up (I could also be playing other factions wrong). There's probably a MP abuse that I'm blind to that the devs are trying to control. My aim isn't to powercreep the vasari, I just enjoy th
Sit-reps, Pt 2 : 1) Gameplay 1.1) For the civilian side, would it make sense for Vasari Alliance to unlock the ability to upgrade a single commerce track level on all of
Feel free to share the idea(s) - the only comment I have is to make sure you it's something you'd also want to see. The more of us that show interest in a particular thing the more likely it'll be considered. The Devs lurk here too, so they've likely seen my feedback already. I wonder if the phasegate component can just be a phase gate bolted onto the cap-ship hulls, as a visual.. I'd find it funny/utilitarian anyway Edit: I still haven't figured out how to quote correctly...
I haven't been on the discord for a few months now; I didn't lose interest in the game (SoaSE is still by far my #1 game) I've just been doing a few other things while I waited for the vasari to debut. I wonder if it'd make sense for the alliance to get phase gates earlier, but have the exodus get phase gates as a ship/starbase component instead? I do agree though that by the time exodus gets phase gate access it's better off just stripping planets instead. I don't see
8) [modding] major request/wishlist item: cloaking. I’m not sure if the Vasari will keep sending their units/structures into phase space in Sins2 – but if it does return then it’d be nice to mix it in with a kind of modding-universal cloaking system. New buffs/attributes: <li class="MsoNormal" style=
7) Previous requests compilation: The following have been submitted in previous sitreps, but I still think they would be beneficial to the game. This is just me being a squeaky wheel. [art] For units/planets, adding a new hover-icon to provide
Everything I write here is intended to be a suggestion/idea – please don’t read this as if it’s a list of demands. My aim is to provide feedback in a constructive tone, which can be difficult via text. 1) Gameplay <p class="MsoNormal" s
I like this a lot. Honestly, this is making me want a captured pirate base to have an ability that spawns an oversized cargo ship that makes its way to your homeworld to drop off its load. Creation of the ship could be a globally-visible event, meaning you'd have to defend it from opportunistic enemies (who would get some share of it if they kill the ship), but you'd get a significant chunk of resources if you can protect it. The loot-ship would b
I haven’t played since the Omens of War update. I’ve not modded any files either, so my games were vanilla. Also, everything I write here is intended to be a suggestion/idea – please don’t read this as if it’s a list of demands or the like. -=-=-=-=-=-=-=-=-=- 1) General
@Volt, I suggested it as something fun that would benefit the game as a game option. There's been a couple convos regarding it on the discord. That said, whether the game is closer to rts or 4x is a dev decision. As a single player only, balance isn't a priority for me either. As for whether it's possible to mod, I'll have to wait until others release mods so I can figure out what's possible using them as templates.
@Unikraken (reply didn't work) Allowing non-capital ships to gain a one-time flat bonus after passing a threshold could still be a way to give a nod to this concept though. Something trivial from gameplay perspective can still be flavorful. Ideally, you guys could make it a random draw on which buff is given. Adding a goofy text title with it would be icing on the cake. Random concepts : ~ +1HP/sec regen [ Mechanic ] ~