Problems with Tac/Logistic slots...

              So I dont know about you but I love Sins but Ive noticed something wrong with the game.  Awhile back before Sins was released I remember reading an interveiw with the Dev's and one of the questions had to do with "What are some of the tough desisions players will have to make?" (not those exact words but close enough).

              One of the devs responded by saying something about how players will have to decide what planets will do what due to a limited amount of slots on the planet. Players will have to decide if a planet will be a trade hub or a military base or what have you.

              So why is tactical slots and logistic slots seperated? Wouldent it make it more interesting if it was combined into just 1 slot type or buildings require a mix of both? I think it would make player think a bit harder when deciding what a planet will have.

 

Just something Ive been thinging about while playing... anyone else?

PS: Is there a mod that has the tactical and logistic slots combined?

15,646 views 6 replies
Reply #1 Top
The idea of structures using both Tactical AND Logistical slots is a good one. For example, both ship factories use up Logistical slots, but it's hard to see how they could be used for anything but tactical purposes. It's an interesting idea that I think the Devs could look into.


Mad Cat
Reply #2 Top
I agree - it could be very useful for buildings that are high up in the queue. It's always seemed to me that a capital ship factory would be more of a military facility than a civilian one, so it would make sense that it would use up tactical slots. People keep shouting for these giant defensive bases, so that might be an example of a facility that requires a high number of tech slots but a few logistics slots too.

The danger is that you could REALLY spam a building that uses 2 each of tactical and logistics slots (except at dead asteroids) rather than using 4 of one or the other. You could fit twice as many around your planet. :)

Extending the option, in a future Sins, it might be interesting if you could mount a fixed cannon on a mining asteroid for a tactical slot and an upgrade cost. It would have a longer range than a standard turret to make up for the fact that you don't have any choice on where you can place it.

-- Retro
Reply #3 Top
Thank's for your input! Id just like to add how I thought about this. This idea came up after playing sins and noticing that I had a planet wtih 4 trading post and 15 defence turrets, 2 hanger defence, A sheild Generater and a Repair bay.

Now A trading planet shouldent be able to have that much defence if you ask me. They should be reletivly defenceless (Only about 5-10 turrets max for defending the trade post perhaps.)

It kind of made me sad because I noticed that when building tactical stuff I didnt have to think for a second about logistics.
Reply #4 Top
I think its fine. If it is a trading planet, then it is wealthy and important to you, so it shoudl be able to defend itself.
Reply #5 Top
I understand what your saying Astax but a planet thats for trading shouldnt have as much defence as a military base. Thats just my opinion though.
Reply #6 Top
i believe the "choice" the dev was describing was more of what to do and when. a new empire cannot be built solely on planets with lots of factories. and fleets cant be built on planets that solely have research stations. but you need to have both and know how to manage them to be most effective with not only your resources but also with time.

the game gives us the choice to us a planet in many different ways. changing how slots work would limit the flexibilty of planets especially later in the game. as it is now, i can secure a planet and turn it into backwater world that is used for research. why would i ever want factories at the planet? its too far from my home or too far from the front to do any good execpt to hold research and culture.

i think most people will agree that like it the way it is.