MegaVolt

MegaVolt

Joined Member # 1323197
23 Posts 316 Replies 15,246 Reputation

I don't like this subscribing idea with the monthly fees at all. Just look at Hellgate: London and how well it worked. "Normal" buyers feel ripped off because they don't get the full gaming experience and subscribers rarely feel that the money is really worth it. The problem with subscriptions in the user market is that home users to not think a tiny bit like companies. This is a very big mistake make companies make: For them a subscription is great. They purchase it and have se

145 Replies 122,801 Views

Stacking repairs would be interesting. It's not like it would make you invincible since you first have to get those 20 cruisers with repair abilities for that to work which is a considerable investment and should give some benefit. Right now repair abilities are great only early in the game. But especially repair bays are hardly useless. They help a bit (what better to do with those tactical slots?) and they make sure the surviving fleet is ready to fight again very fast after the battl

27 Replies 13,963 Views

It basically works like trade ports, it just gives resources and not credits and the amount of resources you get is not based on length of trade route but on numbers of extractors build on the planet or the planets near it.

5 Replies 4,441 Views

In every production, no matter how automated, you always have a human component. If only to watch over the machines work (and as already mentioned the supply lines). So that gets done by slaves ;) But I prefer the tiny revolutions part.

27 Replies 47,946 Views

I noticed similar behaviour but I didn't monitor it in such detail ;) Good job! Maybe some good players could post a few "algorithms" (general playing guidelines) that could be implemented for the AI? Like ... starting build orders (we got those from HuntingX already, thanks) and what-when to colonize / what-when to attack / which ships to build. It shouldn't be too hard to make the AI counter the players ship setup. It's just a few switch/case after scouting the enemy flee

4 Replies 2,337 Views

Oh no my capital ships don't all have a "I hit this button and all enemy ships die at once" button to win the game for me! Sins is not all about the capitals. Most of the TEC abilities [b]are[/b] useful (Ion Bolt for jump disabling etc). And (I think) that's exactly what they are supposed to be: Useful but not game-deciding. Only Advent has to make up for their lack of LRM with game deciding capital ship abilities ;) About the Marza: Yes, bombing hits multiple times an

91 Replies 95,093 Views

Btw I'd generally prefer if races were made more different and not more similar. Example: Instead of giving Advent a "normal" LRM Advent could just not have any LRM but keep the Illuminator with cap damage in its weakened state. Therefor their Disciples could be made a little better against LRM so that they are not such a hard counter. Or maybe have their flak do some special damage that counters other LRM. As I wrote above I don't really know how to properly balance that but StarCr

222 Replies 201,145 Views

I don't like the Illum losing its special damage type but sadly I don't have any idea how to balance it without giving it medium damage. With cap damage the Illum will be either too weak in the early game (to keep up with other LRM) or way too strong in the late game (when its cap damage just owns all other ships). And since I don't really know how to better solve that problem I'm fine with anti-medium damage for Illums. This patch will certainly restore the balance quite a bit.

222 Replies 201,145 Views

Who cares where the ship finally pops out? Is it relevant in any way? It gets built in the system the factories are in and each factory builds a ship. No idea if it's a bug or a feature that all frigates are created in the same place in the gravity well ... but as I said: does it matter?

101 Replies 38,461 Views

Build a planet with 2 factories. Queue two different frigates. Watch the progress bar for both frigates (at the same time) advance in normal speed. [quote]Yeah, thanks for your little tactless rude comment there at the end. Anyway, I thought it was something important for the newbies to know. Maybe not for your highness Mr. Member 1,323,197.[/quote] You are welcome! Two factories produce two ships. Duh. Seriously ...

101 Replies 38,461 Views

The game does not reduce build time. Every factory still produces one ship at a time and at normal speed. It's just that several ships can be produced at once when there are several factories. About the topic: Hey, I built multiple factories and stuff pops out faster. How totally unexpected!

101 Replies 38,461 Views

The problem is that my gaming PC is not connected to the internet. Some patch to download and then execute at my gaming rig would be nice. It is possible to download it on some machine with internet and then archive the game in SDC and exctract it on the offline-PC. But that is REALLY annoying and so much overhead. A standalone patch would be so much easier.

10 Replies 5,283 Views

Where exactly is the download? It doesn't show at the download section (upper right link). There are maps, mods, replays, galaxy force and pictures - but no patch.

10 Replies 5,283 Views

I recently bought a major upgrade to my 3 year old system. I used to have an AMD Athlon 3000+ on a socket 939 board with a GeForce 6800 GT. I now went totally insane and replaced the CPU with a used X2 with 2.5 GHz per core, cost me 40 bucks. Now I'm thinking about upgrading to a GeForce 9600 GT to play some newer games ;) Just a minor difference to your upgrade ... Why did you go with an ATI card and not NV? I thought they had the fastest cards on the market right now. From the

12 Replies 22,459 Views

I didn't create this topic but as far as I can tell it is for [B]quick and easy[/B] balance fixes, not a "what whould be cool in the next patch" topic. I think we all agree that a quick (hey, why hasn't it been done already?) balance change is needed. Adjusting the values in the data files like innociv suggested should take the devs like ... an hour max. Please hurry ;) All the other stuff can then be looked at later, it't not nearly as important as the quick and easy fixes to un-screw t

114 Replies 151,288 Views

Problem with using culture to deny the enemy planets is that capital ships push back culture. The enemy can jump in, idle a minute with his caps and wait for your culture to clear and then grab the planet. One culture build placed there by himself and all your culture effort was for nothing and the planet will be able to hold itself. If you really went massive with the culture production then he may even need 2-3 culture hubs of his own but that's really it. And those 3 will counter like .. 10 o

31 Replies 17,677 Views

The home world starts with 100%. Every jump costs 10% base allegance, so a planet 4 jumps away would have 60% base. If the planet is under friendly culture (your own or your allies), this gets raised by 10%. It does not matter how this culture is produced - Advent super weapon, 1 broadcast center, 10000 broadcast centers. It's always 10%, not more, not less. Minimum possible is 25%. So if you play on a giant map were all your planets are far away from home then they will all have

17 Replies 8,843 Views

Like you kill LRM all the time with disciples? ;) Usually one culture hub is more then enough to hold back any enemy culture. If the enemy really goes heavy on the curture hubs (like you seem to do) then one can either build a second culture hub (razing one trade port for it doesn't take long if enemy culture starts to knock at the own systems door) or just use the superior fleet to kill those enemy culture hubs. Right now culture is certainly not a good tool to win the game. I

7 Replies 6,648 Views