Sakhari

Sakhari

Joined Member # 2417821
4 Posts 599 Replies 334 Reputation

Freelancer, Earth and Beyond, X3 (once you got over the nearly vertical learning curve)... All good times. Shame they don't do more of those sorts of games. With graphical updates, I'll bet they'd look pretty damned attractive nowadays.

21 Replies 20,560 Views

[quote]That being said, I think if these 'expert' players couch their posts in inflammatory remarks, flame baiting, condescension, and outright childish tones, they should be summarily ignored[/quote] Fair point. In many cases though, I can see why they get a little annoyed by some of the responses to their concerns. Constantly having to repeat oneself to people who don't understand the proposed problem, how the units involved actually work, or some other important piece of informatio

50 Replies 72,421 Views

[quote]Based on that feedback, we got Vanguard, which was probably the biggest failure in MMO history because it appealed to absolutely nobody outside of the whiniest forum posters.[/quote] To be fair, I think that flop had just as much to do with being a buggy, unfinished mess that ran reliably on only the most powerful systems as anything you mentioned. The general lack of advertising didn't help much either (I think they put a little too much stock in the word-of-mouth of hardcore f

50 Replies 72,421 Views

[quote]You think that because they aren't vocal they should be ignored.[/quote] Well... being silent generally goes hand-in-hand with being ignored. Nature of the beast, I'm afraid. You may as well get upset about people waking up when the sun rises.

50 Replies 72,421 Views

[quote]SOE took it in a direction that was not what Dave Georgeson wanted, focusing players into close-quarters battles by drawing action AWAY from the outdoors areas[/quote] Ah yes... the big patch right before Core Combat released made me a 'very' unhappy sniper. Outdoor infantry combat was altogether squashed in less than a day. Damn shame. I, too, have quite a few fond memories of that game.

21 Replies 20,560 Views

Clicking on the other side of the map won't do anything other than take you where you clicked the long way. You have to click on the center of the wormhole (the one you're sitting in. Not the one you want to travel to) to use it.

11 Replies 24,693 Views

So... would doing this be a lot more costly in terms of ships and time than simply bombarding the planet or is this idea meant to take the place of a current siege? Assuming this is just an alternative, it already takes a good long time to siege a planet (unless you've devoted a good chunk of your fleet to siege frigates/caps, or have a couple of siege-specializing caps at level 6+ on hand). Unless we're proposing that siege damage gets a huge shot in the arm which would make it worthw

29 Replies 53,781 Views

[quote]Actually, by throwing your ships into the loving embrace of the pirates, you're decreasing the bounty on your head. Ever heard of humor?[/quote] He was just highlighting that, in a twisted sort of way, there is a potential benefit to throwing your ships at pirates. It was the same thought I had when I read that part of the OP.

16 Replies 31,886 Views

Pervasive Economy is a tier 8 research option for the TEC. As I understand it (and I could easily be wrong), it gives you a credit bonus for nearly everything 'anyone' buys including ships, structures, planetary upgrades, etc. I don't know if this applies to the market or other upgrades like ship training and I don't know exactly what amount is awarded.

4 Replies 4,898 Views

[quote]I think they're talking about animation.[/quote] Pretty much. The Kol and Sins units in general do have more detailed textures but they're all static structures. In SC and CoH, the units are animated in everything they do. The Fatboy, for example, opens bay doors and visually produces units while it's rolling. Every one of the turrets moves to face targets and they recoil when they fire. Docked air units park and refuel on the platforms on its back. The treads visib

27 Replies 22,817 Views

For some reason, there seems to be a disconnect between when a post is made and when it actually shows up in a given thread (I frequently see that a new post has been made in a thread but it doesn't actually appear in the thread for a minute or two). Beyond improving those sorts of delays (especially the ones that lead to people double/triple-posting posts and threads) it already seems like a functional forum to me.

9 Replies 8,405 Views

Speaking only for myself... If I like the game, I'd be willing to pay for meaningful expansion-type content. Subscriptions, I won't touch with a 10-foot pole (at least, not outside of an MMO setting) and judging by most of the public reactions I saw about the Hellgate model, I'm guessing that's a fairly popular sentiment. If nothing else, it makes buyers wary that developers are skimping on content so they can sell it piecemeal to the customers later (ala Oblivion. I frown on doors t

145 Replies 122,093 Views

Trade ports and cultural centers stack at a nice even rate regardless of how many you build. If you build a culture center and it gives you 2.5 points of culture spread, three will give you 7.5 and so on. Resource extractors, on the other hand, will only be affected by a certain amount of refineries (usually 3) in the same or neighboring gravity wells so they will only help up to a point. You can check how many refineries you'll need to max the effect by looking at the 'Quota' statist

6 Replies 19,785 Views

[quote]My point in the thread is that Sins is not the unique and innovative RTS game meant to redefine the genre that it's billed to be.[/quote] While I can understand (and agree, to an extent) with this point, based on the reviews and information about the game, what exactly were you expecting? As was said, all of the similarities you highlighted are at least loosely tied to every RTS I've ever played. This one's just a quality title that incorporates a much larger-than-normal scale

11 Replies 9,088 Views

[quote]I disagree with this. Company of Heroes does this "random" dice roll very predictably.[/quote] True, but in CoH, the player only had to keep track of this on roughly 1-3 units at a time. I usually know right away that one of my tanks just lost its main gun and can take the time to get it out of the fight. It would have been a major nuisance trying to keep track of which tanks were utterly useless at any given time if there were 200+ of them on the field. Though I'd arg

56 Replies 43,207 Views

[quote]SC was probably the most visually bland and uninspired game I've seen on any platform in the past 5-10 years.[/quote] Opinions will vary, of course, but whether or not you appreciate the style, the detail 'was' there. Turrets moved, energy-guns charged, barrels smoked, firebombs burned... The graphics in Sins are certainly passable and it wouldn't bother me if they were unchanged (last I heard, however, they are getting an update so that's also good in my book) but it's

27 Replies 22,817 Views

Refineries are a separate civilian structure. You can research them in the civilian branch of the Vasari and TEC tech trees or you can research an ability for the Advent trade centers which will have roughly the same effect.

5 Replies 4,405 Views

I don't want the GalCivII style of espionage (at least, the style I saw when I last played GalCivII) where you just funnel a pile of money into agents that die almost instantly and rarely wind up doing anything useful. I still maintain hope that it 'could' be done in a way that's worth using but not so hugely powerful that you have to constantly watch your planet statistics to avoid major setbacks. Something you can slip in under the radar and get some kind of return on.

272 Replies 436,039 Views

I haven't seen much said on the subject so I'll throw my hat in the 'espionage' ring. I'm picturing cloaked agent/counteragent-ships. They either sit in orbit or 'attach' to a planet in some fashion and can have one of several effects. Things like: - Information-gathering (what's being produced at that planet? What's being researched? What ships are currently queued up? Enemy culture/income rates? Etc). - Slowing of production rates. - Siphoning reso

272 Replies 436,039 Views

Well, the other races have to research the refinery by itself anyway and personally, I think it's advantageous for the Advent to have one flexible building rather than having to choose between two. Although, as was said above, until the coming market fixes take effect, refineries in general are a total waste regardless of faction.

5 Replies 16,032 Views