mnikkel55

mnikkel55

Joined Member # 2452858
6 Posts 25 Replies 234 Reputation

[quote] I know the game already does this on its own, to a point. However, such a customization feature would be amazing. Especially if it allowed for different ship types having different priorities. [/quote] If they were to implement such a feature I think it would definitely have to allow different ships to have different priorities. Another thought, it would be really nice if we could have a button to select all fighters or bombers in a par

7 Replies 15,695 Views

This seems a bit too complex for the type of thing they're asking for in the 1.03 thread so I'm putting it here. Sorry if it should have gone somewhere else. Anyways, a feature that I would very much like to see in a future update is a menu that lets you prioritize what kinds of ships your ships should attack first, in game. Being able to set targeting priorities would be a huge help for people trying to manage multiple battles at once. It would also be nice to have the option to dir

7 Replies 15,695 Views

I know that Advent trade ports do double duty as refineries once you've research the right tech, but I can't tell if they're working or not. I have the icon on the trade port right clicked so that it auto casts, but I can't seem to see any increase in my resource production. Is there a place where it shows this?

5 Replies 5,235 Views

[quote] like TECs getting their refineries and what have you). Vasari get refineries, its tradeports your thinking of (probably). Im pretty sure during my first playthrough I saw TECs having the option in their economy tree having the refineries in their 3rd or 4th tier I think. I oculd be wrong. But not trade ports Im pretty sure every race has though for increased money. There's supposed t

16 Replies 9,687 Views

[quote]So, in conclusion, if there is any sort of balance, I've yet to find it, but there's still a majority who find a balance I'm sure. So thanks fo ryour waste of a response in saying that "others keep asking this", no, they haven't. They ask for opinions. Simply that, their own. They've asked how people start and so forth, but Ive yet to see a post where someone goes step by step into what is a most effective strategy for Advent players based on their tech trees. Thanks.[/quote] That see

16 Replies 9,687 Views

Sins being a pretty hardcore game I think you'd get your best value focusing on hardcore outlets. If it were my decision I'd try sponsoring some podcasts. I'd start with GFW Radio and PC Gamer Podcast and maybe add a few popular niche podcast like Gamers with Jobs (I know they're looking for sponsors). I'd also look into some PC and indie focused game sites like Firingsquad and Rock Paper Shotgun. Of course, you might run into a little bit of a "preaching to the choir" effect at sites like t

45 Replies 37,331 Views

This is a little late, so I'm not sure if it will get read. One thing that bugs me is the ridiculous amount of time it takes ships to turn compared to how fast they move. If an enemy spearheads through your lines (which they can do with relative ease) they'll be practically ready to phase jump before your ships can turn to give chase.

1,040 Replies 558,895 Views

[quote] Thank you for the kind offer of assistance. I hope my ineptitude isn't too irritating. Well, i've been playing against just one opponent. And usually just letting the game auto-fight my battles for me since i only have a vague idea of how the Advent ships are used. So, i've been going for a variety of ships, altho

14 Replies 17,606 Views

[quote] An ingame ship encylopedia which explains all the special abilities of a particular ship would be nice. Unless I'm missing something, you don't get an explanation of what a special ability does until you actually buy the ship. The ability names do sound pretty cool though. [/quote] Excellent idea! I would love to see something like this in the game.

1,040 Replies 558,895 Views

[quote] First off, fantastic game ! I'd also like to add my support for dynamic multiplayer (AI replacements for dropped players and/or AI drops for new players) as well as additional victory options (economic, cultural, etc.). Thanks! [/quote] Seconded. This is one of the few things that I think keeps Sins from being a "true" 4X game.

1,040 Replies 558,895 Views

[quote] I see. So basically, while the gun / missile platforms are weak (and too static), hangars and carriers should do a better job at defending planets? Of course the best defence is a strong offence, but I'm a turtler and builder by nature. Guess I'll just have to adapt my defensive strategies a bit.

22 Replies 13,435 Views

I'd like to see options to really customize random games without having to make them yourself. A few suggestions: 1) Adjustable pirate raid frequency 2) Starting points 3) # of planets 4) # of stars 5) Types of planets 6) Starting techs 7) Advanced start, ie start with certain units/planets/structures already in place 8) Turn off missions 9) Ability to tweak certain unit settings, (for example: effectiveness of PJI, max tactical points available, etc...)

1,040 Replies 558,895 Views

[quote]Someone else here suggested planetary defenses, however that's incorrect too. Planetary defenses are just weak - that's obvious. A developer stated on this forum that this was by design - he said moderate defenses were just enough to stopping a few thin pirate raids, but that's it.[/quote] Not sure I agree with this. Playing as the Advent I've defended worlds against 3 cap ships and dozens of light frigates with little more than a full complement of upgraded hangers. 15 squadrons

22 Replies 13,435 Views

[quote] im wondering this too also, does anyone have any suggestions as to how to succeed economically? I consistently find myself failing massively in that department as i try to gear up militarily. [/quote] Upgrade infrastructure. Until you upgrade their infrastructure all newly colonized planets are a drain on your economy. Also build some trade ports as these will give you a nice credit boost. And don't increase your fleet capacity unti

8 Replies 10,143 Views

[quote]Good post Dragoon, but the back ranks aren't much safer than the front ranks, you can come in from the front and you won't be blocked from moving in to fire at their support ships. I don't think most sides have an ability to 'pull aggro' and choose who the enemy has to fight first, and repair/replenish abilities don't seem to work on percentage so a weaker capship can be restored by the fleet almost as well. The small timing difference that attacking from the sides or r

22 Replies 35,062 Views

[quote]I don't really like the defensive guns due to their very short range, so unless you clump them to gather only one or so will actually be firing on a target. But if they are clumped together then they can be avoided completely.[/quote] I generally start out by building orbital guns so that their firing radius just overlaps and so that the inside of their firing radius is right on the planet surface in case any planetary bombardment craft slip through. Once I have about 4 in place, whi

13 Replies 13,779 Views

If you're just trying to defend your planet, I think that the orbital guns are the best "bang for your buck". Cost is similar to a light frigate but they're an order of magnitude more powerful.

13 Replies 13,779 Views

I'm a member (user name: itchyeyes). There's a pretty lengthy [link="http://www.evilavatar.com/forums/showthread.php?t=43766"]Sins thread[/link] going on over there now, and they've got some discussion of it on the latest EvAv podcast as well. Also, Penny Arcade had some good words for it today and it looks like they'll have a more detailed writeup on Fri which ought to generate a ton of interest.

5 Replies 10,346 Views