[quote who="sulley1" reply="91" id="2901482"] Check out Star Wars: Requiem at Sins.Imperial.cc It's got Interdictor cruisers and starbases for each race. Plus sweet Star-Destroyers. [/quote] I am a Star Wars fan, so I might try it out. But: can you interdict between planets? or is it mostly like pji, but mobile? Regardless, I'd still like it to be introduced natively to sins.
SithLordAJ
well, it seems to me that there really isnt any movement AI, and that is the real issue. When a movement order is issued, it simply guns the engines and begins rotating. You see ships run into one another alot, you see them get stuck on asteroids and other things, because they dont plan the route out. But above all, the developers feel this is not an issue.
[quote who="Yarlen" reply="4" id="2901300"]Yeah, odds are we will never open up the AI to modding. It would be a huge amount of work and not easy. [/quote] Really? Theres no easy way to simply augment the AI with scripts for a particular scenario or something?
[quote who="zigzag" reply="5" id="2901110"]They'd need to fundamentally change the way that units move. (At least, last I remember, they couldn't turn in place, ie., without some forward thrust.) [/quote] I doubt that is the case. If your fleet is attacking something and you order all of your fleet to focus fire on another ship directly behind your fleet, some will move, but most will turn in place. However, if you place a move order directly behind you, they all move via the 'dr
[quote who="Sushikawa" reply="49" id="2901410"]Everyone is so worried about balance...I'm just worried about pathing [/quote] well, seeing as how the devs have already said they feel there is no pathing issue..... theres no point in worrying about it. there is only dealing with it
I'm confused; You want Sins to be an mmo pretty much as-is? Or take the Sins mythology and races, and put them into a freelancer-style game? It seems most people think you mean as a freelancer-style game, and to that I say "meh". I might say something different if we had a campaign to bring some story into the game. If you mean as-is, I would wonder: How? I mean, it would be cool, don't get me wrong; I just don't see how you could solve some glaring issues, such as what to
As I said, I asked nicely and got no answer. It must be an artistic decision as to how they feel the ships should move. I'd like to at least be able to micro around this issue with a 'face this way' command.
[quote who="DirtySanchezz" reply="52" id="2900519"] Maybe Watson from Jeapordy could learn to play Sins. [/quote] The impression I get from that is that its a glorified, super-techy search engine.
[quote who="Ryat" reply="582" id="2900509"]wow, you must only play on single star maps [/quote] No, I dont. Theres no phase lanes in the multistar maps I play. At least that I can see... which (if its not something you can see) would mean I cant tell culture is spreading to another star system until a long long time later (when it actually gets there), which has never happened to me. I immediately setup another culture center on the new system and invade. If by phase lane
I pre-ordered just like everyone else here, but.... Kinda makes you wonder.... We get a sudden announcement of an expansion. Then, within the week pre-orders get going? We havent even really seen anything... If Ironclad was a stock market company, we'd have just blown our money on a scam.
And now for something completely different: I'd like to see some way to interdict ships. basically, take the phase jump inhibitors and mobilize them and strength them. park them in the middle of a phase lane and it yanks ships out of phase space. Might be a good place to implement mines as well. I'd suggest making it an area affect so that vasari can get caught in it too instead of being immune as long as they make their own phase lane. And once again, I'd like some new starba
[quote who="SIN-Imperium" reply="50" id="2900198"] On a diverging note, one thing I have noticed is the AI player spots syncing attacks with the pirates as if they were coordinating directly. Anyone else? [/quote] oh yeah. Happens way too much. Though, I'm not sure if this is the AI pooling together so much as them getting good intelligence. TBH, I'm pretty sure another way the AI cheats is that it always has the full map revealed. It sure seems that way when the
as for vengence, i think you should carefully re-read the ability
Darvin3, those are pretty good, but I want to point out a few things: There's already an Advent ability named Suppression. Dont we already know that in Rebellion there will be additional capital abilities? maybe you want to add 1 more to each? For Maven, I'd suggest something to buff illuminators (make sure it doesnt affect bombers), as it feels like a capital LRF to me. Your Vasari ship has no direct offensive ability other than it's ultimate (at least
[quote who="Stant123" reply="579" id="2900463"]It's always done that in Diplomacy. You need phase lanes to the star for it to happen, of course. [/quote] stars can be linked with phase lanes? I did not know that. Then again, I dont really mess with galaxy forge much
a somewhat minor detail that I dont remember being there before: when mousing over a frigate or cruiser from a distance, it shows 2 health bars. At this same distance, with no mouse over, you cannot see any health bars (which is fine, im just trying to provide more information). You might have to zoom in to see what I'm talking about. theres a second health bar on the inside of the logo <img style="vertical-align: middle; border: 0; margin: 0px;" src="http://www.mediafire.com/
[quote who="Pbhead" reply="27" id="2899075"]you mean, just like they message you get when they are building a super weapon? [/quote] as someone who hasnt played online (AIs sure dont build em), i didnt know sins did this with super weapons
[quote who="EadTaes" reply="562" id="2899476"]Now for sins fighter survivabilaty VS flak needs to be increased. Bombers survivabilaty need to be decreased. Now what you need to do is simulate ingame what i just mention above of making flak make SC lose efficiency. Best and simple solution to this would be to make bombers recive a damage penalty for 30-60s after reciving damage. That way they still remain usefull but your would be able to WTF pwnd enemy caps and will give a chnace to suport cr
Thank you. Let us know if theres anything we can do to help
that feature was in an old game called Star Wars: Rebellion It was alot of fun, and sins takes me back to those days. But you had characters that you could use to improve your fleet, or send them on missions (such as diplomatic to increase allegiance, incite uprising to decrease allegiance on an enemy planet, sabatoge to... sabatoge things, and a few others that escape me now) It might work for sins and
i see... so psychically overpowering the minds of 100 people so that they permanently turn on their allies makes sense, but a small ship of trained marines cant take them out? or were you saying that in response to someone else? [edit:] you were. sorry
if they work as capital ship escorts, i think making them work like command points is the way to go... maybe escort points? (kinda sounds like you save them up and get a free hooker :p) Also, you had a small grammatical error that made me come up with an idea: boarding parties. imagine a corvette that assaults and takes over an enemy ship, ala domination?
the LAA fix is probably what you need if you have a multi-core system and are having issues. what is you system specs? I only say "if you have a multi-core system..." because they are found in fairly good recent systems.
[quote who="Darvin3" reply="37" id="2898957"] Escourt units for capital ships are definitely needed, particularly as fleets grow larger. Either suppressing LRF (a possible role that's been mentioned already) and bombers or protecting capital ships somehow. [/quote] What if covettes can be built by capitals? so, they are like strikecraft in that theres a limit depending on the level of the ship and you can choose from a few different options to customize it, but ma
[quote who="MindsEye" reply="554" id="2899097"]Please do not buff siege frigs.I think they are fine.The more cap ships you try to get the better they get because caps cost alot more with numbers.Do we want to see large fleets of siege frigs mid game sniping planets?This happens occasionally now.[/quote] Are you talking about AI spamming siege frigates? or multiplayer? I think the idea is to get siege frigates more useful in multiplayer. yes they are cheaper than capitals, but they als