theRetroboy

theRetroboy

Joined Member # 3036355
0 Posts 0 Replies 6,813 Reputation

Emphasis mine. [quote]Bravo. You're [B]all [/B]very "hardcore".[/quote] You've pretty much wrecked your thread's message by being just as assumptive, if not insulting, as the people you point out. Not [B]all [/B]of the forum members are that way - not even close. Athough I'll certainly acknowledge that some of the replies are rude and boorish, and it's usually by the same bunch of people, some of the questions or the "rules" that the OP's try to impose on their threads are just

5 Replies 12,815 Views

From a single-player perspective, I try to break my defensive 'fleet' up into "nodes" that have short transit times to "at risk" systems, and I also level up quickly on the inbound-fleet-detection combat research fairly early so I have more time to react. Then I park the node-fleets at the edge of the gravwell that minimizes the transit time to each of the planets that are within its area of coverage, which is at most two jumps range per node. It's rare that a fleet that's massive enough to take

12 Replies 23,291 Views

Uranium, I'll have to note that there's no way you can establish a fully functional tax base on a planet that your TEC bases have nuked to oblivion half an hour ago either. Yes, the justifications are weak, but they're not a lot weaker than anything else that has to be compromised on in order to make the game [I]enjoyable[/I]. I don't particularly want organic ships in the expansion pack either, but not because they don't fit with scientific protocol. Sins violates that in plenty of are

44 Replies 136,489 Views

I'm always a bit hesitant to inject realism into these types of discussions because the game is a real-time strategy, and in the 6 hours it takes to complete a fairly long game, the "real" Earth only moves about a quarter of a degree around the sun. The point about ice planets being further away generally and molten planets being closer generally might be a basis for some interesting maps, though. Consider: - Close to the sun, the phase lanes are generally shorter and more strategic

28 Replies 47,427 Views

Yeah, but that would be completely moot because you can spin the map around the sun and always view it from the angle you choose. The way most people play, you'd never even notice the planets were orbiting - and if they spun fast enough to make a difference it would just drive the players nuts. -- Retro

28 Replies 47,427 Views

Your question has many different answers, but they're basically all just TEC frigates and non-carrier cruisers with added spines and logos, and no shield. If you want to know something specific without digging into the ship files themselves, start up a small singleplayer map as TEC, send out a bunch of scouts until one gets to the pirate base (or you get attacked), and then pause it and look at the various ships that are there by mousover and reading the information in the information panel, com

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I thought the Arcadia was from an entirely different manga series. Same style, different manga AND anime. I think they called it "Captain Harlock" in North America? -- Retro

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None of the TEC, Advent or Vasari was "cliche". I know of few space games that have such novel approaches to races that marry their technologies so well with their racial motivations. Don't confuse "cliche" with "Done at least once before". EVERYTHING has been done before. Organic vessels could definitely be cliche, depending on how Ironclad executed it. -- Retro

44 Replies 136,489 Views

Mouseover the planet to see the difference between it and other planets in the info panel. Hashmarks mean that it's either that race's capital planet or a powerful artifact exists on it. -- Retro

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And trade depots. Pirates like to assault trade depots. Homefleet has omitted that turrets are also excellent against AI. Build a small cluster of them and then move your own forces near them once the AI attacks, and they'll get nailed by the turrets as they try to take out your ships. -- Retro

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I'd say it depends on a couple more factors than those you listed: the number of ships that are affected at once, the antimatter cost, the event, and the cooldown. For example, in single-player and just before you're about to take on an enemy planet, the Vasari can create a couple cruisers and send them in ahead to draw AI fire, and then send in his "real" fleet while the suckers are getting beat up. -- Retro

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More on 1) - Long Range jumps allow you to jump from star to star. So the first time you visit a star system after researching it, right-click on the destination star to go there. -- Retro

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[quote]As far as choke points go, although convienent, I'm not a fan of them. We are fighting in space after, you cant get much more open of an arena than that to fight in. I don't see how choke points would exist in space combat. [/quote]The problem with space being open is that it's REALLY, REALLY open. Without chokepoints, players can attack from any direction at any time they want - the only logistical issue becomes timing the arrival of your ships to maximize the impact of your attacks.<br/

28 Replies 47,427 Views

Apologies if this sounds fanboi-ish, but I really don't think I would have changed much. Maybe more graphical options such as shadows and a vessel damage model that beats up the skin and mesh as you pound on things, but that's about it. I'm not saying Sins is perfect. I'm just noting that there's not a lot in it that I would change. -- Retro

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Sure there is. Don't post a thread that tries to restrict everyone to agreeing with your point of view, and then tries to shoot down or silence anyone that disagrees with it. BTW, it's Iron[B]Clad[/B], and they have nothing to do me, or with my response in this thread. Call me all the childish names you want, but please don't assume they have anything to do with criticisms of your thread or posting style. -- Retro

32 Replies 35,466 Views

[quote]Is there a way I can block Retro from posting on this thread?[/quote] This is an open forum, and from what I've seen, Ironclad is interested in what people have to say who disagree with what some players want as much as they want to hear from people who agree with those suggestions. From what I've read about how they managed user input during the entire game development cycle, I got that they're keenly interested in different opinions - and I really like that about them. If y

32 Replies 35,466 Views

Because most RTS'es don't have the territory and scope and timeframe of Sins, maybe? In this game, if an empire controls a sizeable percentage of a large map, it can take ten minutes for a scout to traverse a path that follows its edges. Instead, sending a disposable single ship in before you invade gives you all the intelligence you need. Not that hard of a decision. -- Retro

32 Replies 35,466 Views