[quote]{Demigod having only an SP experience that's intended to train for MP} was prior to our involvement. We're discussing a lot of things. [/quote]MADE MY FREAKIN DAY. :) I do agree with bluedragon re the questionable placing of the PoliticalMachine "ad" which wasn't Sins-related, but the "unified MP architecture" and the focus of this post on specifically [B]why [/B]this matters to Sins players makes it relevant to Sins, and I appreciate why Brad posted this specific message.
theRetroboy
I would also pay. BUT YOU'RE ASKING THE WRONG PEOPLE. :) Two mechanisms are required: one to let all players (not just those who are dedicated enough to post on these forums, because that's a small and very biased sample size) know that Sins has an expansion available, and one to let them easily grab it. Is it possible using today's computers to ping the Sins update server when you start the game (i.e. first automatically checking for a valid connection to the interne
Ouch. A bunch of cloaked sieges ready to spring on a planet from within its gravwell would be nasty nasty nasty, and players would constantly be turtling to cover every single access point to their planets with turrets, reducing their spend capability on offense and chokepoints. IMO, anything that makes it possible to almost-simultaneously target a large number of enemy planets from behind chokepoints would be bad for gameplay. It's the reason why I don't like another idea that was prop
[quote]Go Big or Go Home is a whole lot easier than it sounds [/quote]Not in late-game SP. Pay for two level upgrades (which is really worth it for a carrier because it gives you an extra strikecraft wing), and then send 'em to a central planet that will allow them to get to a well-defended planet that's being raided by pirates, and ensure they're the only capship there. Should be enough to get them to level 4 without much work at all. -- Retro
Uh, maybe a little bit of Ritalin would help? It's hard to read your post and determine if there's the criticism is valid in it, but it sounds like you have a legitimate issue that might apply to a number of players. -- Retro
Thanks for asking, Frogboy. Minor fix: currently in the summary at the top, the forum listed as containing the post comes up as "sins of a solar empire" when it really is General. Minor fix: when you edit a post on page 2, the screen refreshes back on page 1 when you save. Minor fix: POLICY FOR LESS STICKYPOSTS. Important stuff is lost amongst the older noise. Minor fix: Some threads I spend some time in have very long first posts (example: mods with screensho
Now the Vasari uberweapon that targets orbital structures... - THAT's a different story... :) I've never had a capship at the detonation point - would it survive? ...because if so, if you could warp a level 1 capship into the pirate base just as your Vasari uberweapon's shot arrives... Instant level 6 (if not more!) Woo! -- Retro
So from the above, I did a quick bit of math PERCENT INCREASE PER LEVEL (based on level 1) Hull - 4% Shield - 11% (!!!) Healing hull - 7% Healing shield - 7% Armor - 8% Max mitigation - 2% Max antimatter - 8% Antimatter heal - 11% Culture protection - 17% Squads - 1 at level 3, another at level 8 Weapon cooldown - 3% Weapon damage - 5% So, basically, a level 10 ship will wipe the floor with a level 1 ship, and it's worth trying to
[size="5"]BLAIR IS PREGNANT[/size] -- Retro
It's worth noting that sometimes you WANT to stack as well. Searching planets sometimes comes up with resources that add bonuses to trading, for example, so why not build a couple trading stations if the site is safely behind your lines. -- Retro
ayli, you missed a bit of my point. I can be at the galactic map level when planets are just dots and know how many asteroids are around each planet without having to even do a mouseover. It's nitpicky, I know, but I like it. -- Retro
I like the idea of splash damage from capships lighting up. It's a rather neat counterstrategy to surrounding them with support frigates. -- Retro
I disagree. It's nice to look at a map and be able to tell how many resources are around unconquered planets that your scouts have visited without having to zoom into the gravity well to see which ones are "better". -- Retro
I would like more gameplay that's fun, just like it is now. Thanks. :) -- Retro
Bobucles, this is like one of those Die Hard movie sequels where you're supposed to leave your brain at the door and just enjoy the ride. Of COURSE the scenario is ridiculous. It's intentional. But for completeness and physics proprietary, I'll turn it around and make it a heavily damaged capital ship coasting home in triumph from a different gravity well, and hoping to get to a repair bay at its homeworld after exiting its phase lane, and CRUNCH... -- Retro
elias001, DID YOU EVEN READ THE POST???? Here's some more for people that have actually read the thread. ---------------------------------- STUPID IDEA: Black Hole weapons WHY IT'S STUPID: Because then the game would suck. ----------------------------------- STUPID IDEA: Making pirates more like the ones that were in the Caribbean WHY THEY'RE STUPID: Parrots can't breathe in space. Vessels with an eyepatch would have a very reduced firing arc. And
So post your own game choices that you're friggin' glad IronClad decided NOT to go with. Let's have some fun with this thread. ---------------------- STUPID IDEA: Have all the orbital structures actually orbit the planet. WHY IT'S STUPID: Your newly constructed capital ship, a lethal assembly of high technology and vengeance-driven crew, slowly exits the construction facility and gracefully moves into position. Suddenly a crystal asteroid comes along on
[quote]Oh, and you forgot one: more time to play. [/quote] :CONGRAT: times a bajillion. -- Retro
Kruelgor, I'll refrain from responding to your childish rudeness and just look at the facts of your post. Your response doesn't really address any of my points, and concentrates too much on what YOU think rather than what other people might think. If you'd actually understood my post, you'd see that I don't mind learning about what StarDock is up to at all - but I think the news was provided using the wrong method. -- Retro
I think a few people fell for the deliberate trolling. :) -- Retro
Hi, Frogboy. I was disappointed to see a HUGE ADVERTISEMENT FOR A DIFFERENT GAME FROM A COMPLETELY DIFFERENT GENRE on the Sins home page under "Sins News". That's not Sins news, and it's not even Ironclad news. That's STARDOCK news. Maybe posting a brief link to a different page under Stardock's web area that talks about that game would have been a little more appropriate than dominating the Sins dedicated webpage with a huge announcement that is effectively completely off-topic? New pu
I won't comment on the first post because I don't have much of a problem with the board layout. However, I agree that the number of stickyposts could easily be reduced - maybe make ONE "archive" stickypost that links to the threads that are there now. I also have a 'feature' that doesn't work quite properly: if you edit one of your own posts in a multi-page thread, and then save your changes, it takes you back to post #1 of that thread instead of the last page so you can check
That also occurs for the Advent firing lasers (it's kind of neat seeing a beam weapon go shooting off into infinity :LOL: ), but the beam disappears and presumably doesn't cause the same problem with the never-ending particles. Would love to know what SoaSE is using for those specifics so I can put the changes into current SoaSE. -- Retro
I'd love to see a militia map where their planets get tougher and tougher to crack. I think assigning capital ships that are bound to the gravity well and supported by repair bays, turrets, and strike craft, would be a fun challenge. -- Retro
Awesome, guys. I recall that I was playing a large Vasari map when the problems really started occurring, but my 3 hour vanilla session where I didn't see the problem was as Advent. When playing Vasari, I also had a number of missiles go off into infinite space when I attacked a fleet that was hypering out, so that would have just increased the problem. It obviously occurs much, much faster in the BK mod, because I've never seen it in vanilla SoaSE and I almost always play random race.