[Prospective Mod] Fast Mod

Or How to Get Sins Down to a One Hour Per Game Package

:)     Hi,

                     It has been a while since i posted, but school and work have kept me pretty busy, not that it still isn't, but i've come back with an idea (don't i always)  :)  On getting Sins down to a format where a game can be played in approximately an hour.

There are several ideas of course that seem right off the bat to be the place to start,

One being research, making everything a no research object.

Second would be to jettison the money and metal and crystal requirements. Or severely limiting them.

Third would be to up the grav-well normal speed.

Fourth, to reduce the planet to planet jump speed to almost zero. And interstellar to a fraction of what it is now.

Fifth might include reducing the overall number of Capitals, perhaps by half.

Sixth might be to condense or limit the number of overall ships, combining two or more ship functions into a single ship.

Seventh, might include reducing the overall number of hull and shield points while leaving the weapons rates the same.

Eighth, might include reducing the distance between planetary and star bodies where grav-wells are almost adjacent.

Ninth, might reduce the overall fleet supply by half, or more.

Tenth, might include trying to do all of this while maintaining some semblance of "balance"

 

These are just ideas to start, and apart of course from the "outcry" of i am raping Sins, i offer the reminder that this is only a prospective mod project and is not meant to be all things to all players, but simply a slim and fast mod for those that want that kind of thing.  :)

Any other suggestions on what to include, or other tactics to get to the same end? Other than flames or derisive comments?

:)

Affectionately and Always,

-Teal

:)

Keep Modding!!

 

:)

 

 

 

5,913 views 3 replies
Reply #1 Top

I did some experiment mods that are somewhat related to this though. However, my issue was that combat in Sins took way to long, so I tried doubling all the damage modifiers except those involving strikecraft and capital ships (no reason to make them even weaker compared to frigates). While it did make the battles substantially quicker, there were some imbalances, like bombers and LRF sharing the same armor type which caused problems, as well as all counters in general becoming harder. It might be worth investigating if you have time to fine tune it though.

Reply #2 Top

omg, it lives!!!

Welcome back, seems like an interesting idea, good luck.

Reply #3 Top

Geofan and GruntMaster,

:)    It is good to be back,  :)  And for the nice support and encouragement,   :)  I have had some tentative success

with merging ships and limiting the money and metal and crystal, though i haven't yet completely eliminated them. The planets I have adjusted so they start fully explored, and have reduced the planet to planet jump speed to almost zero.

:)

It looks very promising so far!!  

I have adjusted all the races to the same format and am testing, so i hope to have something uploadable by the weekend, then back to studying and school for me until next week when school is out for at least two weeks.

The two weeks should be a time to be able to join back in on the forum and say hello to everyone and to just relax a bit.

:)

I'll keep everyone posted on how it goes with the new mod and should have something for everyone to test and see what they think in a few days.  :)

Good to hear everyone, take care and keep modding!!!

 

Affectionately and Always,

-Teal