I'll add my vote against 15 secs batleship fights. This would really remove any "epic" feeling from the battles, reducing battleships to popcorn. Not to mention the redundancy of ship naming.
Space Voyager
It would be nice to hear from a dev about this, but I think it was mentioned that the travel from one system to the other may take like 10 minutes. For the defender naturally it may take much less to bring the reinforcements from other planets of the same system...
Space Voyager, Yarlen is not talking about SOASE. He is talking about GalCiv 2. Ahhh. Sorry. I was already bringing my hopes up...
i think the popcorn part would go to the fighters all over the place. That would be nice, why not. Just not the battleships. And I agree about the upgrades.
I agree, I wouldn't like to see the biggest ships popping like popocorn all over the universe. Rare and lasting, that's the way I like them.
into the ship design feature (which was major). Ship design feature? How much can we change about a ship (other than the experience based upgrade)? Also is the upgrade system still the same, that certain (type of) ship can only get one specific type of upgrade? Meaning that you can't choose which upgrade to install?
LOL, true! The art of deception, gotta love it.
Sure sure, but ships in Nexus really perform beautifully. The space dance is incredible to look at, but I admit it would be weird (and recklessly dangerous) with large fleets. For small battles it was great. Sometimes I simply sit and watch. But I rather have the extra empire building with slightly simplified ship behaviour than battles only again. Oh and this "simplified" behaviour may not even be so simplified in Sins with all the optimal firing position seeking. We may get something
I'm talking less about "swarming" with one massive fleet and more about "rushing" with individual units. I hate this as well. Especially since it is very easy to prevent it, yet the developers rarely choose to do so. All you need is cheap innitial defences that aren't strong enough to interfere with late game. In usual RTS games that can be a str
The swarm strategy may not be possible because having one fleet makes your worlds vunerable to several small ones. These can destroy several worlds at once (even if some fail) while your one big fleet can destroy only one (who would guess ). It seems as though Sins will have space big enough for the fleet to travel a long time from one system to another and this is what makes one big fleet impossi
As far as I gathered; not city planning but space placement. There is no real geostationary orbit except over the Equator. All other "geostationary" objects in space travel above and below the Equator (because everything circles around the centre of gravity). Is that in the game or is there a simplification that lets us put totally stationary (relative to the planet) objects in space?
Oh shut up.
Thanks guys, the artists and graphics/shaders programmers appreciate the comments. We'll continue to improve the graphics until the game is released I'm not sure I want you to... I want the game to run on my crappy comp...
That would be more logical with a planet, but hey, why not...
maybe i'm wrong but, i think i heard from the old forum about how you can have the options to fully put micro on your disposal such as managing one of the most important battle or any battle for that matter or you can let the AI handle those scenarios I also think this was how it was described. And if it is, I love it. Sometimes I love to just sit and
not really, its simple as programming some conical regions into the ship and seeing if you can fit a ship into each one (sounds like up to 3, one for each side, at this point) AFAIK each weapon will have it's own cone of fire. So to compute which position in a large group of ships (cosidering the ship would be able to move freely among the ships
thing is that this is a very offensive based playing style, if I want to play defensive (say, to wait for reinforcements) I want to be able to turn this off rather easily Yes, some sort of "hold position" option would be nice. I don't think this highest damage dealt includes moving the ship (it could be really hard for the AI to compute the highe
This all seems phenomenal! Especially the part where the ship (AI) will try to orient itself so that the most damage potential is used... I guess this must be pretty hard to achieve (programming-wise) in full 3D!
Is there a sensory tech research in the game? I guess an older sensor could have a margin of error, but the better they get...
I really detest games where you can send in a single innately powerful unit and take out a portion of an opposing army because its supposedly some superhuman "hero"... I agree. This is (IMO) the same problem as with superweapons. Heavy weaponry is ok while star killers or similar can take the fun out of the game.
Your arguments are not contributing to the topic and there are people here that wants to contribute to the topic but does not care to see your constant insults to one another. You might as well be spamming the forums. There were no arguments. I asked him
I LOVE the sreenies... And can hardly wait for the game.
ok, your now just acting stubborn. you've just been called a noob by more people than I care to count, and you still think there is an arguement to hold DESPITE not experiencing the game enough to know. this pathetic arguement of yours is void. That "more people than you care to count" is 2. And one of them is refering to his own interp
I'd go for tactical RTS. sounds silly, but something like MOO3. MoO3 is exactly what Sins is trying to achieve - a strategy that has no turns. Except that Sins seems to aim FAR FAR higher, which is phenomenal. I loved the concept of MoO3, but the result was... (trying not to be nasty) dissapointing.
This is a silly disagreement... the distinction between tactics and strategy is scale. I'm happy to grant that the HW games didn't have strategy if the TBS people will grant that most of their games don't have any tactics. Tactics are often as deep and complex as most strategies. They're typically on a smaller scale and over a shorter period of time. But the natur