Al3xandr0s

Al3xandr0s

Joined Member # 2666028
2 Posts 67 Replies 5,283 Reputation

Match length depends on the settings, it can be anywhere from 30 mins to an hour or a full week match according to the developers. There will be various different default settings (on top of the extra player options) that will be used in the official ladders. You can also save MP games so you could play with classmates that have more or less the same time as you and you can keep matches going for months <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" border=0 align="abs

38 Replies 61,835 Views

Fine is subjective though. Some people are happy with 30 FPS while for others the lag is so noticable in that case it detracts from the fun. In my case, anything less than around 45 fps I can't stand, while I start noticing it at about 50 fps so for an optimal experience I prefer it running better than that. In many cases I prefer lowering an option here and there to achieve that, while the other type of gamer prefers to increase an effect here and there even if it drops down to 30 fps or so...

222 Replies 259,797 Views

How about simply added damage decals on the models and on top of that the effects mentioned? Really, I understand procedural is all the rage now because Spore is using it but meh, you really don't need it to have damage that seems dynamic. Plus I think we would have known by now if they employed that technology in any part of their game, it would be good advertising exactly because that term is so popular now...

13 Replies 35,447 Views

If you think that would be useful there's nothing that stops the two systems from co-existing. I still think it's not any less cumbersome and in some cases more so to have to design your fleets from scratch in every game, in every phase, for every planet, for every factory. It sounds like something I'd use the first several times I played, then I would resort to the designer and keep a growing fleet set up database with builds for more or less any situation. If an opponent happened to do somethi

29 Replies 61,076 Views

If you're reffering to my ideas I never said anything about customisable templates, what I'm promoting is full blown 'fleet designing'. From the numbers and types of ships involved to their formation if it's relevant in combat (I imagine it very much is). See my first post here for more details as there's no use in repeating.

29 Replies 61,076 Views

A drop down menu with all your different set ups, even if they are many, is still faster than clicking to build this ship 15 times and that ship 5 times and a third ship 5 times to form a que that you can then repeat as a fleet (or even if you just click once then have to type in a number or whatever other way it could be done). And then you'd have to do it separately per factory/planet/whatever. Obviously anything involving such options would be considered an advanced gamer option so he should

29 Replies 61,076 Views

Why would it not work unless it's a team based game where you know each other? I see absolutely no reason for that. Here's how it'd go. You check the server broswer, find a suitable game named "1337 server by Lordkosc" and join it. A good hour into the game you get a connection error/the game crashes/whatever. The server realises it but doesn't simply make all your ships or whatever disappear, or ask the other players if they want you to be replaced by an AI. Instead it keeps y

18 Replies 47,239 Views

There's a lot between non-canned and procedurally generated. Plus it's a spiffy term and he would have used it if that was the case.

13 Replies 35,447 Views

I think that means it won't be a specific pre-made alternate "damaged" skin or model that pops up when the ship gets over say, 50% damage, it will dynamically introduce the effects mentioned instead. I don't know if that means they will reflect the actual damage it has received but I think that would be a bit too much work.

13 Replies 35,447 Views

It could have a certain amount of grace time, say up to 1 minute, allowing that person (same game ID or whatever they end up using) to reconnect and resume play without any penalty. What happens if the host disconnects

18 Replies 47,239 Views

Does it matter? This is just extra testing, I'm sure their own people would have been sufficient enough to ensure a quality product, but hey, something good might come out of this too, and of course we (well, you guys, hope I will soon be among you too) get an early taste of the game to ease the waiting.

136 Replies 195,700 Views

Well, usually only 1 player wins in these games, so any alliance will not last until the very end. At best, only until the other opponents have been exterminated

8 Replies 30,383 Views

Well, if there's an alliance system I imagine you can break said alliance at any time... Which would lend to such situations, if you can deceive one of the parties involved into either forming a new alliance with you or thinking his ally is plotting against him...

8 Replies 30,383 Views

I might be wrong but seeing as this is a "rts" with "elements from 4x games" it will mostly be war that gives you victory and the rest features (forming alliances, treaties, whatever's included) will be there as tools of war again...

8 Replies 30,383 Views

No ship designing, it can't be managed in real time and if paused it would detract from the RTS which is the main aspect of the game. Or something. Capital ships "level up" and can be upgraded in different ways though.

11 Replies 31,934 Views

"didnt notice that I didnt say "galaxy number" didja..." We still have no idea what can or can't be adjusted. I'm just opposing the idea of something so closely calculated that makes each area sort of even, one way or another. It's probably better to have options like in GalCivII which doesn't give exact numbers but various scaling options instead. That should make each given playing field diverse enough with the game handling most of the choices other than overall size. Options are g

43 Replies 72,913 Views

I think it's closer to Thief than Hitman... Also, I doubt you play as the bad guy... You probably end up saving the world from some conspiracy... Didn't they say that if you treat the commoners well they will aid you in your escapes in subtle ways too?

6 Replies 300 Views

It's a two page article, it's mentioned on the front page. Either buy the magazine or don't, it's up to you, nobody forces anyone to give 5 bucks. The beta will be out soon and I'm sure many websites will be offering previews soon too. There's no need to complain, it's good for the game it gets in magazines, and for us, as it can provide a larger audience therefor better revenue and in turn better support for the title.

18 Replies 41,446 Views

"then your in the wrong place" I'm not in the wrong place, you simply were what turned the discussion into something off topic, then when I followed, you tried to make it as if I was suggesting things I want to see in Sins or think are already in Sins when I was simply responding to your very own requests for explanations or examples and nothing more. "dont read emotion in where it doesnt exist. that breeds flame arguements" Putting your personal likes and dislikes

43 Replies 72,913 Views

"I'm advocating something like from rise of nations: you can ALWAYS see the terrain, but you dont know whats there." That's pretty much what "line of sight" did in games it was used, and yet you call that fog of war, again without thinking and just because you thought you didn't like it. "it probably wont work well here now let me clarify that I'm talking on the map scale, not the planet scale." I was making a point, not a suggestion/idea for Sins. Taking

43 Replies 72,913 Views