Bobucles

Bobucles

Joined Member # 3116209
8 Posts 250 Replies 9,950 Reputation

This may sound backwards, but trade routes are probably your best defense against pirates. Pirates have a habit of breaking combat to run after the tiny, nimble, hardened cargo ships. This both wastes time wastes time they could have spent attacking your military, and splits up their ranks. A strong trade route can keep them occupied nearly indefinitely, which is great for bringing the calvalry back to take them out. Early in the game, repair bays are your best bet for surviving a pir

12 Replies 23,760 Views

The reason is that the Kol was originally designed to be able to produce frigates, basically being a mobile fortress. Unfortunately, they couldn't work the kinks out of the launch bay, which propels the frigates at a high enough speed to kill everyone on board. Eventually they said "screw it", and kept the thing on board as a giant gun.

18 Replies 109,143 Views

[quote]Does anyone know what happens to the population of a planet when you abandon it[/quote]Your provisional government packs up and leaves. Whatever happens to the population afterwards is not your concern!

14 Replies 29,961 Views

If you aren't with the AI, then you're against them. Pay the tributes. Think of it this way- would you rather pay an opponent 500 credits to leave you alone, or would you rather face his 5000 credit fleet? The amount of trouble it spares you more than makes up for it. Playing aggressively will also win you AI allies. I had won 3 allies simply from doing some early raiding on my neighbors. An ally is not only leaving you alone, he's covering your borders and countering other player's f

6 Replies 4,969 Views

[quote]40.000 VS 5000 soldiers = 35.000 Soldiers left in Starbase and 0 in the Frigate and the ship is yours and you can then let the starbase refit it with 5000 soldiers from Starbase. (The Starbase regenerates 10 Soldiers sec. For a Boarding Frigate to get more soldiers it has to get them from a Starbase since only Starbases can generate Soldiers)[/quote]This system wouldn't work. 5000 armed and disciplined troops vs. 40000 thousand dock workers, engineers, rent-a-cops, and of

12 Replies 22,734 Views

Ships are coded with a simple physics system that has engine thrust vs. ship mass. The ships still have the same max speed, but become more nimble with a lighter mass. No weapon in the game pushes ships around, so mass doesn't play a role there.

7 Replies 13,500 Views

[quote who="The_Regicide" reply="6" id="2001947"]The system is great because it counters cheese. Without it you could have an offensive player with 49% upkeep, and an economic ally with 0% upkeep, who just harvests the resources and sends them over to the offensive player. They get more total money, and they also get to skip whole techtrees...[/quote]Except that two players with one army still gets beat by two players with two armies. It is sort of a balancing point for those RARE sit

9 Replies 43,612 Views

Hmm, I don't see my post. Attempt #2: [quote]You haven't addressed the arbitrary limit on the number of crews, as well[/quote]You're arguing AGAINST the game mechanics itself, I.E. you don't have a real point. Game mechanics are made to enforce gameplay balance and to create strategic elements. Because of this, "arbritary limits" are anything BUT arbritrary. They set the scale of the game and its pace. Sins doesn't have caps that raise with the empire's size. However, the caps

55 Replies 114,859 Views

I don't see why orbital bombing ships weren't repurposed to also attack structures. They're basically massive lightly armored guns, they're best ship for both jobs.

9 Replies 4,570 Views

Economic starbases already exist. They come as trade ports, research labs, and mining centers. Since starbases start small and weak, they don't need a capital ship crew to start. Instead, as they increase in size they may require capital ship crew to operate. One possibility is that every gravwell is allowed a small starbase, which can upgrade a bit to medium. But it costs one cap crew to go to large, and a second cap crew to advance to superlarge. This way each grav well can have a s

55 Replies 114,859 Views

It is rare that players will use up all their capital ship slots in the game. More often than not frigates are better for cost, and eventually the fleet will fill up with only a modest number of caps. This leaves over half of the cap ship limit unused and unloved. However, balancing starbases is tricky as is. If each system is allowed the same thing, then starbases have to be balanced as a moderate defensive unit. They can't be fleet crushing wonders AND litter your entire empire at t

55 Replies 114,859 Views

Why are so many starbases allowed? Smaller starbases already exist as trade ports, research stations, and such. A military starbase is so difficult to balance because every time you go into a new gravwell you can face another starbase. This means if you suffer greatly from one, then attrition from every single world will rape you. If you cruise through one, then you'll cruise them all. A military starbase is a major undertaking. It represents a large investment of resources and manpow

53 Replies 157,549 Views

Currency isn't just money. It also represents the manpower and essential ship components ready for use. A ship can't be expected to be fully constructed in a vaccuum. Parts may be constructed on world, shipped to space, then assembled at the shipyard. In this way the planet bound factories get used to the fullest, and the shipyard does everything that can't be done on the ground. In addition, a space worthy crew needs to be trained to properly use a vessel. Currency also represents this essen

2 Replies 22,192 Views

Study your law again, Biggles. The second Law of Thermodynamics states only that heat energy will seek its lowest energy state unmolested . That last part is very important. Heat gets pushed uphill as the most basic technology today. Your goddam refridgerator does this, but I guess your lab doesn't have one. Silicon can do it too, to a much lesser extent. It doesn't matter how hot the inside is. If the energy is forcibly withdrawn from the surface, there's no exposed temperatu

193 Replies 994,873 Views

[quote] We know that we cannot hide thermal radiation, so cloaking devices are out of the question.[/quote]I'd like to point out that this isn't exactly true. Objects release thermal energy based on their temperature. The only requirement for stifiling thermal output is to forcibly make the radiating surface VERY VERY cold. Modern technology can already push thermal energy up a gradient to varying degrees, with varying

193 Replies 994,873 Views

[quote]That actually will not do a single thing to combat playing mechanics because essientialy your scaling down the game into a smaller graphical size and it will work exactley the same.[/quote]You're also making the graphical sizes smaller to boot? That puts you back at square one.

28 Replies 44,285 Views

[quote]I should think that reducing everything in proportion would leave the game mechanics intact. [/quote]So you're cutting the size of the maps in half, cutting the gravity wells in half, cutting the travel distances in half as well? Don't forget to cut ability ranges in half with half the area effect. That absolutely changes things. Your concern is with visually spotting the ships in combat. All that needs to change are how the visibility of ships works.

28 Replies 44,285 Views