Any comments on the idea for the Chaser?
Volt_Cruelerz
[quote who="Sinkillr" reply="94" id="3484206"] Number of successful rts games with four races- 1 Number of successful rts games with three races- too many to list You can't argue with math. [/quote] May I ask which 4-race RTS you're thinking of? Also, what reason do you think all those other games failed? If the balance was largely worked out in Sins I (and I believe it largely was), adding a new race and balancin
Okay... Time for the post. This should be considered a continuation of my previous post when I summarized what I thought the Chaser frigates should look like. Unless otherwise stated, assume all effects affect both allied and enemy troops. I've tried to design the faction around tradeoffs, giving them particularly powerful abilities that cost something. In theory, a Chaser player could positively wreck their own fleet with their abilities while a good one wil
I don't agree with the idea of multiple titans because there will be new players that I'd rather not utterly overwhelm. Also, the presentation for management went well and I've figured out what I think is a really cool vision for the chasers.
If you own the planet though, you should naturally get full vision of the well.
[quote who="axxo4" reply="72" id="3484038"] 1. The new capship the enslavor for vasari enslave planet population, when in friendly gravity well, it would boost the production of ships and make additional taxes for a time 2. A ship between a cap ship and a titan. That can produce a limited ammount of its own heavy support cruisers (2 -3 of tthem) that will have support abilities directly correlating toward their "mother ship" probably for TEC 3. A new Titan option for
[quote who="Wintercross" reply="65" id="3484020"] Destroyers would be good. Something akin to a Cruise Missile ship would be good too, though I guess that could be a type of 'lancer'/sniper ship like you suggested. I would like to see mobile factory ships. Something that can say build only frigates but also is capable of fighting and phase jumping. Here is another thought. If Invasions was a thing, you could also include boarding a
I think most people agree that more capitals would be good, but what are people thinking in terms of type? Previously, I've suggested Destroyers (AoE glass cannons) and Lancers (snipers). What are the thoughts of others? Likewise, most people seem to want more frigates. What roles should they fill? Previously, I've suggested Defense Cruisers to counteract bomber spam. If we're having invasions, should we have a dedicated unit for that or shoul
Also, I feel that glassing a Lava should probably turn it into an Unstable world that cannot have any population just like a dead asteroid. Glassing an unstable planet then would turn it into a Asteroid Belt with the additional buff that the molten fragments deal DoT to all units in the well. After six minutes, this buff would vanish and it would be just like any other asteroid belt.
I still think they should have tiers, but I agree that more should equal faster. I disagree about food, but perhaps if you don't have the resources to pay for your fleet, passive hull regeneration gets disabled. Starbases, titans, and capitals would get prioritized naturally so that even if you can't pay to regen your frigates, you can regen your big things. EDIT: now that I think about it... letting players choose to pay less than the official amount would actua
Ultimately, I think Sins II should just handle planet classes and fleet upkeep differently. Terrans should be incredibly rare. Gas Giants should be far more frequent and while not being able to be colonized, we should be able to do something to harvest their gases. Also, gas giants should have up to several moons, all of which should have a phase lane connecting them to the planet around which they orbit, making Gas Giants hubs to be defended. By default, desert worl
Honestly, I think it would be better to just give planets a "standing army" stat. Invading would do a DoT to it and it could be upgraded like other planet stats. I like the idea of invasion retaining planet upgrades, though obviously standing army would not transfer. Bombing followed by capture should perhaps retain everything at one level below the previous except for defensive facilities. Glassing should wipe the slate clean and perhaps even change the planet type.
Multiple massive battles is a function of playing at ultra large scales. If you don't like it, don't play maps that big. What we do know... 1. Brad founded both Oxide and Stardock. 2. Stardock published Sins officially, but unofficially helped a ton with development. 3. Oxide games produced the Nitrous Engine which had an RTS-like tech demo. I think I heard something about the Fraiser brothers helping out in some capacity as well. <p
Does anyone have any reasonable theories aside from Sins II as to what it would be?
http://www.mediafire.com/download/lzevn3nds3r9ikx/Reference_1.82.zip It also has ConvertData in there and a couple batch scripts for mass conversion between bin and txt.
[quote who="UnleashedElf" reply="49" id="3483816"]By that logic, the game that should appeal to you the most is Starcraft 2, where APM is very important. Some of the top players there are not super high on their APM and perhaps EPM, but they are quite effective. The answer is I do think it's somewhat of a bad thing. For small to medium sized maps, it's not an issue. For very large maps though, it really does devolve in a way to a click fest. It's a very single player way t
If you're talking about the idea of having a new ship with the ability to invade planets through a DoT that would take longer than bombing but with less economic harm once you'd conquer it, I'm cool with that and even mapped out how to do it back in 2012 or so and devised a mod to add balance to the game by adding Defense Cruisers (anti-bomber-spam) and Troop Transports (basically a cruiser version of the Corsev with invasion capabilities). I thought this conversation was ab
[quote who="verybad" reply="44" id="3483785"] Ground warfare ISN"T pointless if habitable planets are rare and bombardment causes irreparable eco damage. It got boring always blowing up whatever aliens were on the planet all the time, there was no reason to invade. If they make invasion a decent choice, then people will do it. Sure it's fun bombarding the planets the first hundred times but after a while, it becomes rather generic. [/quote]
[quote who="UnleashedElf" reply="41" id="3483760"] A better UI would not solve the problem. If you have 2+ battles going on simultaneously, your attention is divided. Either you need to: 1. Constantly pause the game 2. Divert your attention (sub-optimal) 3. Automate certain functions 4. Some combination of the above On top of that, you have to manage your empire. There's no way a "better UI" can solve any of that. Maybe if you
I'd be satisfied if the thread was simply titled "announcement" and the contents simply said "2"
I'd love for turret speed, projectile speed, and distance to impact weapon effects. If so though, we need Newtonian physics. Otherwise everyone will just creep units forward and then stop them because sins units can magically stop on a dime.
[quote who="axxo4" reply="35" id="3483683"]Can some one tell me what exactly nitrus can do for sins? besides rotating turrets? - i dont understand all the multi core stuff.. will nitrus help with the limit? will they be able to add more ships? [/quote] There are two things holding back ship count in Sins I: endgame slowdown and the 2 gig limit. Nitrous fixes both of these. Endgame Slowdown Think of it this way... Your CPU in your comp
Auto-pathing improvements are a component of what will need to happen to go along with the aforementioned UI enhancements.
[quote who="UnleashedElf" reply="30" id="3483646"] Quoting Wintercross, reply 29 I am conflicted. I would love a turn bases strategic and real time tactical... but I don't think I want Sins 2 to be that... Maybe for a spinoff? Things I really want (which should be possible
If it does turn based strategic, real time tactical, I will never buy it.