MRDred

MRDred

Joined Member # 2506579
0 Posts 0 Replies 392 Reputation

Gentelmen. Please. No need to convinece anybody about your viewpoint. Everybody decides him/herself if he/she likes a game they are playing. Trying to tell somebody he was playing wrong gets nobody anywhere. His observation is actually not to be disregarded. He made a pretty good point here. Whilst this game has gorgeous graphics, an absolutely amzing UI and perfectly streamlined mechanics with many tactic possibilities and only a slight hint of buggyne

59 Replies 205,783 Views

[quote who="Bigglesworth_XIII" reply="7" id="1857823"] No. The proportions here are prohibitively impractical. I can think of about twenty reasons why this wouldn't work[...]I think you underestimate how much energy that would require.[...] Short trips (Sol to Alpha Centauri?) would be on the scale of tens of thousands of years. That's assuming it's moving really freaking fast. Furthermore, I fail to see the problem which this is supposed to be a solution to.

262 Replies 635,843 Views

[quote who="Bigglesworth_XIII" reply="7" id="1857823"]Quoting MRDred, reply 6I feel my inner nerd awaken. Inner nerds deserve a proper edcuation in science. Don't wake up your inner nerd just to have it spout nonsense.[/quote] Argh, a deadly blow. No wait... its ultimateley totally pointless because in fact it lacks any argumentative point. The Non must go. Now.

262 Replies 635,843 Views

I feel my inner nerd awaken. The nerd is the hot light in the darkness. All else is unfullfilled void. This is a special place. We must not allow this place be soiled by the Non. Non must go. Now. Okay lets take this dead serious. Space warfare. Tough cookie. Lets pick up a scenario, two neighbouring planets at war. We pick a random setup, lets say world Earth located in the Sol system VS some random world at Alpa Centauri.

262 Replies 635,843 Views

Its actually quite easy. The moment you assign a squad it comes full force (ie - click on the icon) but if the squad is destroyed and needs rebuilding it takes time (not clicking an icon). It will surely need some additional lines of code but it should not be that difficult distinguishing between an assign click and auto rebuild. The only issues i can think of would result in scutteling squads (wich is bugged in any case atm and needs work). A player could insta rebuild by scutteling

77 Replies 14,274 Views

Theory of the fading suns: Because suns have only a limited lifespan, those cool out the fastest being the farest away from galactic core. Of course new suns are born from time to time, but even sun-birthing gas clouds are exhausted at some point. So the general idea is the suns die from outside in according to entropic rules. Space-traveller civilizations (and they have to become space-travellers or perish - living without a sun is not possible, except for hydrotherma

86 Replies 250,310 Views

Freshly produced vessel should come with squads. If you are under siege and finish that last carrier to turn the tide it would be pretty bad to find batteries... excuse me... fighters are not included. So first squads instant fresh of the factory. Only the first two or three squads. There is no problem with insta squad upgrades (basically what you do how your carrier will be armed), the problem is just the reproduction of the squads.

77 Replies 14,274 Views

Well, we all agree carriers were to weak. Now carriers are powerful and that is fine. The problem is not the hurt a a carrier unleashes, the problem is it unleashes INFINITE squadrons. The defence vessels (flaks, counter-fighters) are rendered pretty ineffective, they seem not to have any effect because each victim is replaced instantly. "Why should i build defences VS something wich is instantly replaced at no cost? I rather eliminate the source." If

77 Replies 14,274 Views

TEC is a pretty solid faction. Its lacking in special abilities like GUARDIAN or SUBVERTER but makes up with that in raw survivability and DPS. They have also the best economy in the game. The start of a game and the overall strategy is in heavy flux, the most influencing factors being map size and how many opponents you are up against. In a small map you probably want to focus on sheer force primarily whilst in larger maps you want to get an advantage from your economics.

17 Replies 7,149 Views

As earlier stated "kill him before he gets it out" makes it in no way balanced. Also, you might be ablet to beat the first RA armada. But there will be casaulties. Casaulties you have to pay to replace and produce from logistics. The Vasari does not only that, he also includes tactical and those ships come all in free. Its actually as you would be fighting TWO people. Thats in no way okay, sorry. Gettign a second player to join in probably does the trick, but a single race being the equal worth

50 Replies 19,671 Views

http://planetquest.jpl.nasa.gov/AlienSafari_launch_page.html Besides... this is what sets aside the master from the crowd to ttake a cliche and turn it into something completely new. Like the encounter in the space bar with all kinds of weird aliens. Lets assume they are all human. A quasi-dead tech zombi and a guy liked with a mind linked to a wasp hive meet a normal human. But as it turns out this normal human is the most weird of all... Or the usual scifi ship clice

44 Replies 136,473 Views

[quote] Second of all, and most important thing of all things. Sins is NOT an economy simulator, was never and will never be! Why I’m saying this? Well lets say some people playing are slightly starting to tic me off. Sins economy serve one and one thing alone: Killing your enemy. [/quote] If one realizes the neccesarity to commit an act one must not hesitate and commit himself fully to the cause. If one is forced to act the actor should be capable of justifying his acts to

58 Replies 41,684 Views

I do not think the problem lies within the automatism. Making it non automatic would simply elevate the need for micro - and to be honest - make the game cubersome to use. The shining fact about SoasE is its extremely streamlined UI covering a pretty deep game so well that you easily mistake it for something much more simple at first glance. I would shift the structure itself from tactical to logistics (as i mistakenly assumed). The problem is, as being mentioned, the fleet cap

50 Replies 19,671 Views

@bloohawk32, vorash tepesh Aiiiieee... you are right. This changes everything obviously, adding tremendously to production capabilities. How could i mix that one up. Of course this makes the above statement rather usless. Okay, it is overpowered then ^^

50 Replies 19,671 Views

Effective, yes. But by no means a single carrier is able to shut down an entire planet. Thats a little over the board, don't you agree?

27 Replies 15,608 Views

[quote]What exactly don't you understand?[/quote] Two things. The only weapons of the SOVA are its bombers since it can't stand and fight - if it does its toast. Bombers tend to get creamed by fighters. Also with Hangar defences being practically the first offensive tech you can research i do not see how two bomber squads could be a threat to a homeworld or a capital, especially considering that the capital gets its own squadron at level 2 (wich can be bought). <b

27 Replies 15,608 Views

Its set to default auto activation, build it, research the tech - and i mean here right to the end of the empire tree - and wait. Since shipyards and resource and even research (you need eight non-ship labs) are all logistics and a portal costs 10 logistics points whilst a capital shipyard costs 4 i do not really see a problem here. I have to admit that i have never played against it, only played it myself to see how it is working. Facts about RA: 1) Its setti

50 Replies 19,671 Views

Uhm... let me put this straight: We are just talking bombers since the SOVA is constantly running... The bomber squadrons from a single, early SOVA killed your RADIANCE faster than your frigates could finish the SOVA? With a frigate yard in system (wich it can not directly assault because it has to keep running or facing the RADIANCE in a direct engagement - wich is kinda suicide)? The embargo can be used twice to steal like 400 credits (200 each use), then antimatter

27 Replies 15,608 Views

[quote]Also, phase stabilizers take up Tactical slots, not Logistic slots. One upgrade gets you 10 additional slots, enough for the stabilizer.[/quote] A important note. Yes thats right. It was a mistake taking system defences into consideration. Phase stabilizers take no tactical slots. A beginners mistake. However, shipyards and economic buildings (trade ports) are logistics. That means fleet production capabilities AND income. And ultimately, this is what really counts.

20 Replies 9,631 Views

I do not think it is overpowered. I have just played a few games and non versus human players (well its the second day i play this game), but i already tried to get some friends "into". I am pretty picky when it comes to multiplayer space strategy games. The first thing i do is reading the forums, looking if there is some sort of gamebreaker. From all the heated debates here i thought i would better check into it myself. All previos games i played Advent solel

20 Replies 9,631 Views