P5y P5y

Random civilian ships and civilian starbases

Random civilian ships and civilian starbases

Ok , this might just put the CPU on total overload , but it would be a nice touch to have civilian ships flying around under nobodies control , and starbases just to make it feel like you are protecting a civilisation and not just resources to make more units. Maybe something like that in the campagin would be nice.

Or even a RPG mode button..to disable and enable random civ ships
68,650 views 39 replies
Reply #26 Top
...get caught in the planet's gravitational field and begin to slowly start a freefalling orbit.
Reply #27 Top
yes, I want that extra step of "hahaha" and strategy.

but mostly "hahahhahahahahhahahahaha"
Reply #28 Top

impossible? or just really hard.

Impossible.

Reply #29 Top
well, that does kindof stink...
Reply #30 Top
i'm pretty sure the AI are smart enough to stay out of the planets gravitational pull. i mean i'd rather park my taxi above the atmosphere safest distance from the planets gravity. come on, it's not like the planet is a backdrop part like hw2 uses, it's the real thing that is constantly moving and always in animation regarding rotations of the planet and cloud movements. wow speaking of cloud movements couldn't you guys somehow alter some of those clouds and replace it with some sort of light as if it is seen as another ship cruising by?

imagine the activity of your planets airspace live in action. talk about future specs that would really set the realistic accord of the games depth.
Reply #31 Top
impossible? or just really hard.
for instance what if my engines get blown out on an approach run to a planet.


There are no parts in Sins and you can't blow the engines away. As far as I remember Ironclad looked at the possibility of modular ships but decided against it for now.
Reply #32 Top
no, from what blair said they agreed to modularity on only the largest of ships. i.e. capships and not frigs

dont underestimate me SV.  I've been with this longer.
Reply #33 Top
Wow, this thread has really... um.. progressed.

All i have to say is i wonder how close to the planets surface we can actually get.
Reply #34 Top
Enough not to get destroyed.   And since Schem is more likely to be correct than me, I don't know what will stop the capital ships from crashing (unless engines aren't one of hte modules).
Reply #35 Top
FEAR THE MIGHTY BATTLETAXI!
Perhaps a special weapon where a load of battletaxis get near a ship, get it in a tractor beam and throw it into a planet/large astriod

Back to the realms of sanity (dont worry only for a few mins my loyal fans), i think Lharrs system might be a tad too much micro (if i understood it right, only just woken up from naptime), perhaps having my system exept maybe a slider bar which you use to select the ratio of escorts to actual trader ships? would be good as too far one way and your open to attack and too far the other way and your not going to have a very large inflow (also means the trade rouits in safer areas can have less escorts while the ones near the enemy can have more).
Amount of ships per trader station wise, couldent it simply be each 'trade station/market' or whatever were gonna call it has a set amount of tradeships (both escorts and trader) avaliable.
Reply #36 Top
FEAR THE MIGHTY BATTLETAXI!
Perhaps a special weapon where a load of battletaxis get near a ship, get it in a tractor beam and throw it into a planet/large astriod

who leaked the great US's army plans...
(( <_< >_> ))
Reply #37 Top

FEAR THE MIGHTY BATTLETAXI!
Perhaps a special weapon where a load of battletaxis get near a ship, get it in a tractor beam and throw it into a planet/large astriod

who leaked the great US's army plans...
(( <_< >_> ))


if the US army tried this they would probably end up getting a British ship caught by mistake...

Back onto Sins, are astriods going to actually be damaging in some way? i mean is it possible that an astriod field is a place that your ships should avoid (as you may loose a few ships) but you can decide to anyway (to get the surprise on someone).
Reply #38 Top
Back onto Sins, are astriods going to actually be damaging in some way? i mean is it possible that an astriod field is a place that your ships should avoid (as you may loose a few ships) but you can decide to anyway (to get the surprise on someone).

ah, I think I heard something about this WAY BACK WHEN. (like, way WAY back when...)

I think asteroids if collided with are damaging, and something about how one of the TEC's magnetizing abilities can cause debris to accelerate into (and damage) opposing ships.
Reply #39 Top
now that would be cool, causing damage to v ships by just flying into an astroid field...