trackpads

Limit number of frigates per type.

Limit number of frigates per type.

I have noticed, and it so annoying that once the computer or any other player creates a fleet with about 200 frigates then nothing will stop them.  The problem is that with say, 200 illuminators or any other small vessel is that the starbase or anything else can only attack a certain number of targets, no where near close to 200.  Which means that a maxed out starbase can be gutted in less time than it takes to lose a single frigate. 

 

There should be some sort of cap per type.  I would say 50 at most.  Otherwise it makes the end game a fleet chasing exercise.

Thanks again and I am sorry if this has already been addressed.

 

-Jason

269,453 views 89 replies
Reply #51 Top

Quoting GoldenLegion, reply 50
''Why dont you just mod the fleet supply to be really really low? that will make every single ship very special and important''

 Actually, on that geat point why not just make a mod for yourself If you only play singleplayer, instead of calling out the entire game to be radically changed for your preference?

It baffles me, because as already stated there are already counters in place , so instead of calling the game mechanics to be changed because you can not beat a AI spam ,why not learn the counters?

Umm, I would like the option in the pregame, I NEVER said it had to be for everybody.

How can you guys post but not read?

Reply #52 Top

Quoting trackpads, reply 49
Lastly, kids, if you dont want to read the thread then why post?  Are you acting a little childish and self serving?  "I dont like this thread but I am going to post anyway".

Fine, I'll play your game...

The problem is that with say, 200 illuminators or any other small vessel is that the starbase or anything else can only attack a certain number of targets, no where near close to 200.  Which means that a maxed out starbase can be gutted in less time than it takes to lose a single frigate. 

Let us grant that this is actually a problem, and specifically, that the reason SBs are so weak is that people can build too many frigates...

There should be some sort of cap per type.  I would say 50 at most.  Otherwise it makes the end game a fleet chasing exercise.

How does a cap per type help the situation at all?  For simplicity, let's just assume all ships are comparable on a per ship basis (ie one LF is equivalent to one HC in terms of resiliency/firepower)...now pick a number, any number...let's just say 200....

So at 200 frigates, your fleet can pretty much pop an SB almost instantly...how does limiting the cap per type change that??? So instead of having 200 LRFs, I have 50 HCs, 50 LFs, 50 Carriers (with 100 bombers), and 50 LRFs...I still have 200 ships!!!  The SB is still going to be destroyed very quickly and still have the same targeting limitations...

Your proposed solution does not even remotely address your stated problem...furthermore, your stated problem (that SBs are weak to late game fleets) isn't even a problem in the first place (if SBs were powerful enough to take on entire late game fleets, games would never finish)...

I'm not going to (and haven't) insult you or tell you you're dumb....I'm simply going to say that I think your logic here is fundamentally flawed...this thread was completely butchered and rendered pointless when the topic turned to first person shooters vs. RTS games like Sins, and I have no regrets in sharing my observations...

 

Reply #53 Top

Quoting Seleuceia, reply 52

Quoting trackpads, reply 49Lastly, kids, if you dont want to read the thread then why post?  Are you acting a little childish and self serving?  "I dont like this thread but I am going to post anyway".

Fine, I'll play your game...


The problem is that with say, 200 illuminators or any other small vessel is that the starbase or anything else can only attack a certain number of targets, no where near close to 200.  Which means that a maxed out starbase can be gutted in less time than it takes to lose a single frigate. 

Let us grant that this is actually a problem, and specifically, that the reason SBs are so weak is that people can build too many frigates...


There should be some sort of cap per type.  I would say 50 at most.  Otherwise it makes the end game a fleet chasing exercise.

How does a cap per type help the situation at all?  For simplicity, let's just assume all ships are comparable on a per ship basis (ie one LF is equivalent to one HC in terms of resiliency/firepower)...now pick a number, any number...let's just say 200....

So at 200 frigates, your fleet can pretty much pop an SB almost instantly...how does limiting the cap per type change that??? So instead of having 200 LRFs, I have 50 HCs, 50 LFs, 50 Carriers (with 100 bombers), and 50 LRFs...I still have 200 ships!!!  The SB is still going to be destroyed very quickly and still have the same targeting limitations...

Your proposed solution does not even remotely address your stated problem...furthermore, your stated problem (that SBs are weak to late game fleets) isn't even a problem in the first place (if SBs were powerful enough to take on entire late game fleets, games would never finish)...

I'm not going to (and haven't) insult you or tell you you're dumb....I'm simply going to say that I think your logic here is fundamentally flawed...this thread was completely butchered and rendered pointless when the topic turned to first person shooters vs. RTS games like Sins, and I have no regrets in sharing my observations...

 

 

Why 50?  You are still above what I would pick and I would have it different per ship type.  50 Kodiak's are much different than 50 cobalt's.  That's why its called an 'option'.  We should be able to tailor the game as we choose.

Starbases will always die if left alone, that wont ever change.  What should change is the fact that you spend tons of time and resources for something that is gone in less than 30 seconds.  What an absurd waste of time.

-Jason

Reply #54 Top

then why would you even think of building it. You just found a solution to your problem

DO NOT BUILD STAR BASES


Reply #55 Top

I never insulted you.  Your behavior greatly confuses me which is what I said.  You're getting your butt kicked by the hardest AI (as most people would) and in response you want to make it harder.  That's what I don't get.

I don't mind the idea of limiting the AI to counts of various types of units under normal circumstances (obviously if you spam fighters, it should be able to spam flak back at you).  Giving encouragements to the AI to build more varied fleets is fine by me.  I'm assuming the AI is done via some sort of internal reward system, so simply increase the reward it receives when it builds a balanced fleet.

Also, as I'm assuming that something like this would already be in place, I'm curious what fleet you had just prior to the illuminator spam.  Did you spam LF?  I'm not trying to insult you, I'm just trying to figure out what the cause was.  I have nothing against improving the AI.  I'm just really curious why you're complaining about an AI that killed you being too easy.

Reply #56 Top

Quoting trackpads, reply 49

2.  Star bases have to be important, if not then why have the TEC Loyalists at all?

Big Red Button

Disorientate/Meteor

I have nothing to say regarding the Orkulus other than "Orkulus."

 

There are plenty of ways for Starbases to shred fleets.

Reply #57 Top

Still, why should the devs add something in because you get annoyed when your starbase dies?

If you looked around a bit on advice for playing you would know all defences are for slowing down the enemy late game, maybe you are simply playing the AI on a too difficult setting for your current skill.

And to clarify , It would not really matter If you had 200 Illuminators or 50 of 4 different kind of ships, that starbase would still go down.

Reply #58 Top

Yes, but I dont' want to use big red button, I get tired to build star base and upgrade 2 button and hope a.i come to you. It's just too much of work, though I use big red button as if need to be, but mostly I dont' upgrade big red button as I build and upgrade everything, big red button acting as backup and slow fleet down if starbase can't do a job defend system from fleet.

Reply #59 Top

Why on earth should the devs waste time implementing, testing, and supporting an easy-mode button for one person's personal preferences about how a strategy game is supposed to work? Why would they fritter away their efforts on such a pointless exercise when they could be working on the entire product for a portion of their customer base that numbers more than one?

Reply #60 Top

It's worth mentioning here that if you really hate the defense structures that much you can change them them yourself via a basic mod. I don't know that it will work to bump the number of targets you can attack at once to 200, but you can scale HP/damage as high as you want.

Reply #61 Top

Quoting Maktaka, reply 59
Why on earth should the devs waste time implementing, testing, and supporting an easy-mode button for one person's personal preferences about how a strategy game is supposed to work? Why would they fritter away their efforts on such a pointless exercise when they could be working on the entire product for their a portion of their customer base that numbers more than one?

So far as I can tell, it's not even an easy-mode button that he wants.  He wants a hard mode after getting killed by the current hard mode.  I don't understand..  :S

Reply #62 Top

OP is talking out of his ass and everyone is responding to that. Care to elaborate why would anyone waste time in this thread?

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Reply #63 Top

I don't like limits in RTS games.  I remember being very excited about Age of Empires III only to be told I could only build X amount of this and Y amount of that.  I can appreciate some of the reasoning behind this request, but frankly, my only response would have to be rather than forcing limits on certain types of units, perhaps we need to reduce the limits or some of the other things such as starbases, perhaps placing a soft cap on them (i.e. they consume resoures to keep running therefore you can only build to your resource base) or something like that.

That being said though, I haven't had any of the problems you're having and fell the formula is still pretty sound (considering we're still in Beta).

My vote would be to leave it untouched.

I don't like the idea of it being an option either.  I feel that games all too often try to be everything for everybody and wind up getting bogged down as a result.  The devs here I think ought to continue to focus on improving the existing formula.  Every game has critics, and you can never please everybody.

Reply #64 Top

NO, NO, NO, NO!!!!!!   Please do not put any limits on ship production tha aren't already in the game.  This is NOT a good idea.  If someone wants something like this, they can mod it in.....   I feel the same abot the Superweapons, but I'll leave that to another thread.....

Reply #65 Top

Quoting dfalken, reply 64
If someone wants something like this, they can mod it in.....   I feel the same abot the Superweapons, but I'll leave that to another thread.....

It can't be modded, that's the problem...either the game allows for limits, or it doesn't...

Reply #66 Top

game needs to run more stable.  Players only get 1 of each ship type and 1 capital -but no fighters for capital.

 

Reply #67 Top

Quoting trackpads, reply 34

Quoting reinforcedpanda, reply 32This is an awful idea lol
In an RTS you should be able to build your fleet however you want to build it.

You just need to learn how to counter 1 ship fleet attacks. It's not that hard once you learn how. 

I have been playing for six years, trust me, I know...  The point is that we need more pregame options.  Setting a small fleet size does nothing except make defense more sustainable against mixed fleets. 

Sins, btw, is not RTS.  Read the manual, or even the website:  "Sins of a Solar Empire is a “RT4X” game, blending the epic strategy and empire management of the 4X genre with the fast-paced and tactical elements of real-time strategy."

If I wanted RTS I would play on my Xbox.  This game is much more than just an RTS shooter.

-Jason

Do you even know what an RTS is trackpads....

Reply #68 Top

Quoting MayallCommunion, reply 67


Do you even know what an RTS is trackpads....

My guess is no.

Reply #69 Top

No he doesn't. Why do we keep reviving this stillborn thread?

Reply #70 Top

you know this is like a rant due to superweapon limits, yeah?

I mean, why stop with limiting frigates? if you have more planets than I do, you get more income and can buy more ships and more starbases.

I propose you start the game with a handful of credits, metal and crystal, and do not generate more. Then, you get 5 of each ship type to start and cannot build more, so that it is fair. oh, and additional planets would only allow you to setup more research stations and imbalance the game, so you can't have more planets either.

Oh, and then if you win a match, you arent allowed to play again, because that would put you at an advantage compared to other people...

Then, you know, we should really consider the people that can't afford the game or don't have sufficient hardware to play it... so nobody should be allowed to play it... since that would be unfair...

and then, obviously if no one could play it anymore, those of us that already have shouldn't be allowed to talk about it or think about it, so can I get everyone's name and home address? I'll need to hunt you all down and shoot you so that it's fair to those that haven't been able to comprehend such an awesome and well balanced game.

Reply #71 Top

Don't forget to commit suicide afterwards, if you survived that'd be mega unfair.

Reply #72 Top

Starbases are supposed to supplement your defences and a planets lifespan, they wont get rid of entire fleets and if they go down in 30 seconds so what? if you don't have additional defences placed correctly along with the tech and a fleet to help then yes, on its own its going to go down and its going to go down hard and fast.

Reply #73 Top

Quoting mcintire, reply 71
Don't forget to commit suicide afterwards, if you survived that'd be mega unfair.

don't worry, ill want to after shooting everyone... of course, you know, if I'm the only one left who knows about the game and this new rule....  *_*

Reply #74 Top

After reading through the OP's opinions and everyone elses counter points, I think I have come to a conclusion on limiting ship types. 

 

Two letters....

 

NO.

 

 

 

 

I just last game held off a fleet AND a Titan with 2 capships, and defenses with a mid level starbase.  It can be done.  Learn to be a strategist.

That is all.

Reply #75 Top

Hell no, if they implement any more caps on anything. I am done with this game. Cap ships and Titans are different.


Putting a hard cap on superweapon is a lazy way out of an issue. Nerf Novalith a little bit and everything will be alright, but no, everyone just want to hardcap it. Come to think of it, whats the point of playing TEC Loyalist now while one of the most distinctive thing with TEC Loyalist is gone?

 

Now, you want a hard cap on all the ships which is even ridiculous. And what the hell is RTS Shooter? Did i miss something? RTS pretty much only exist on PC, except a few games like Stormrise, Halo Wars and Sup Com that also appear on consoles, but failed miserably.