[quote]Gamestar, together with PC Games the biggest pc gaming magazine in germany, gave Sins only 69 of 100 points.Totaly redicilous, seems like they never heard about this game and let someone with no clue test it who thought it doesnt deserve a high rating cause its from a small company.Seriously, someone of Stardock or Ironclad should contact them cause a bad rating in gamestar means a huge blow to Sins at the german market.[/quote] Don't get me started. I'll just bite my tongue here
aRoobs
I don't give a damn about the score, since the way games are scored generally is so broken. The only blatantly incorrect fact that jumped out at me was when the reviewer said was that metal & crystal extractors decay over time or something, and many of his other complaints (tedium & simplicity) I at least partially agree with. To each their own.
Hi Kruelgor, I'm curious - how are you choosing the numbers of ships? I'm assuming that you're equating cost or supply or something. c_c
looking forward to the patch. I think it's generally moving the game in the right direction. It should be interesting to observe how well long range frigates go chasing carriers in circles around the edge of gravity wells once 1.04 arrives.
[quote]I'm still waiting for an excited post about the benefits of gathering intelligence on one's opponentsNo need for an exciting post, but you're right. Scouts are important. Especially on random maps.[/quote] I take back my slightly jestful remark - your thread has indeed provoked a discussion yielding some interesting suggestions, which isn't a bad thing at all.
Sideshow_: 'supsension of disbelief'? pah! multiple factories share the same build queue! the ships have maximum speeds substantially less than C, the speed of light! space is treated as two dimensional! planets can produce infinite quantities of ships that are of a comparable scale to the size of the planet! To me, these all streamline the interface at no cost to the gameplay. TarlSS: excellent point - maybe left|right clicking using keyboard modifiers (ctrl, alt, shift) coul
I'm still waiting for an excited post about the benefits of gathering intelligence on one's opponents :)
beat me to it Sideshow_ krogothCAD : you sound suspiciously like an EVE online player. I've yet to find another game that is better improved by doing something else most of the time.
[quote]My wish list:-An in-game clock that tells you either how long have you played or tells the real time.-A in-game MP3 playerI think thats all for now.The in-game clock is quite important for me.Even with the demo,i tend to play it till the wee hours in the morning.I cant afford to play this uber addictive game till midnight when im in session.[/quote] Aahaha. I think perhaps Sins is more personally destructive than the better turn based strategy titles, since that opportunity for s
re: "On forum etiquette, complaints, and suggestions" in a disastrous twist, the sins forums are discovered by denizens of teh intarwubs! abandon all hope! (i do agree with your sentiments annatar11. everyone should try to be civil and strive to keep criticism constructive, but realistically in many cases this isn't going to happen) To any devs out there: Sins is the only strategic space game that's been able to capture my attention since MoO2 days - cheers to you folk
Interesting replay. "FrogHuntingBoyFanX" does indeed have a relatively miserable start - Kruelgor has 2 asteroids colonised before FHBFX gets his first. FHBFX goes to considerable effort to gain intelligence upon the enemy, observes, then reacts with an appropriate counter strategy. Well played. It's a bit ridiculous for Kruelgor to argue about fleet sizes. For almost all of the game, Kruelgor had a far superior fleet - he just chose not to use it when he had the advantage. Compromising
Reverse-engineering the AI from the game executable so you could make it depend on an external ship preference list sounds like a nightmare. Besides, whenever a new patch was released you'd have to do it all over again. Maybe later patches might expose more of the parameters of the AI for modding, but I doubt this is high on the list of priorities.
The two distinct issues here that most folks seem to agree upon are: PROBLEM #1: siege frigates have been nerfed to the point of complete redundancy (thanks innociv for your comparison with marzas) Potential Solutions: Nreth: reduce siege frigate supply, make planets stronger - downside : buffing planets unbalances capships vs planets - planets are already pretty tedious to kill Snipafist: completely change the role of siege frigates from anti