GuildedTrader

GuildedTrader

Joined Last seen Member # 4034649
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[quote who="Wrath89" reply="27" id="3052516"] Quoting SgtHydra, reply 22A magnetic cloud has pretty much the same affect on my plans as a plasma storm. Neither one would ever turn the tide of any battle On the contrary. A magnetic cloud can easily turn the battle away from a player who likes using ships with abilities - especially Vasari late-game with Overseers and Subverters, or TEC with Hoshikos. And the effects of a plasma storm are also very significant in all

28 Replies 40,390 Views

[quote who="Pbhead" reply="43" id="3052567"] you are wrong. and i am correcting you.[/quote] Fair enough, but why on the wiki does it describes the Phase Miniturization tech bonus as: "WeaponIgnoresShieldsAdjustment" +5.0% for "Phasemissile" weapons And the NME Warheads bonus as: "WeaponDamageAdjustment" +10.0% for "Phasemissile" weapons I kinda trusted the wiki on this, but you know how reliable "anyone can edit" sites are...

62 Replies 198,762 Views

(Srry for the wall of text. The bottom paragraph is more important than the top two, which are just lore speculation) I think the whole "Loyalist vs. Rebel Advent" thing (and even just plain Advent vs. Advent matches) can be described as two different clashing Unity networks. They might be the same thing to an outsider, but to an Advent... there are srs differences that make the matter srs bsns. But personally, I'd like to see culture be more than

19 Replies 40,109 Views

[quote who="Wrath89" reply="41" id="3051705"] Quoting SgtHydra, reply 40Plus, their missile tech doesn't get any damage upgrade until way late in the game. Not exactly. Shield negation does effectively translate into greater damage done: at max shield mitigation, each upgrade gives a 5% chance for a PM to do about 3x its normal damage. Against capital ships, this translates into +15% effective damage for each upgrade (of which there are 6 total). Against frigates, this is

62 Replies 198,762 Views

As far as content is concerned, I really like to see how the common people of each faction live. You know, from the perspective of the minor civilian character who doesn't survive the whole book cause his planet got pwnd. Really show how destructive and hellish the war is.

36 Replies 140,877 Views

Really good idea. Preferably, we'd see them during that short period of time when the ship is just about to explode and is "listing" to one side. That'd be a nice time for an "abandon ship" moment.

14 Replies 21,505 Views

But we have to nerf the Vasari! THEIR POWER IS UNMATCHED. /joke Really, the Vasari are just the classic "Powerhouse" faction that's in quite a few RTSes. Strong but expensive units. It really balances itself. Hell, they even get the worst planet upgrades. Who the hell needs more population on volcanoes? Nobody. TEC and the Advent get to have tech for the actually habitable worlds. Plus, their missile tech doesn't get any damage upgrade until

62 Replies 198,762 Views

We already have space jail. It's the "penal colony" planet bonus. It's present on asteroids and volcanic worlds. There is absolutely no need to have two types of space jails in a 4X game that's suppose to be about epic space combat.

16 Replies 12,032 Views

/signed I really think that giving non-colorizable astronomical bodies (cept wormholes) more impact in gameplay is something that needs to be addressed in Rebellion. Why have space junk, asteroid fields, gas giants, etc all over the place when they have barely any impact at all on gameplay? I more or less ignore them. Sure, I send ships through them when necessary and make sure to check them for a mining site, but to me it never really matters what sort of astronomical body th

28 Replies 40,390 Views

All of this stuff is very interesting from a lore point of view, but becomes pointless micromanagement when brought into gameplay. I'd love to know the various crew sizes from each ship or what the operational range is, but that's only because I'd use such stats in fanfics or for comparison when worldbuilding for another story. Sure, I love data as much as the next nerd, but why should an hour long match of Sins become dependent on making sure you have en

37 Replies 33,475 Views

I was involved in a discussion on this topic on TV Tropes. The identity of the Vasari "Enemy" was theorized to be: 1. Grey goo scenario (considering the Vasari use nanotech at the present, I doubt it. Asimov's Laws of Tool Use really put this into question. I mean, humans can imagine nanotech going crazy, why couldn't the Vasari? Unless they're stupid, there's no way it could have been an evil nanotech monster all along). 2. Green goo scenario (ie. The

25 Replies 27,692 Views

[quote who="KrdaxDrkrun" reply="13" id="3032318"]I am working on something similar... I am adding particle effect flairs to planets to randomly generate weather and clouds and stuff. It's going rather well![/quote] This post made my day. Exactly what Sins needs. Bet aurora can be generated the same way. ------ Edit: And I really hope <a id="ctl00__Content__RepeaterReplies_ctl10__LinkUser" class="hand" title="C

17 Replies 51,242 Views

[quote who="GoaFan77" reply="3" id="3031397"] Quoting SgtHydra, reply 2Planets should be fine, though. Probably just involves adding a visual layer over the base skin. Problem with planets is things like mountains and oceans. Different colored forests, deserts, or other things are probably fine if blended together, but if on planet texture A there is an ocean and on planet B there is a desert, even a little blending won't look good. Thus even if they did implement it the r

17 Replies 51,242 Views

I typically love campaigns, but they really do fall flat on the story side of things when RTSes are involved. Bad characters, cliche plots, and a uninteresting resolution (I'm looking at you, Ensemble Studios). All I can suggest is that it'd require a damn good writer on staff in order to get any approval from me.

110 Replies 244,021 Views

In a sense, the same way planetary rings are implemented. Some planets have them, some don't. All I'm really talking about (for the planets, mind you) is an expansion of that idea. As for ships, I myself am unsure of how to impliment them, whether or not they'd look any good, or even if it's a good idea at all. Really just brought it up as a suggestion for future Sins games. I kinda assume you'd have to intend for this modeling system f

17 Replies 51,242 Views

While I think missions can be very useful in providing structure to a new player's game, there is always the feel that you're in some sort of binding contract you never agreed to. I was just playing Anno 2070 the other day, got a mission I didn't want to do, ignored it, and was sent back a soundbite that when something along the lines of "You lying cheat!" I mean, I never agreed to anything. How am I a liar or a cheat? It really should go somethin

19 Replies 19,754 Views

Using permutations, a wide variety of unique visuals can be created with minimal effort. This technology is already being used by modders developing the "Black Mesa" re-imagining of Half Life 1. Using only 3 base heads and multiple different facial features, hairstyles, and facial accessories (glasses, pencil behind ear, scars, hats, etc); an

17 Replies 51,242 Views

[quote who="Sinperium" reply="20" id="2943766"]Yeah, it's the "sucks" problem that makes it bad at present. I actually think they should have a "heavy" bomber type for defense hangars and starbases and a "fighter-bomber' for escorts that can serve as dual role.[/quote] Holy shit, this ftw.

153 Replies 375,022 Views