sesmet333

sesmet333

Joined Member # 3131180
0 Posts 2 Replies 134 Reputation

[quote quoting="post"] If you don’t have Sins of a Solar Empire: Trinity already -- get it now. It’ll be the only way to get into the beta for Sins of a Solar Empire: Rebellion which is due out this Fall. [/quote] and what about those of us who bought the game and expansions as they came out ... or is our loyalty going to be ignored in favour of new customers?

56 Replies 444,011 Views

Ive given the idea of land combat some thought and I couldnt at any point figure out why it would be needed. In the sins universe, rather than send down armies to invade the planet fleets simpley bombard it from orbit and irradicate the inhabitants ready for me to take over. Besides I play sins for the awesome space combat, I have empire at war for the other stuff.

102 Replies 326,769 Views

to be honest I think there will be a limit, the whole thing reminds me of empire at war: forces of corruption, which had a similar situation with the super star destroyer, that thing was so powerful that you were limited to one at a time so I cant help thinking that there will only be one titan at a time. Which if you think about it makes sense. In terms of the fiction they are obviously going to be practically bankrupting to build so building fleets of them would be dumb and in gamep

20 Replies 15,885 Views

yeah the AI doesnt generally do to well on multi-star maps if they're anything lower that hard. I find on hard they seem to do quite well :S but then at other times they are totally useless

7 Replies 5,889 Views

From the sounds of it you have basically been caught in a defensive rut. Youre trying to hold your ground on multiple fronts and your fleets and economy cant keep up with the pace and are slowly being worn down. Ive been in this position before If you keep as you are you WILL loose. It might take a while but eventually one of your fleets will become so thin that one large attack will smash it to bits and when that happens you'll start loosing colonies. When I go

14 Replies 10,678 Views

[quote who="Darvin3" reply="4" id="2790688"] Part of the issue is that you are making an unfair comparison...you are starting with the colony capital ship (progenitor) when you play advent but not with the colony cap when you play as TEC (akkan) This is definitely the issue. Choosing a Marza over the Akkan will sacrifice a great deal of your early economy for extra combat power. If you aren't rushing, there's literally no point in doing this. as te

17 Replies 9,557 Views

I dont know what all this "if its 4 jumps away concentrate on military" stuff is, but i find that military is the best to focus the majority of your efforts early on, I dont think the distance of the enemy homeworld makes a real difference because you need to boost you military strength early on anyway to at least give you access to lrm frigates and maybe a couple of weapon and defence upgrades to get a good fleet going

6 Replies 4,019 Views

why is everyone so desperate for a campaign? its epic as is and i doubt the gameplay would support a campaign :s

12 Replies 5,801 Views

I dont like the idea simply because of the AI. Its good but I wouldnt trust the AI with my hard built fleet. I'd rather shared control and then only if it were flexible rather than completely under AI control

8 Replies 4,432 Views

[quote who="chris0101" reply="39" id="2403481"] Of course for realism, we wouldn't have gauss cannons with limited range. IN space, there's no atmosphere to stop the projectiles or build friction![/quote] Thats a good point,,,though you have to consider targeting, there is no range limitation (save for any obsticals that may be in the way) but keep in mind that a ship as in sins would be a very small target in the vastness of space, at a certain distance range is l

88 Replies 35,808 Views

[quote who="VarekRaith" reply="6" id="2393544"] Quoting N3rull, reply 4This would basically render siege frigs useless, don't you think? They already have a hard time being of much help. This issue in Sins breaks my willing suspension of disbelief. Not having planetary guns/missiles is completely and fantastically unrealistic! /my $0.02[/quote] "Unrealistic" I love that it must be the best statement Ive ever read on this forum...

88 Replies 35,808 Views

[quote who="Allegiance86" reply="7" id="2392142"]Try more CAP's, more tech, more cruisers, more frigates........................the list can go on and on. They dont have to stop with a Diplomacy expansion. Really there is a HUGE amount of things they can add to this game to change the overall gameplay.[/quote] Why? dont need more caps, more cruisers, more friates what we have since entrentchment is fine. I doubt IC will wnt to add more things that will just complicate t

8 Replies 6,079 Views

well ive never heard such a thing and the major game sites (gamespot, ign, gamespy etc) have only ever spoke about 3 micro expansions planned (now cut to 2 obviously) and IC has said nothing about a large one on this site but they id talk about micros. So I seriously doubt its likely that theres going to be a large one...I mean anyway what would they put in it?

8 Replies 6,079 Views

thers been no mention of large expansions, dont start getting peoples hopes up. Until a large expansion is announced its best to assume that there wont be any

8 Replies 6,079 Views

I think caps are fine, i dont know why people cant live with them not being all powerful. Though I must admit it would be nice if they were a little less suseptable to focused fire. In early game with early techs they serve brilliantly at drawing fire from smaller ships whilst lending their own massive firepower to the fight but later on the combined weopon techs combined with the larger fleet numbers means that so much firepower can be brought to bear on a single target that a capshi

53 Replies 475,630 Views

yup i agree very small player count, not too suprising given the scale of the game it can be a real chore of organisation to keep a game going unless you have friends who play. Though that saif I font threat about it too much, single player is an absolute blast :)

7 Replies 14,204 Views

I tend to stick my starbases in choke points most of the time then dot the areas around the incoming phase lanes with mines. Thats where their most useful and in smaller wells as a previous poster said they can cover more of the gravwell and players will have a tough time getting their fleet around it without entering weopons range plus those mines should hopefully pick a few ships off as they jump in if a player doesnt be careful and scout (or delay them whilst they clear them before sending

11 Replies 16,770 Views

I think it would be a briliant idea to do it this way, inact I wonder why a lot of RTS games dont employ such a system cause it makes the entire process easier

15 Replies 10,240 Views

I've never seen a problem myself. Yes an enemy fleet can just rush past the base and out but the idea isnt to stop them completely, its to make it more risky to do so. I mean think about it youve gathered a big fleet together, you jump to a planet, theres a starbase, nw you can either engage the starbase before moving on OR you can jump past it to the next grav well, imagine you jump to the next grav well, you take damage, and then a large hostile fleet pops into view, basically with

48 Replies 127,731 Views