I don't like the implications of this title. If the furries aren't going to Hell, I think I should steer clear of Heaven.
Torgamous
[quote who="TheBigOne" reply="16" id="1916672"]they have a market cap of about 8 Billion Dollars currently, maybe if the markets really crash it is worth considering [/quote]And so we return to the whole "boycotting" thing that Willythemailboy was trying to avoid.
[quote who="lprometheus" reply="3" id="1916501"]1.) Without a barracks how will the general produce an army? Or do you feel we don’t need that in the game either. [/quote]Summoning, giving divine birth, have the barracks premade (he didn't say "no barracks", he said he didn't want the general to be a glorified construction worker). Or, as stated above, the portal or stronghold. Hell, some general might have the option to produce his units inside an allied Roo
[quote who="WarlokLord" reply="23" id="1915718"]Hmmm. So am I now that I reread my own writ! Hmmm. Perhaps (hastily makes something up to convey more sense to his previous utterance) you have the option of registering a 'usage' with a company central server, at your discretion. Perhaps you will get e-mails after automatic registering of a product, after 'X' period of time has gone by, where the company inquires as to why you have not yet registered a usage. I`m honest - I would register such.
[quote who="WarlokLord" reply="20" id="1915463"]Eventually the big players will conspire essentially to deprive themselves of the very means by which they do business. They can buy & trade & wheel & deal all they want, but if there is nothing left under the shells of the shell game, they ultimately have nothing but marketting. Sounds idealistic I am sure, but then again who knows? People in this day & age still respect honesty and integrity - good commerce. [/quote]T
[quote who="Ke5trel" reply="17" id="1914713"] Maybe use skills to lengthen the tether for the distance the squads can go though. Or provide some material benefit for keeping the general close, such as short-range or aoe buffs, or perhaps units beyond a certain distance could take longer to respawn. That way the general can send his units away if he wants, but at a cost of some combat effectiveness. Why not both? [/quote]There
Sorry, I know this is late, but since the thread appears to have been dug up, and the quoted comment confused me greatly, I am asking a month late: [quote who="Iceciro" reply="6" id="1892413"]What's extra-evil about EA is that the most recent patch for Spore actually addresses some of the space-stage stagnation, but you can only get it with the EA Download Manager and a legitmate copy. [/quote]Isn't that exactly what Stardock does?
[quote who="Ke5trel" comment="19"]give them more features until they are living enough of their v-life inside your system that logging in is like logging into your PC. Link Impule to Netflix, iTunes, and Google; allow it to become an externalized entertainment OS.[/quote]I like this idea. It wouldn't be too much of a stretch for Impulse's Community tab to be made into a full-fledged web browser. [quote who="Vandenburg" comment="18"]In the end my only hope is that those publishers
[quote who="dummey" comment="3"]has any publisher tried to do an open source-ish approach where say modular sections of a game could be open and fixed by the community.[/quote]Closest I can think of is the computer version of Oblivion. It shipped with an editor to make it easier for people to make new stuff. Its rating was changed after release because of a mod. There were a lot of people who played it specifically because mod X added Y feature. It wasn't officially a
[quote who="nantukoprime" reply="14" id="1914553"] Being able to send squads a distance away from the General would be beneficial, but probably broken as a lack of a tether and powerful squads would mean the general could squat in base. Maybe use skills to lengthen the tether for the distance the squads can go though. [/quote]Or provide some material benefit for keeping the general close, such as short-range or aoe buffs, or perhaps units beyond a certain distance could take l
[quote who="Gnats3" reply="12" id="1914313"]1) Be able to build a few (identical) barracks buildings. [/quote]Why identical? As I understand it, the Demigods are supposed to be as different from each other as possible while remaining balanced. Even if most generals are going to be getting units from a barracks, I want one demigod who vomits up new units. For the animation if nothing else.
[quote who="ProxyBoyBenova" reply="23" id="1912722"] Thirdly, smaller craft are actually better, the smaller the better [/quote]Large ones can last longer. More room for fuel, energy production and bullets. Until we get a reactionless drive, anything small enough to really be considered a "fighter" will not be feasible. [quote who="jadebullet" reply="24" id="1913636"] Think of it this way. Would you fire the Death Star's planet destroyer at an A wing? [/quote]Not w
NAVIGATIONAL HAZARD DOES NOT EQUAL CHOKE POINT. Yes, there are some flashy navigational hazards that may occur in space once every few months, but space isn't conducive to choke points. There's simply too much room to maneuver. And you still haven't told me what, exactly, a "volatile gravitational field" is.
I'm pretty sure I've read in several places that the three micro-expansions are going to be rolled into one boxed version.
[quote who="Trigeminal" reply="21" id="1913423"]Can you give some details on republic command? I don't know that games system. [/quote]In Republic Commando, you lead a squad of four SpecOps clone troopers. You give the other three people in your group general orders such as "go there" or "attack", and in some cases specific orders such as healing and opening doors. Beyond that, your teammates would use their own discretion as far as how to carry out your orders.
[quote who="piropeople13" reply="8" id="1910222"]Wait I was thinking two mini expansions at $9.99 and one expansion at $29.99. So that's 50 bucks. [/quote]No. $9.99 for each of three mini-expansions, which will then be compiled into one big expansion and sold for $30. If you buy the mini-expansions and the expansion, you have screwed yourself out of thirty bucks.
The basic control style should be somewhere between SupCom and Republic Commando. Not much more to say about that. I personally am more interested in how the general's units are produced. If it can be balanced, I'd want to see different generals have different production mecanisms (one general produces relatively powerful units, but they're made in a building towards the back; another vomits up units periodically, but they aren't quite as powerful; another can summon la
[quote who="MewDragon" reply="20" id="1911704"]If an enemy suddenly introduces a strike fighter equipped with anti-capital ship missiles. It's superior manuevarability will give it an inherent tactical advantage and your inability to combat it effectively, even if your capital ships possesed anti-fighter weapons, would be drastically reduced. [/quote]So they might be useful the first time they're used. Then ships start to come standard with guns designed to hit fighters (space comb
[quote who="FearlessDefiance" reply="19" id="1912041"]I'd rather they told stories using scenarios rather then a campaign. I prefer to think of each new game of sins I play as another chapter of a story. [/quote]And you're entitled to play like that if you want, but many people do like being provided an actual story. Not everyone who plays a videogame wants to be the DM.
Choke point ≠ navigational hazard. You do have to go around that, and for something that size the added travel time wouldn't be negligible, but the people on the other side wouldn't be able to capitalize on that. We're talking about covering the edge of a circle with a 6 light-year radius (give or take). This isn't viable as a choke point; the minimum force required to cover that area would be unstoppable if c
Go around.
I was responding specifically to the idea that GalCiv could have choke points. Final Frontier is an entirely different game. [quote who="hiddenranbir" reply="9" id="1910403"]There are things(nebulae, phenomena, etc) measured in light years in terms of width and depth. Space is big, which is exactly why there are giant things in it. So it's silly to think our small ships have free reign across tracts of it. [/quote]Anything large enough to measure in light-years is also insub
[quote who="hiddenranbir" reply="5" id="1909797"] [quote]Umm....no. Choke points may work in land battles, but in space there is no such thing as a choke point (not the way GalCiv does it, anyway; you'd need something like Sins). There isn't anything in space large enough to have that kind of influence. [/quote] Yes there is. Take a trip around without a planet's protective atmosphere and see how space influences you. And I don't mean breathing. Spa
[quote who="UncleDrood" reply="8" id="1909326"] Awesome. I have said all along it was little more than a publicity stunt. Nice to see I'm not alone. I'm not denying Stardock themselves abide by it, and a few smaller publishers might, but EA, Ubi etc... NEVER GOING TO HAPPEN. [/quote]Stardock does as much as they can to convince other publishers to abide by it, but they aren't the UN. If your definition of a publicity stunt is anything that doesn't carry the force of law,
[quote who="Roxlimn" reply="18" id="1910102"]Now, if we're talking ethics, let's talk ethics. Is it right that a Western plumber gets paid more for his work than a South Asian programmer, whose work will be used to generate hundreds of thousands of dollars that never substantially benefits him in any way? Is it fair that such a plumber gets less for his work than a Wall Street broker or a doctor? [/quote]Doctor saves lives, plumber fixes sinks. Doctor deserves more.