I know that the devs already have the next patch already have it planned, but if you could influence the direction, what do you want to see in the next update/patch.
For me what I want from the release of a more complex AI whether in battle or better pathfinding.
Now that the release notes for the 1.17 and 1.03 have been released, what do you think about it. and what bugs and changes would you like to see.
New information have been released:
Although it was in answering a modding post Blair Frasier have drop some hints as to what to expect from the next patch:
1.multicore...of course and even multi GPU..
2.I'm not concerned as long as I'm not a modder
3.Ground to space defence...that's a good idea and could be dealt within planet protection development. I guess this could a very interesting add.
4.I'm not concerned as long as I'm not a modder
5.maybe directly included in next expansion pack as it's focused on alliance management..
6.Shield in SoSE don't absorb 100% of damage... it's ok for as it's right now in the game
7.that's influence role, isn't it? When you force one opponent to flee from planet due to riot you have a clean planet to colonize..
8.agree
9.well it's already done
10.you can buy material by small (100) and large amount (500) while holding shift key pressed. That's ok for me.
11.agreed with animations variance
12.you can make peace with pirates while you pay to attack other player.. that's enough for me.
13.in that cases, pirates are just one simple ally...I prefer to have pirates that are dreadful..
14.well good idea but I guess it will be included on next expansion pack
15.good idea and as people already says this try of capture could decrease cap ship performance
16.well not as you can also install one trade port in SB
17.Novalith cannon exclusive ability..don't touch it..
18.+100% to move artefact on cap ship board
So what, if you lose the cap ships that was holding it, you lose the artifact?
The game needs variety, more sense of difference between the factions and more tactical problems on the map. 1) Scouting is crude and poorly handled. It is just stupid that space-faring species are unaware whether there is a gas giant in a system. However, when other factions would want to oppose a scout, there is no problem- a scout sees everything in a gravwell on entry. Sentient beings hide when damaged. Hiding is fun! Clouds, storms, asteroid belts, all should reduce scanner ranges, as should dark sides and inhibitor devices. Ambushes are the heart of RTS. 2) There is too little variation in terrain. Planets of the same type are exactly the same size, why not randomise this slightly? Phase jumps are equally quick from any gravwell, perhaps differentiate by type? Lets have more part-blocked gravwells, space swamps. Also, in the original game, the stock pirates need a phase inhibitor or two to be effective as a block... 3)As a simple means of introducing variety, how about a single-stage upgrade for weapons and speed for each researchable ship type, so that the basic level is lower than it is currently? 4)The early defences are too weak, very early rushing can kill the game. Make basic defences drastically less expensive, as it is they are incredibly overpriced compared to ships. This affects new players especially. 5)Specialisms- more complex trade and government as well as diplomacy and pirates. How about three different flavours of each faction- monarchy/oligarchy/republic- and a special ship to research where you have to choose one option of three specialist ships for the rest of the game, perhaps either cloak, marines(ramming/salvage) or destroyer(heavy cruiser hunter)- effectively that would be nine factions.... The cloak and marine ships could just be slightly altered versions of existing models, it would help with their abilities. 6) Implement team bonuses, how about slightly faster research when an ally has already teched it? Also, why is there no xenophobia? Teams of more than one faction should need to research intercultural competence to be effective. 7) Its a ship game, they are about trade and convoys, not just strongpoints and mining. Bring the trade and refinery ships into the game more, have them produced at the factories, set individual routes for them, abandon the current crude and silly method for calculating trade. 8) More abilities and counters and counter-counters- if players want perfect balance they can play as the same faction. A greater range of tactical options and variation of terrain is much better for gameplay.
The game needs variety, more sense of difference between the factions and more tactical problems on the map.
1) Scouting is crude and poorly handled. It is just stupid that space-faring species are unaware whether there is a gas giant in a system. However, when other factions would want to oppose a scout, there is no problem- a scout sees everything in a gravwell on entry. Sentient beings hide when damaged. Hiding is fun! Clouds, storms, asteroid belts, all should reduce scanner ranges, as should dark sides and inhibitor devices. Ambushes are the heart of RTS.
2) There is too little variation in terrain. Planets of the same type are exactly the same size, why not randomise this slightly? Phase jumps are equally quick from any gravwell, perhaps differentiate by type? Lets have more part-blocked gravwells, space swamps. Also, in the original game, the stock pirates need a phase inhibitor or two to be effective as a block...
3)As a simple means of introducing variety, how about a single-stage upgrade for weapons and speed for each researchable ship type, so that the basic level is lower than it is currently?
4)The early defences are too weak, very early rushing can kill the game. Make basic defences drastically less expensive, as it is they are incredibly overpriced compared to ships. This affects new players especially.
5)Specialisms- more complex trade and government as well as diplomacy and pirates. How about three different flavours of each faction- monarchy/oligarchy/republic- and a special ship to research where you have to choose one option of three specialist ships for the rest of the game, perhaps either cloak, marines(ramming/salvage) or destroyer(heavy cruiser hunter)- effectively that would be nine factions.... The cloak and marine ships could just be slightly altered versions of existing models, it would help with their abilities.
6) Implement team bonuses, how about slightly faster research when an ally has already teched it? Also, why is there no xenophobia? Teams of more than one faction should need to research intercultural competence to be effective.
7) Its a ship game, they are about trade and convoys, not just strongpoints and mining. Bring the trade and refinery ships into the game more, have them produced at the factories, set individual routes for them, abandon the current crude and silly method for calculating trade.
8) More abilities and counters and counter-counters- if players want perfect balance they can play as the same faction. A greater range of tactical options and variation of terrain is much better for gameplay.
Actually, I would rather them to include the patrol ability. All of the good rts have the control to patrol
Get the distant star mod then.
Darn it, double posted after "Fourms when boom"
(5) there is no point with cruisers and frigs.......by friendly i mean players u have peace treaty with and by neutral, someone with ceasefire.....AI or real in ICO...makes more sense in multiplayer.
(9) i meant b4 the research is available....example, u have 4 military facilites, so u cant research the novalith...so u click on the novalith now to set aside money and when ur up to 8 labs, novalith research starts after any other pending research.
(10) i forgot to add that the price falls back to original after a while
(14) not necessarily same(one would think that a decent civilisation would not need to resort to black markets for resources) normal markets allow discounts between allies etc....
This thing of saying "If you want a particular effect, install a mod, or mod it yourself" is simply not good enough. Unless Sins implements an Auto-Download and Install of Custom Made Maps and Mods, its just not good enough to wish away certain changes with a "Go get a Mod", Especially since patches and updates tend to crash existing mods, and the people who build the mods wont usually have the time and resources to continually build, improve, maintain and expand on what is essentially a hobby. Something that could/would (maybe positively, maybe not, but definitly not negatively) affect the game for all players, be they SP, MP or Modders, should not be made the responsibility of a hobbyist.
so create research that reduces the tribute tax between allies... When it says Black Market, it implies a secret, underground market that facilitates trade between elements of each Empire that are more concerned with profit than ideals and pride and revenge.
What im saying, basically, is that within each empire, you have a set amount of resources at any one time. You have access to the sum total of all resources of any and all planets within your empire, essentially without having to pay (thats why you dont have to 'buy' your crystal off each individual planet and put it in your coffers). However, if you only have X metal in your 'coffers' and you need Y metal, you need to trade for more. It does not matter if you own every volcanic world in the solar system, when you dont have the metal, you dont have the metal, this is where you need to call on another empires stockpiles of resources. The reason it is called a Black Market, is because (alliances aside) considering these 3 empires are 'mortal enemies' they would have no reason/incentive/ability/perogative to trade resources, no matter how dire the need. Hence, why its a Black Market, and not a real market ala the modern day Global Economy of the Star Trek galactic economy with morals and honor and codes of conduct etc.
So yeah, basically, if you want to make tributing allies cheaper, just put in some research to drop the tribute tax or compensate for it some other way.
I would like to see the game offer graphical features which scale up to the latest PC hardware if present
Can you be more specific to what graphical features you want to see, there are many.
- 3 way LoD to include a skeletal deformation for damage and high poly models for close ups
- child/sub mesh object models to include animations
- occulsion mapping
- volumetric nebulae and persistent particle explosions
- ray tracing
- capitalship cloaking
- improved skybox mapping
- photo realistic texture maps
- Any number of DirectX 10.1 or 11 API enhancements
+ 1 Tree complete with wild fowl and fruit (preferably Partridge & pear)
I have heard a little about the next patch which will fix the pirates fleet supply limit
Pirate Raids Increase Fleet Size
Just want to keep this thread alive...
have they given up on sins? dosent seem to be anything new happening lately
well, its only been a few weeks since the last update, but heck, it took 4 months for them just to release 1.17 and 1.03
Marine ships would be cool, but stealing things such as Cap ships and Starbases is cheap. Capturing Frigates and Cruisers would be better.
Meh, if you were to have marine ships, why not just re-work the game works to get a planet...
Man I just wish the the dev team would start putting the 1.18 and 1.04 logs
probably be something more along the lines of 1.18/1.04/diplomacy beta logs
the fully finished game is going to be patch hell
There are many great features available to you once you register, including:
Sign in or Create Account