Ima get flamed for this but...........what the hell.
As much as I enjoy conquering the AI or another player, planet by planet. But Id like to see a custom battle add-on.
Basically same thing happens as in any custom battle. Choose your location, choose your conditions, choose your units.
You could face off against fully upgraded starbases or just unleash hell against another Super Fleet.
Again i know people are gonna shoot holes in this, but..........id like to see it in this game.
if it was fully upgraded, that would be very, very unbalanced. the devs have said that the vasari assault cruiser (i.e structure buster) is their sb. if it cant beat another starbase of similar upgrade level, then it cant fulfill its expressed purpose. it probably wasnt fully upgraded though
Well Im willing to say that at most there'd be up to 3 gravity wells as said before so there would be tactical retreats, as sometimes its best to break contact and reform up. And to me it would make sense that atleast the Starbases would be allowed to be used in the Custom Battle area. Maybe everything just so that the Battle Simulator or what ever we decide to call it gives us the ability to fight whatever we want and test whatever we want.
sorry dont know how i did it but i double posted.....
maybe like the option to choose how many grabity wells, and if you want starbases or not. i guess that's where the custom from custom battle comes in.
Funny, I was thinking only the other day if Sins had a custom game mode sort of like the Total War games. I like it alot. There would be settings such as planet type, mode (fleet v fleet or siege battle). Before starting the game each faction would get a certain amount of resources that you can change.
For a siege battle, it would be nice to trade off some logistic slots for some extra tactical slots.
actually I played Rome:Total War heavily a few years ago, and just recently got the Medieval 2 version and while playing the Custom battle I started thinking..............Damn I wish I could do this with SINs.
Im hoping that after Diplomacy this is actually considered as apart of any addons that come after it, id be disappointed if it was held off on until SINs 2 if SINs 2 is in the works.
Actually I think an idea like this may get held off till Sins 2. I remember reading somewhere that IC had ideas for lots of different game modes for Sins 2 so this may get reserved for that. Makes the wait longer, but late is better then never.
I don't see a strong reason to keep it until Sins 2. It would be weird to create a new mode with just a new version, but it would be fine in Diplomacy. I'm not too good at computers, but I can't imagine adding a mode like this would take TOO much work. There are no new ships, graphics, or anything like that. And once the "battle ground (I think arena sounds to much like an inside battle)" started, it would be like any Sins game (a very small one). The only part needed to be developed would be creating how you set it up, which wouldn't be too complicated. I'm not positive about any of this, though.
i can understand a custom battle mode in a game like R:TW, and i can see it working here too, but i consider custom battles and opportunity to get your major fleet/army etc set up, set up defenses etc, and fight your ultimate battle... i cant see Sins as having enough strategy to be able to fully appreciate a custom battle mode... like, if this were a land based game, you'd set up your cavalry, your infantry and armor, your long range seige weapons, etc etc, here... well, its pretty much just FF or just all out shooting... and also, once your major fleet overcomes the other major fleet, its essentially just rinse and repeat... counter-attacking is pretty minor, retreating hardly works, and its hard to say launch a surprise attack on a fleet (say, for instance, having the higher ground against land based forces)
idn, on one hand, i really like the idea, on the other hand, i see it as basically jumping straight into a late game setting, and doing the same thing you usually do...
idn... if its done well, it could be good for a while... it would also help greatly with player testing... especially for Mods...
man... ive never been so undecided in my life... i guess im trying to say i like the idea, and i want it, but i have my doubts about it...
Perhaps if one feature of Rome Total War was added, it would make this a whole lot more strategically oriented:
That feature is, the routing of individual units away from the main battle.
how so? and how would that contribute?
The thing about Custom Battle is it wouldnt just be about throwing two giant fleets at each other without the work of late game, thered be alot of other things you could use the Custom Battle feature for. Like testing units, testing cohesion between units and basically using the Custom Battle area to create a new strategy or tactic based on the things you witness in the Custom Battle. Even finding out how to truely overcome some very heavy defenses. Pitting yourself against a heavily fortified GW with a large enemy fleet as well. Also I assumed the routing feature would be a prerequisite as you wouldnt want to sit there and watch every last one of your ships beat to a pulp.
I understand peoples concerns, about it not being anything more then a way for people go skip the whole game, but i think the majority of us enjoy the aspect of working on building an Empire, not just buying (with unearned money) a Fleet and slamming it against another.
Well, it allows for a firefight to have the complexity of the chance of each individual unit surviving accounted for. Some crews may be more loyal, but others may be either cowardly enough or intelligent enough to flee from a hopeless battle, or at least hopeless for that individual unit to survive. In terms of gameplay, this works so that when units of equal ability fight eachother, that flanking maneuvers actually make a difference. Also allows for individual units to retreat on their own, such as frigates which are going to be annihilated, rather than waiting until all of them blow up before the losing fleet decides to retreat all at once.
if u dont like it.....dont use it. if someone wants to use it that way....let them.
do you remember a post a while back about random events? like, space monsters etc
it was a good idea, but someone postulated (correctly) that, okay, its cool, but what happens if you just empty your empires coffers to build this big new fleet, and as soon as its done, a space monster comes and destroys the entire fleet in 3 seconds, you'd be pissed right?
lets say, for arguments sake, a MB goes off or some other AoE weapon, and causes a large percentage of your fleet to just turn tail and run... it would suck... yes, itd give some realism... but id prefer the realism component to be more like, split your fleet into two parts and have them flank the enemy, or put some HC's and Hosikos (for instance) in front of a wing of LRF, have the Hosiko's disable the engines of the enemy fleet while the HC's and LRF smack the ships into oblivion. i think that would be much more rewarding than struggling with random cowards going AWOL...
I dont think anything needs to be added or subtracted from ingame to Custom, I think it should be more of a proving ground where things are tested and improved on. Technically retreat wouldnt be an addon as its already an option in the Fleet menu. Just instead of it retreating to a safe GW itll retreat out of the map entirely so that you can end the match.
theres a difference between a tactical retreat and a strategic withdrawal. what you described was the latter. having the ability to effect a tactical retreat, with the option to return later, would make this mode better
I did mention earlier in the thread that you could set it up to have more then one GW so that you could utilize regrouping.
ok, but your last quote made it seem like you were against it. i also suggested it earlier
No Im just saying I dont agree with having individual ships decide wether they want to fight or not. That would be adding something to SINs that currently doesnt exist. Its the choice of the player wether he fights to the last ship or runs.
Could be a fun idea. But you know, you could probably create something relatively similiar to this with just a mod and custom galaxyforge map at present. Just pick a homeworld planet type (and any others you want to use), give'm far too many resources for a normal game, and make the income rates way way too high. Then go through and make the build times (and costs, with the choice of ignoring the whole income rate thing if desired instead) extremely low so that you can pump out large fleets, as well as do the researches and structures very quickly. I can't say it wouldn't be a lot of work, and time consuming to set up, but it would basically get you to the end game point in short order, and allow you and the AI to set up defenses (assuming you didn't make things TOO fast, and get zerg rushed instead.)
Then you'd just need to create the small maps with homeworlds and however many other gravity wells desired, and have at. Setting the ai's retreat threshold to 0.0 would hopefully stop them completely from retreating as well, though I don't personaly know for sure if it would.
Naa, that's when we go "Oh hey! A Radiance Battleship.. I thought they retired those from active duty ages ago." in reality. >.>
Problem with making a GalaxyForge map is its not an actual Custom Battle Ground. You have to build your fleet like any other game bringing the issues of rushing.
there is a mod out there called The Dome Mod or something like that?
basically, as i understand it, you start on a single planet with lots of resources and logistics spots, and a phase disruptor that prevents phase jumping in or out. that structure is set to scuttle itself after, idn, an hour or however long you set it to, and once its scuttled, you are open to colonise the map and attack your enemy. during that hour though, you build up fleets and research tech and then when the disruptor is gone, you can attack
its the closest thing i can think of that currently exists
http://thedomesoasemod.freeforums.org/the-extensive-readme-for-the-dome-updated-29-01-2009-t7.html
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