Caydr

Caydr

Joined Member # 2416394
10 Posts 87 Replies 11,200 Reputation

This certainly doesn't prevent you from still using auto-cast on whatever abilities you do decide to pick. For instance on the Kol you might decide to get full Gauss and super-shield upgrades, plus Finest Hour, leaving you with only 3 spare ability points to spend on System Upgrades if you have a level 10 ship. In the Kol's case, the Gauss gun and it super-shield ability are way better than the small extra boost you'd be adding to the HP and shields. My idea is i

18 Replies 33,340 Views

+30 % , sorry. So a carrier that starts off with 3000 HP and shields gets 900 extra HP and shields. This is in addition to standard per-level bonuses and bonuses from research. I'm not sure how bonuses compound in Sins, but (theoretically) you might get something like +20% HP and shields from going all the way from level 1 to level 10, and +30% for researching HP techs, and this is +30% on top of that.

18 Replies 33,340 Views

I'm from Canada, I don't need your cheap, crappy, watered-down American beer :P Firath, I know WoW. I've played WoW. WoW and I are good friends. Firath, this ain't WoW [e digicons]:grin:[/e] (sorry to all those too young to get this one) Please re-read my first post, I've edited it to include an example capital ship and how it would be improved by the "systems upgrade" thing. At the end of it all, you get 6 extra strike craft wings, +30% H

18 Replies 33,340 Views

@Credit, I agree with you about some basic flak being a very good idea, but I'm not so sure about the arbitrary +10% to all HP/shields/etc you say. It would (probably) need to be done on a case-by-case basis if it was a general buff to all caps. A research item which allows ships to start at their researched maximum trainable level would certainly be an excellent idea, it would save some tedious micromanagement. However, it could NOT be a low-end tech - the cost to train shi

18 Replies 33,340 Views

@MarcParis What do you mean, "what about leveling"? What I'm proposing is in addition to the automatic benefits of leveling, and would require experience the same as any other ability. The way my proposed idea would work would allow you to upgrade your cap like this: L1: Gauss Cannon L2: +10% Hull L3: v2 Gauss Cannon L4: +10% Shields L5: +20% Shields (10% + 10%) L6: v3 Gauss Cannon L7: +35% Shields (15% + 10% + 10%, max shield boost level)<br /

18 Replies 33,340 Views

The option which allows you to brighten your ships' hulls could use a little work, imho. With it turned off, it is nigh-impossible to see your ships on a dark background - not necessarily a bad thing. With it turned on, your ships are bright, but maybe a little too bright I think. Also, it really washes out the ship textures, they look way better with the option turned off. I don't know exactly what method is being used to brighten the hulls, but I think it woul

0 Replies 7,504 Views

My memory does strange things sometimes, but I think I remember even Ironclad people mentioning that they disliked the way that capital ships inevitably gain all their abilities, rather than specializing in one or two fields. I believe it was mentioned that the cap ship ability system would ideally be more like starbase upgrade modules - you make the ship with a specific purpose in mind, whether it's armor, weapons, fighters, trade, etc. Besides this, there are some cap ship abi

18 Replies 33,340 Views

[quote who="Caydr" reply="13" id="2057657"]Stardock: +++++Well-liked by customers for DRM and support policies Valve: +++Good post-release support for new features [/quote] Hence 5+ versus 3+. I'd really say I have a pretty strong understanding of both Valve and Stardock. Stardock makes excellent games, but in genres that are relatively minor. Valve makes excellent games in genres which are dominant. Nothing negative on either of you,

258 Replies 814,023 Views

Apologies for my earlier comment that Stardock's next product was in an oversaturated market. It was my understanding it was a fantasy RPG, not a fantasy TBS/RTS or whatever it was. Regardless, all it means is, replace "oversaturated" with "shrinking/almost nonexistant". And I still have misgivings about Demigod, based on what I've read. I see it as being a minor success at best, and besides, those bastards never fixed Supreme Commander playing "UNDER ATTACK!" mus

258 Replies 814,023 Views

Compare the two screenshots - one is efficient and organized, with an absolute minimum of clutter. The other has... stuff everywhere and mac-ripoff visuals. It's got a mysterious blue button that most people don't even realize is a button, and yet it contains the most important controls. I like Impulse, and I like Steam, they're both good. But here's the thing: Impulse is backed by a company that designs skinning software (which is rapidly becoming obsolete) and has

258 Replies 814,023 Views

USB/Firewire are too slow for the positively obscene amount of bandwidth that a modern video card uses. Even when USB 3.0 is out (it will be much, much faster), I doubt there would be a significant improvement over the latest Intel crappy integrated graphics chips. For just one example, remember that a modern video card has at least 320 mb of RAM, but more likely 512/768/1024 mb. In the near future, 2gb cards will be out (I mean cards that aren't X2). Well that's 1

24 Replies 47,358 Views

Only TEC builds mines currently, they're testing.... something............ Anyways it's intentional. I'm still not totally convinced about Vasari not being severely at a disadvantage because of not having torpedo boats. I haven't attempted to build one of their starbases in an enemy system, so maybe it doesn't take a crazy amount of time and it's actually a viable attack method... but it still seems like the developers are pushing "STRATEGIC DIVERSITY!!!1" at the expense o

2 Replies 1,757 Views

As the subtitle says, if you have TEC mines under construction you can't select the Novalith quickly while zoomed out (by clicking the lower "quarter circle" thing for system defenses. Not a really big thing, I guess, but it means for the duration of constructing 150 mines you can't select your novalith very easily... so that's like.... 5 minutes? 10 minutes? I dunno. (anticipates "add it to hotkey" response, followed by my "no")

1 Replies 1,285 Views

*dangerously old bump* Has anyone at Stardock read this? It's kept me (and apparently others) from really enjoying GC2. I'm not going to make some "paying customer!!!" speech, but I would hope Stardock has enough pride in their most important game title to defend it. I do not play GC2 for the sake of small maps and micromanagement. I play it to enjoy the full rich scope for which it has the potential. Large or Huge galaxies are my favourite, and as such

24 Replies 26,389 Views

As a long-time TBS, RTS, and 4X player... 1) SoaSE as a base game is a really excellent and unique game. I have complaints primarily about how confusing and user-unfriendly various statistics are given (weapon damage - is it per second? Per shot? Per volley? just an example) and about the borderline-ridiculous (and completely undocumented afaik) hull and weapon types there are. For instance, fighters do xx% damage to this type of hull, but only xx% damage

11 Replies 53,212 Views

Oh damn, I already marked your words, but the minidumps have apparently been fixed for the vast majority of cases, and they've identified what's causing them to fix the rest. You know, for a couple days there I thought Stardock & co. had removed my previous post for being too offensive, but no, it's actually still there. I guess they're human like anyone else and seeing kids like you complain over getting too much value for your money makes them feel the same way. Mayb

60 Replies 169,515 Views

I'm dumb. Just preparing you. Isn't sharing trade one of the diplomacy options? I never play with unlocked teams so I don't know. Also what's the verdict on trade routes rarely if ever picking the "longest" chain through your empire?

5 Replies 3,453 Views

I agree when you say the game isn't all about focus fire and... hell I'll even give in. I guess as long as units target sensibly (and they do, usually), it's not SUCH a big deal. However I completely disagree with you regarding unit-specific damage. A well-designed game doesn't need them at all. A few years ago I might've agreed with you, but I know better now. Eliminating unit-specific damage (except in rare exceptional cases) was one of the best things I ever

5 Replies 2,865 Views

Sins is pretty terrible at making information available to the end-user... Beam damage. Is that per second? Per hit? Per beam? There's 4 beams, is it 4x as powerful? Is that just visual? How many targets can it hit? What are its damage modifiers? How large of an arc does it have? *head spins* Weakest aspect of Sins, imho.

31 Replies 18,347 Views