Regarding neutrals, what about upping the AM recharge of colony ships? I've always found these ships fairly useless because that low AM recharge means they spend so much time sitting around in grav wells waiting for AM; perhaps with a faster rate TEC and Advent can become more competative in neutrals. Of course, the Vasari will still have the advantage as their scouts are tougher than colony ships. Also, have you considered the implications of the<a href="https://forums.sinsofasolarem
Sobric
As a certified noob, I'd like to say thanks to Amish for these tips. The world is Sins (especially multi-player) is one that is particularly hard to get into, even for an RTS. It's not just the complete lack of information when you fire up the game (the tutorials are very basic, but I think that lack of a campaign to let you in gently hurts new Sins players), but also the fear of complete failure at the hands of more experienced player that isolates players. I must admit from my limit
Siege Frigates Buff Siege Frigates Increase Hp/shields/armor?: nay Change armor type (currently light)?: nay Decrease Resource cost?: yay Decrease Supply Cost?: yay Increase Bombardment damage?: nay Make TEC Heavy Fallout Active (currently p
I'd like to throw in here a tweak to the Vasari Marauder's abilities, which might completely change the way that that ship works. Essentially I'd like to see the 'Q' slot ability changed from targetting another ship, to only targetting itself, draining anti-matter slowly, but make the ship completely invisible. Basically a cloak. From reading the Marauder's description when first playing this game, I assumed that it was in some way a "stealth ship", and feel that the rest of its abili