ThePrefect

The final word on Z-Axis

The final word on Z-Axis

Hey all,

First off, I LOVE this game... very very well done.

I've seen posts here and there about Z-axis movement... tried D... then holding D... then D + Shift...

How do I make this work?

When I've tested this on 1.04 and 1.05, (jumping into a game and trying to move the con ships around) I have had little success.

Thanks for your time.

92,406 views 31 replies
Reply #26 Top
If you want more lag, make planetary clusters orbit suns/rogue stars, moons/belts/anomalies/etc... orbit planets, and planetary structures that orbit planets/moons. The game will constantly be updating phase lanes or jump coordinates (assuming a free movement system comes to SINS).
Take it from CCP -designers of EVE ONLINE- Newtonian Physics are overrated. But I would like to see ships moving DURING combat -just a little so I don't get sleepy; yet not so much that people vomit while playing intoxicated... well, actually that might be funny as hell. Buddy got hate-mailed for ninja tackling a Megathron in his uberized Ishtar (7900m/s) and making the guy puke by orbitting so fast for 3 minutes -he was drunk and ratting in 0.0 (bad combo)

Z-axis strategies are great. Move your fleet up/down to evade turrets that are weak as hell, fighters that can be crippled with cap abilities/anti-fighter frigs, and run the other player all over hell and breakfast only to jump out while another force jumps in to safely kill structures. However, reintroducing Z-axis means reworking planetary defenses so Z-axis use doesn't give such overwhelming superiority -it imho should stay cosmetic and for repositioning ships. Turrets would need much longer range and firepower to combat a fleet intentionally outside it's range spamming bombers to neutralize them, Fighters/bombers would need a greater speed buff, more firepower, and less affected by anti-fighter frigs/cap abilities to fend off a dozen cruisers with bombers and a compliment of anti-fighter frigs.

I wouldn't mind a narrow Z-axis of freedom, especially after designing maps where every planet(oid) is on the flat plane of the sun to which it belongs -again, even random Z-axis positioning within a narrow band would be nice (+/- 300 on the Z-axis of the parent sun). Flat maps suck. I love the Rogue Stars -lets me make a map that doesn't feel fake.
Reply #27 Top
to the research deployment... Why don't the ships cost more? I don't mind the globalized upgrading issue, it's the cost. Actually, I do mind the sudden upgrading of deployed fleets. How does a kodiak in the field suddenly get a speed booster or armor/shield increase? Deployed ships should stay at the tech level they rolled out as or at least put in the ability to send it for upgrades for a certain amount of credits/crystal/metal -or maybe a logistics cruiser (battleship stats/cost, but cruiser class (50 fleet points)) that can perform upgrades in the field.
Reply #30 Top
while I agree that Z-axis is cool I do not think it is a good idea for Sins. One game I have that uses z axis (Nexus Jupiter Incident) is space combat using z axis but the battles can become extremely time consuming because of maneuvering and micro management. In a game with multiple battles across many different planets you would not have enough time to watch over all your ships. It's a good idea but not very practical.
Reply #31 Top
Or maybe you cant do it?? :d :d :d

They could make a bar that can enable or dis-able z- axis for both single and multi-player games