sareth01

sareth01

Joined Member # 3304248
21 Posts 166 Replies 2,447 Reputation

1)Titans should enhance fleet capabilities greatly. 2)Advent suffer from a lack of options, and I am bringing some creativity to the table to help the developers fill the ability lists that will be our bread and butter in rebellion. I'm sure vasari will get some new cheap trick that lends itself totally to player skill, so I am mitigating this by providing an advent addition. 3) I currently play TEC as I have the most fun with them online at the moment, a

85 Replies 68,207 Views

Here is how I would "love up" the advent. response on Previous posts: With all the antifighter/bomber capability being added to the game, and with the addition of corvettes to mix up the strike craft, advent's "airforce superiority" in the early game is being challenged. Vasari in the late game have the best airforce, so in all reality they should be considered the "strongest" in fighters. It is the advent halcyon carrier's defensive antifighter abili

85 Replies 68,207 Views

[quote]I want to master the advent.. the only way to do this is multi-player. Care to explain how scouts counter LRMs? Havent got the game with me currently to try.[/quote] easier said than done :). Advent are the most difficult race to play. TEC are the easiest, and the vasari are easy to play to be moderately effective, and are a little more difficult to learn to use all their synergies to the max. You get good at sins multiplayer by accepting that your pride is go

24 Replies 23,228 Views

Yes I read the thread about this topic. In the end a reinstall is the only option for the problem I was having. In my experience with trinity out of box (i bought one for my girlfriend) There was one mesh that was causing all the difficulty. I did a mesh count and compared all the meshes with hers, since I wanted to know the exact issue. Turns out trinity was shipped with this extra mesh file in the entrenchement mesh folder, the very first mesh in the file b

3 Replies 2,576 Views

[quote]In any case, If your in the suicide spot, your not going to fragging do anything helpfull with ANY race. so, dont say "advent cant defend itself when doubled" because... its 2v1... you shouldnt be able to win... with any race. [/quote] Well you SHOULD be able to win if doubled, but it should be difficult and depend largely upon luck, skill level difference, and the enemy's ability to coordinate. The effectiveness of the advent's ability to prevent being

24 Replies 23,228 Views

[quote]there is a space-based mmo, (EVE), why would Stardock launch a game to try to compete with an already firmly entrenched space MMO with a massive and loyal fanbase?[/quote] Because Ironclad can make a better MMO than EVE. There is no competition if you blow them out of the water :) Also, Eve is outdated and has several intolerable design limitations for a space mmo. Eve can't release a patch and "change its whole game". Space gates suck. Not being able to

9 Replies 8,135 Views

Yes I agree with you Seleuceia on all your points. My one problem with this strategy is that it is so limiting, an advent player can only just barely pull it off successfully with a little bit of luck. Assuming that the enemy is the "average" distance away in multiplayer. If your enemy is one or two jumps away you have to pack your bags and evacuate ASAP or else you will lose very quickly. I believe that this lack of options could be cir

24 Replies 23,228 Views

Hmm seems like Ironclad should keep its promise on having an "in depth storyline" by bringing it to life in a book. I know I would buy it and it would be a great way to renew interest and sales in the game.

28 Replies 59,595 Views

Zeta, as a long time advent player I will tell you about a combo that you will like. This is rare to see in multiplayer but easily done in single player (mainly because you have to built the horrible advent battleship). You have a progenitor capital ship use its offensive ability on a high hitpoint ship (preferably a capital ship). The radiance battleship needs to be at lvl 6. Then you use its cleansing brilliance ability on the ship you targeted with the pro

15 Replies 18,199 Views

Also most people in multiplayer never last long enough to get this far with advent economy..but I'll discuss this anyways. The secret to an amazing advent economy in the late game is: 1. Have culture at every world. 2. Have a starbase at every world. 3. Upgrade that starbase with two upgrades increasing your planetary happiness at this location, and upgrade the trade ports. 4. Get the two upgrades at tech level 8 in the diplomacy screen that increas

53 Replies 40,699 Views

Hardest thing to do as advent is to have 2 vasari players rushing you when you get the suicide spot. I seem to attract this suicide spot regularly, so i've had quite a bit of experience. The first capital ship you should build is a progenitor mothership. Thats right, against 2 competent TEC/vasari players you will have NO chance at saving your homeworld against help (against TEC players the outcome is still less certain, but still favors the TEC). You shoul

24 Replies 23,228 Views

[quote]Perhaps additional upgrades could be in order, more population, logistics, (but please keep tactical slots the same), perhaps even make it slightly more profitable/plausible to explore planets for artifacts. New artifacts wouldn't hurt either.[/quote] Star I also don't think ground assault would work in this game...but if they were to make an mmo... anyways I accept my right to dream about it. Your suggestions quoted above ar good, I agree that peopl

9 Replies 8,135 Views

For Rebellion I think it would be cool to have a planet play a bigger part of the strategy in a gravity well. Having ships be able to orbit the gravity well would be a great addition. Having planetary based defensive upgrades that are more effective closer to the planet surface would be interesting as well. Making planets be more pivotal to strategy would be a step in the right direction. Perhaps an expansion beyond rebellion could incorporate improved planetary

9 Replies 8,135 Views

Please change newly constructed guardian preset commands. Guardians should not auto-cast their damage absorb ability and waste all their antimatter. Guardians should not be set to auto attack, as their main purpose is defensive. I have not won a battle yet due to their incredible attack capabilities (although i've been thinking about trying a guardian spam fleet with progens...i want to see how strong that will be) Repulse should work when it put on autoc

142 Replies 280,056 Views

[quote] How about an industrial capital ship that has the special ability to act as a frigate-factory, enabling it to produce units mid-battle (uses a cooldown rather than a build time, so the unit is produced instantly)?[/quote] No. This would be great in the hands of any other species, but NOT the vasari. Vasari already have too many options in attack and protection. Pretty much this creates a mobile starbase making capital ship, something that is so incredibly

181 Replies 539,566 Views

An epic game idea. Ironclad has shown its ability to walk a fine line design wise. I would say that they could actually tread the line between first person space game and grand space sim game. Your ships would have to have the major defensive disadvantages of the sims game. Capital ships could be multi person ships. Your carriers would be defenseless except for your fighters/bombers. A more complex system associated with antimatter t

18 Replies 23,207 Views

To simplify kharma's idea to the basics, it seems that he wants to have a data collection program that will record statistical data in the game that shows exactly what is going on with numbers in every game situation. By using statistical analysis things like repulse could actually be given an actual value than what is otherwise a difficult ability to estimate exactly HOW good it is. People usually complain about this ability because it lends itself to player skill more than

11 Replies 27,448 Views

[quote]Second, Martyrdom...the problem with this ability actually is the stacking limit...for whatever reason, a stacking limit causes issues when multiple seekers attack a target with martyrdom...you'll find that in the current version of sins, if 10 seekers (or 100, or whatever number) attack at the exact same time, only one seeker's worth of damage is actually done to the target...remove the stacking limit and the autocast requirement of having half of hull gone, and this ability wor

109 Replies 182,110 Views

Disclaimer: I will not present a perfectly balanced idea, so don't nit pick on the details, this is all about concept. In general: Mines would become an area of effect damage over time that has a chance to do substantial damage instead of a constant rate of damage. Mine fields should be a very risky thing to navigate. To save processing power, Minefields would be an area of spherical space instead of individually drawn mines. Some colorful dots at a distance would be see

109 Replies 182,110 Views

I would agree that sins is currently a dying market, but the sheer SIZE of the player base that stardock has let slip through their fingers should give them pause, the online community COULD and SHOULD have been much larger, and ICO should be updated. Blizzard wouldn't have had the success they had with Starcraft if they hadn't invested so much money into a good online multiplayer server. ICO should be their version of Battle.net . Curr

46 Replies 79,373 Views