Incidentally, I think the system would be better if you could still see if a planet has an artifact - but you had to survey it to get the benefit of the artifact. That way, you don't get instant-boost from capturing the planet, but you also get the rush of competing with other people for control of an artifact.
DatonKallandor
If it becomes any simpler, Pong will look like Quantum Physics in comparison. What Sins needs at the moment is more depth, not less. And that seems to be the direction it's taking with the beta, luckily.
I very much doubt Slingshot is still in, or that it was an Advent ability to begin with. Slingshot in a space context means using a planets gravity to accelerate yourself when you pass it. Everyone can do it. (Hell, we already do with our probes)
On that note, if the zoom-on-cursor would not override the focus camera it'd be much more usable.
I like how rare crystals are. Arctic Worlds are keypoints, and Sins is the first RTS in which a trade-resources feature is actually used instead of ignored by the vast majority of players.
I'm under the impression that the gravity well of a Star is considered a "no go" zone, except for ships arriving "at the Star" instead of "at a particular place inside the Stars gravity well".
I've had a single Sova jump right into an inhibitored, gauss cannoned and hangared system. And the AI already knew these things were there (earlier scouts ran into the same thing). I think there needs to be some kind of "only send capships when tactical info on target system is <## seconds old" routine.
That'd be adressed the same way SupCom does - (which the screenshot does not show because it's far too low-res) - Frigates get a uniform icon that denotes frigate, with a special filling that denotes it's purpose. Say, a stilized planet for the colony frigate.
I think the Marza approach might have been to take the weapons first (which are all massive - tri-barelled cannon and giant missile battery) and then build a ship around them. That might explain it's look. Though I have to agree on the Sova - it's really looks 100% custom built. It might be, which would be nice if we could have that confirmed.
I'd like to throw out an idea or two on shield FX: A: Shields are display faintly, starting the moment shields drop below 100%, while applying the usual "more impacts - more visible" after that. B: Shields display faintly, whenever enemy ships are in the same system, while applying the usual "more impacts - more visible" after that. At the moment, it's incredibly hard to tell which ships still have shields, and the effects is generally a little too "subtle".
I think limited logistic slots and limited crystals already limit research enough, though Insurgency needs some tunedown regardless.
After taking another look at the TEC shipdesign, I've got a few gripes of my own with it. Keep in mind this is just my opinion and I have no doubt it's not completely in-line with the developmentbible: As a basic outline, in my mind, TEC frigates are built with the following in mind - "What do we have lots of? Freighters, Police ships, civilian transports. Good, now strap the cheapest guns you can find on them." Cruisers are a more sophisticated line of ships, being purpose bui
It's also there when you select it and hold alt. Though the bug where it spends all it's antimatter trying to "repair" structures that are being built in it's radius is...well, it's there.
There's a good reason for TEC warships not looking like warships - they are converted civilian vessels. Atleast that's what would be logical when a civilization of traders would be forced into a war. I suppose all the shipdesigns will make more sense once the site gets updated with the backstory to the ships.
Well, for anyone bound to resources (like players), getting enough siege frigates to depopulate a planet fast (and don't feel the loss of all those frigates) is a serious endgame move. The problem is that the pirates can pull that kind of stunt in the early game.
You do know that you can upgrade the logistic and tactical slots of planets with the planet development thingy? It's really handy and forces you to pay extra for that perfect strategical placement. If you can live with an imperfect one, you get it cheaper. Nice trade-off in my eyes.
Give a man a 2D map and he'll complain about lack of depth. Give a man a 3D map and he'll complain that it's "too complicated" In any case, SotS' biggest advantage is being streamlined where it counts - at the empire management. The fun parts (researching stuff, designing your ships, combat) are the deepest of the game, while the things that are boring for the majority (taxes, politics, etc.) are
Let's say I've preordered today - do I still get access to Beta 2 tomorrow? And hello there, fellow Sinners.