[quote]They fixed the crystal rush but the cure is worse than the disease. the 1.03 market effectively discounts resources by 1000s of credits for heavy early buyers. Hello TEC and goodbye game balance!TBH... didn't TEC need it?Now that Javelin's are essentially flying paper airplanes, they really don't bring much to the table anymore past their humongous credit-printing capabilities.[/quote] I don't think TEC needed help to begin with. LRM spam is alive as ever, and the first game I p
SpaceDebris
TEC can get trades up way before RA. It's tech 2 vs tech 8. TEC used to have to buy crystal up to 600s then 800s, now its 300s and much greater quantities. Hmm I wonder what does 2x TEC resource income do to the game balance?
They fixed the crystal rush but the cure is worse than the disease. the 1.03 market effectively discounts resources by 1000s of credits for heavy early buyers. Hello TEC and goodbye game balance!
How about fixing the MP game breaking bug/exploit first?
Telling everyone right away puts everyone on equal footing. Instead of just assuming I lost a game because someone could econ 10x faster, I can now check and look for abuses. If it is a secret, only people spending time digging around would know, everyone else is worse off. I also know not to use the black market now. I've had games before where I sold surplus resources, and probably gained an advantage via selling, without knowing there was a bug. Would you prefer to still keep
Stop shooting the messenger. I understand developers desire to keep exploits secret, but blaming people reporting bugs to the customers is misguided. Publishing a fix right a way is a solution, banning exploiters is another. Blaming people for informing the community is not.
Would the metal from the black market infinite resource bug show up under "other"?
The game design encourages spamming. There are a lot of research techs that boost specific weapon types. Putting research resources in missle techs and spamming LRMs is a good play since that's the way to make research pay. A combined arm fleet need 4x as much research to get all the weapons the same % boost. If the designers wanted to reduce incentives to spamming, they would have made anti-weapon techs instead. Put in research lines for +10%, +20% missle defense and similar d
[quote]So now online multiplayer games are a waste until the next update?[/quote] Pretty much. If the bug is as described and players are abusing this, then a team of two can get infinite resources from the start
The problem is with host dropping that kills the game for everyone. This is not the same for every online game. A person quitting should not terminate the game for other players. It is a problem for Sins because it doesn't have a dedicated server.
I also think phase missle at Tech lv 1 or 2 makes it worse rather than better, because of the dual regen you pointed out. I only bother with the research if I can go all the way to Tech 4 or 6
Here are some strategy tips I picked up from playing Sins multiplayer games. A lot of it is common knowledge and I hope by putting this together as an early game guide, it might be useful to new players. I’m sure you’ll discover more than I have. <?xml:namespace prefi
I view FFA as a fight to the end with last person standing wins, so all alliances are temporary. It adds more intrigues to the game to plan for and guard against backstabbing by "allies". FFA game gets boring fast if it turns into a game of who gets in to a lopsided alliance first.
[quote]I see maybe a few hundred players online at the peak. Since the Sins host computer doesn't need to do much processing, one server for the whole community would be enough and could have avoided all the misery.Lesson in SINS game mechanics:1. ALL computers run the entire simulation themselves.2. The HOST does nothing more than "synchronize" the information between all players.3. This is also why the slowest system will cause "slowdown" for everyone.4. A dedicated server can't work here. Eac
I see maybe a few hundred players online at the peak. Since the Sins host computer doesn't need to do much processing, one server for the whole community would be enough and could have avoided all the misery.
[quote]Desolator: siege platform is range bugged. Useless unless microedErm, I can't remember ever triggering this manually, but I've had no problems with it on 'auto'. What exactly is the bug?[/quote] on Auto it places siege platforms too far out from planets to fire.
Too often I see a teammate quits after losing the 1st cap, then another teammate quits right after b/c the first one did. I would like to be able to tag notes to these players after they quit, and avoid playing with them in the future. This did give me some interesting 1v3 and 2v4 games and I actually won a couple of those. If they didn't quit then there would have been a lot more enjoyable and winnable games.
I'd like to see super weapon locations announced as soon as construction starts, but otherwise I think they are fine. It reduces incentives for players just to turtle in and play Sins like its sim city. Most decicive battles I fought usually happened before the super weapons could come in. If my opponent spends his resources to get super weapons, chances are I can field a larger fleet and is razing his planets long before the cannon is online
Devastator: Disruptive strikes is great vs cap ships in long fights, esp since its a passive ability (no micro) Skirantra: Replicate can instantly clone a few enforcers, quite useful but I'd rather have a direct dmg power to take down caps faster Evacuator: grav warhead & nano are nice, but Evacuator is not a battleship. It's too slow and dies too fast to be combat useful in mid/late games Desolator: siege platform is range bugged. Useless unless microed
I got the hosting working, but I agree the whole online design is bad. Not everyone has full control over the entire chain of router/firewalls from their PC to the internet. Even though I got mine to work, I still get the very unhelpful msg "most player can't join your game" with no useful explanation. Also the game can become dead if the host drops. If you check for the list of available games (or the lack of) to join online it should be fairly obvious that the online design is not hel
Yes I noticed this too. It might be a bug associated with fleet pathing. I also have seen ships that ignored my group/fleet move orders and attempt system jumps, even though the group obviously included the misbehaving ships