Puzzlemaker

Puzzlemaker

Joined Member # 3513859
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[quote who="dfalken" reply="13" id="2124347"]I don't think I like the tax ideas... The more I think about them, the more I realize that it's an overcomplication that is really unnessesary. I do like some of what you're saying about the black market. Especially your edits to quick buy/sell. In addition, I think quite buy/sell should also include a slight penalty. When you're in a hurry to buy or sell something you don't ha

14 Replies 28,025 Views

[quote who="Darvin3" reply="10" id="2124200"]Most of those economic ideas would suit a turn-based game well. However, the real-time nature of Sins may make them too much to manage on the fly. Some things have to be kept simple because otherwise they detract from the more important parts of the game. I think a good economic system should be lean, requiring little action from the player to manage, but still supporting a great deal of choice. One thing I'd like to see is t

14 Replies 28,025 Views

I meant for all your worlds, for the taxes. When people have lower taxes, they are able to get more money for the same amount of work. This increases growth. Thus, low taxes gives you a higher growth rate for all of your colonies, and a slightly increased resource gain. High taxes stops growth, so you get a lower growth rate, and lower resource rate. I didn't even think about the loyalty part. And yeah, some parts of this are fairly

14 Replies 28,025 Views

I routinely make 20,000 a game using this feature. Set your sell amount to 100%, and watch as the money flows in. Nobody else ever uses it though, so it's almost like free money if you have extra resources. If I have extra of a resource, I put it into the black market. Then, if I run low, I take some from the black market. In other words, I store my resources in the black market. This means that when people buy resources, t

18 Replies 18,613 Views

I thought it was pretty obvious? It's something from phase space that is eating everything. The phase inhibitors where used by some ancient race to stop it. If you read the manual about the phase inhibitors the Vasari didn't invent them, only duplicated them once they found em. The rest of the factions got them from stealing Vasari phase inhibitors. If you watch the opening movie, the Vasari running started when they did s

118 Replies 390,376 Views

So, in another thread I had an idea for Challenge maps, maps that are more like saved games someone gave you that you have to beat. Please note that these are only suggestions. The challenge maps would be divided up by difficulty, easy, medium, hard, impossible. So, without further ado, here goes my suggestions for some challenge maps. Generic Challenge Maps</spa

2 Replies 12,590 Views

Well... For the no rush option, I sorta see what you mean, but that's half the fun. For the governments, they DO have different goverments. Each faction has a government that's different from each other. But, some civic options would be nice, like Resource Focus, which increases your fleet upkeep for credits but decreases it for resources, and stuff like that. Bad example, but you see what I mean. For

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I mean... How can I know if an enemy culture is affecting my world? Edit: Ah, nevermind, I had my question answered in another post. Mouse over tells you more information.

11 Replies 11,244 Views

Yeah, I find it strange that the first unit available isn't the first one you want to build due to how vulnerable they are against the second unit you can build. If that makes any sense.

21 Replies 12,869 Views

I once got owned because someone blitz to my capital and took it out, and I forgot to re-asign it. 25% alliegence for everyone, so 25% max income for everyone. I was freaking out trying to figure out why I was getting no resources.

23 Replies 10,077 Views

I use them when I want to kill a planet quickly. I mean, just three or four can really help knock a planet down to size so I can colonize. They seem fine to me, since they do what they are supposed to.

182 Replies 292,563 Views

But LRM's are much slower then carriers. If you can get the carriers to start moving, then your LF's can own them. Just charge in with some heavies and start slamming the carriers untill they run, then move in with your LF's. It's what I did, and it worked. Takes some micro though, and I am sure a good player can find a way to counter it.

21 Replies 12,869 Views

Most campaigns, if you play them, are extended tutorials. In fact, all of them are, at least for part of the campaign. They cap the research you can do, and put you in situations where you have to counter certain strategies. For example, in most RTS's, the first level of the campaign lets you only build the most basic unit. The next level, the next unit, and so on. All of them also have a Defend for X time levels too. You just never really think about it, b

20 Replies 31,590 Views