[quote who="Howdidudothat" reply="19" id="2309607"]Holy crap, where have I been? Annatar is up to 497 Karma and Blair is up to 134. [/quote] What's karma supposed to do? Is it like some other boards where friends or fanboys give each other 'points', and it's supposed to amount to a kind of imaginary rank? Or do we get cash payments? Or guaranteed reincarnation?
Sirth
[quote quoting="post"] As Diplomacy starts to get closer to beta, we're going to be making some changes to the Sins of a Solar Empire website so that players can participate with the development of it (similar to what is done on https://www.elementalgame.com). No official ETA yet on Diplomacy. It's more of a "When it's done" type thing. But things are going well. [/quote] That's great news. I'm totally into participating and want to give lot
The Random Events thing I'm proposing would be an OPTION turned on or off before any game starts. The default would be off. Next point. If Random Events were implemented, I'd also like to see them more interactive, with choices. But remember.... it would be harder to program, with pop-up Yes/No stuff, and I'm not sure Ironclad would invest the time, or even be interested in stuff that might be distracting like that.
Thanks. SOASE is an interesting game in which the best aspects of RTS and turn-based play can be implemented. Replayability, however, depends on 'new stuff' and different options. The option of having Random Events would make the game highly replayable imo.
I really hope the developers include a pre-game option to include Random Events. Even great strategy games like SOASE are in danger of going stale if nothing totally unexpected happens. We have our build routines, our research strats, our carefully laid plans to expand, and so forth. Now we're off to control the galaxy. But what if the galaxy throws us some unexpected curve-balls to keep us on our feet and make each game very UNIQUE? I hope SOASE includes more ele
I've never played a game before where I enjoyed playing each faction as much as I do in SOASE. I like each one equally. But if forced to decide, I might say TEC only because their audio messages are a bit more fun to hear.
Cruisers (continued) Tigershark Primary role: Stealth raider The Tigershark plays the same role as an attack submarine (of pre space-faring days). It is the only other Servitor ship able to
Arakcheev, Juletron, Shadowmind, MuriaticAcid, Whiskey144: thanks for all the feedback. I'll finish up Servitor ships and revise them as necessary. Then I'll carry on with other aspects, keeping in mind what you guys wrote.
Cruisers Servitor Cruisers can only be built by a frigate/cruiser bay inside a Worldship. They mostly follow the general roles of other cruiser-class vessels of the TEC, Advent, and Vasari: that is, heavy combat, orbital killers, support ships, and so forth. However, many of their powers are different and thus offer unique tactical problems for enemy fleet
[quote who="Whiskey144" reply="9" id="2299199"]but what are these covert ops? I want some SPIES MAN!![/quote] I do too. Covert ops would be tricky to implement. It has to be interesting and effective enough to be worth pursuing. Any yet not as effective and crazy as to screw up the emphasis on the main aspects of the game. In realistic terms, and in game terms, covert action should be costly and limited in scope. I recommend a streamlined system with only a few available actio
Offers This sub-group of diplomatic actions involves humble requests and offers. They are a way of helping and warming up to other empires, or asking for assistance, outside of the actions in the Treaty subgroup. Obviously if you give stuff, relations will improve to some degree. 1. Offer Resources . Like giving gifts in SOASE, except an
Diplomacy, part 3 Demands These are warnings, threats, greedy arrogant requests, and other sabre-rattling messages made by one empire to another. Actions that fall under the Demand sub-group are for the players with pretensions of dominance. They are risky if you aren't dominant because someone might call y
Diplomacy, part 2 The Diplomacy Screen should be user-friendly, and yet stuffed with information and possible courses of action. Diplomacy Screen The new Screen shows your mutual happiness rating with each empire, the pending and established treaties with each, and ot
Before I get farther into my Diplomacy suggestions, I'd like to bring up some suggestions regarding Culture and Independent worlds. Culture in SOASE is streamlined, but needs a bit more development. Culture suggestions 1. Cultural broadcasts should affect planets belonging neutral and hostile empires as normal. However, when these planets fall to 0% Alle
[quote who="N3rull" reply="17" id="2298529"] - However, you can't just declare war on an Ally if your rating with them is 90% or more. This is not realistic. (In real life, America is just not going to attack Britain or Canada over night, for example.)Hitler attacked Russia even though Stalin was pretty sure they were good buddies. Diplomacy is a deadly game.[/quote] Okay, I shouldn't have brought this up because it's going to start a red herring history conversation. Let's
SOASE is a great game because it's streamlined and fluid. Yes, it needs far more options, but nothing too complicated that would bog down the action. Here are my suggestions and reinterpretations of other peoples' suggestions. Part 1 Diplomacy <span style="font-size: small; font-family: arial black,avant garde; colo
[quote who="Volt_Cruelerz" reply="25" id="2295568"]I like the Locust and Nova. The locust, what you can do is have a beam weapon that lasts for 999 seconds... In other words, until somebody dies... It would have to have lower direct DPS than other ships as it essentially has no cooldown. At the same time though, because it lasts so long, you would have to take the DPS you want it to have, say 14, and multiply it by 999.. The result is: 13,986. That would cause yo
Frigates Servitor Frigates are constructed either by Frigate/Cruiser bay in a Worldship, or by a Haunter capital ship. On average they have slightly larger hulls and armour plating than the frigates of the three other races. As in the case of all Servitor ships, their construction requires expenditures of Metal, Antimatter, and small amount
You don't have a mechanical criticism. Instead, you have a philosophical one. Fine. I get that. If you can't see how this could work , and it could work rather easily unless a relatively small part of the engine code cannot be updated or stretched, then I either explained the concept poorly or you haven't grasped it. Feel welcome to start your own thread now about a new race you're interested in, according to your own understanding of the game and the limits you're interested
JuleTron, I'll guess we'll have to agree to disagree because I don't find any weight in your criticisms other than you're accusing me of making new ideas that would actually function just fine inside the SAOSE game (once fully explained). You said, "once they take planets they will need to deal with the inhabitants". No, they don't take planets, as I keep saying. They kill every intelligent life form on planets. If a race is powerful with unique abilities, as I envision them,
#5 WIDOWMAKER The Widowmaker is an assault ship, though it was also specially designed to remove organic life from planetary systems. Special Abilities 1. Mega Virus . Along with bombarding a planet with conventional warheads, a Widow maker can drop missiles laden with lethal biolo
#3 TYRANT (Battleship analog) Nearing the size of a Jarrasul Evacuator, the Tyrant is the premier heavy assault capital ship of the Servitor Fleet. Special Abilities 1. Over-charged Tachyon Batteries . Like the main 'melee' Frigate and Cruiser of the Servito
[quote who="JuleTron" reply="7" id="2289820"] Some pretty good ideas here, but I don't like the ideas of not colonising planets, not having credits and having a frigate carrier. It is totally inconsistant with the rest of the game and contradicts the entire game philosophy of sins. Uniqueness is great but only if it make in-game sense. [/quote] I'm obviously of the opposite opinion. The Servitors in my way of thinking are a nomadic collective, and sh
#2 MASTERMIND (support analog) Captain Hera Thomson of the TEC Percheron Light Carrier "Vigilant Fire" was on patrol with a trio of Cobalts when they received the distress call. A Science Lab orbiting the murky blue gas giant Padam V reported an incoming force of alien design. Expecting another small Advent raid, Thomson initiated ju
Cap Ships Getting back to this, I'm going to dive into the meat and potatoes fun and talk about Servitor cap ships. All cap ships must be built at a cap factory. Like most Servitor orbitals, even the cap factories are mobile (but damn slow), and like some other orbita