QuestionableObject

QuestionableObject

Joined Member # 4832603
2 Posts 9 Replies 309 Reputation

[quote who="Yarlen" reply="22" id="3867041"] We have updated the textures to fix the cartoony ships (there was an error in how they were being applied). For those who still want less color, we've added an option for minimal team color which makes them more like Sins 1 style. [/quote] Ya'll are amazing

28 Replies 131,746 Views

[quote who="ASADDF" reply="6" id="3866979"] This will make the game more interesting, and even more if what they said that those resource will be found near Stars. [/quote] Keeping the resources as limited caches in the early-mid-game I think is a cool idea that can add a lot, I was only concerned if they were limited across the ENTIRE span of the game, knowing that there's later game techs to synthesize the rare resources puts me at ease.

8 Replies 38,921 Views

[quote who="Blair Fraser" reply="4" id="3866820"] Quoting GoaFan77, reply 1 I don't remember if it was in the article of Discord, but I think Blair clarified that late game you can use refineries as TEC to get at least some of these rare resources. My guess is that they're intended to encourage early game exploration and p

8 Replies 38,921 Views

[quote who="GoaFan77" reply="1" id="3866786"] I don't remember if it was in the article of Discord, but I think Blair clarified that late game you can use refineries as TEC to get at least some of these rare resources. My guess is that they're intended to encourage early game exploration and perhaps prevent rushing/spamming certain key units until the late game. [/quote] Very cool if that's the case, glad that the devs are steps ahead of me if true [e digicons]\o/[/e] &

8 Replies 38,921 Views

"Exotic resources will also inspire more conflict. They're finite and necessary for things like special research projects, titan production and the construction of starbases. You can find them in derelicts and on planets, typically closer to stars, making these locations major flashpoints where there's a lot of competition. What's handy is you can tell your scouts to look for specific resources, along with neutral fac

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So while scouring for any info I could find on SoaSE 2 I found an interview article that made mention of things like Starbases being limited by rare finite resources scattered across the map. This gave me a bit of pause as I'm not really a fan of finite resources, especially in large scale games. Of course we've yet to actually try it and it might be fine but I feel like it'd be much better if these "rare resources" if they're still a thing were infinite like Metal & Crystal but h

8 Replies 38,921 Views

I am such a sucker for space ship diagrams, love this. Also love the extra detail on the Kol compared to the initial screenshot, beautiful roughed up texture with less shine on the paint and lots of scuff marks looks like a real battleship. Trying to keep my expectations reasonable for SoaSE 2 & very much looking forwards to the hands on technical beta experience.

22 Replies 110,656 Views

Really the only thing I'd say to change is reduce the bloom on the ships lightings, reduce the gloss & tone down the vibrance on the colours a bit and they'll be fine. The new Kodiak does look a bit goofy but reduce the profile of the turret mount & increase the size of the main vessel and it'll be good to go. The ship you compared to the advent scout ship could be either a new design for the Arcova scout frigate or a unique neutral ship type for the pre-populat

20 Replies 62,743 Views

I don't really get what ya'll are talking about the new designs looking "soulless" or whatever. The worst I have to say is that maybe they're a little too glossy, TEC ships had less reflective surfaces than Advent & Vasari ships, and the viewport lights have too much bloom on them. The bomber especially looks pretty much exactly the same as SoaSE 1 just with much more detail. I like that the ships have actual moving turrets & directional weapons now instead of b

28 Replies 131,746 Views