Quoting JCD-Bionicman,
reply 4
That's kind of the problem, the devs want to be able to make it themselves so that they'll get paid for it.
However, hundreds of hours of time and effort has been put into mods and into various fixes and things by the modders - making me wonder (from our perspective) exactly what sort of (creative and bug fixing) advantages the devs have over the modders, other than their access to the source code.
So, youre saying that the devs should stop all development of the game and simply hand over the source code? Okay, theres some pretty cool mods out there, but they are only cool in theory. Every single mod Ive ever played is plagued with issues, from failed or unworking ideas, poor stat balancing, not to mention glitches and other defects. EVERY single time ive installed a mod ive ended up putting it down and picking up vanilla again because of the issues. The only mod I havent done this with is shifter, but I havent experienced vanilla enough (Deus Ex vanilla) to know the difference. Even the best modders with the best tools have not managed to create something that matches the quality of official developers, and they never will. The reason developers do so good at their job, is because its their job. Modders still have to go to that other job they get paid for you know.
Yeah, that is what I'm saying. If you know how to use hotkeys there's no need for the devs to add an extra option ingame.
Yeah, cause having to tab to every fucking ship in your fleet you want to scuttle manually is so much more convenient right?
They seem to have their hands full with other matters.
So essentially what your saying is, simply allowing players to scuttle things simultaneously would be a feature TOO HARD TO CODE, and NOT worth the developers TIME...
If you can't spare the extra 10-20 seconds it takes to scuttle whatever you're scuttling en masse I see no need to change the game to help you with that sort of thing...
Yeah, cause Im just some retard that isnt skilled enough right? Im not skilled, (follow me closely here because this is important)... because I dont like pressing tab and shift+s as fast as I can in order to get rid my stuff...
If you're still at the stage of using fleets and then just watching everything autoattack
Meanwhile while your wasting your time increasing the effectiveness of your fleet versus mine by a mere 10-25% while Ive simply cut corners and set up the autocasts in order to be used automatically but still reasonably efficient, Im also spending the time I'd have wasted micromanaging my fleet doing a billion other things that are much more important, and in all likelyhood Ill end up beating you because I have stronger economy, defenses, I have superweapons, and dozens of researched techs not to mention a desert planet loaded with factories.
well, then asking for additional features to compensate for your lack of ability to micromanage is not the thing to be doing.
Again, the idea that a player being able to exploit lots of hotkeys and/or micromanages everything very fast doesnt mean he is skilled nor does it mean that he will win. Hardcore micromanagers=no lifers.
Wanna hear something interesting? Chess is about the most simple game on earth, aside from obviously simpler games like tic-tac-toe, etc. I dont in the slightest mean to suggest that the game of chess is a simple thing at all, hell no, but the means by which the player manages his pieces in the game are very simple. The player doesnt have to do a fucking backflip just to move one piece, yet the decisions themselves take great amounts of energy. You see, when a player has to spend all his brain power and time micromanaging things rather than actually thinking about strategy, the game the player is playing is no longer strategy.
Let me simplify the above passage into something more compact. The more energy that is spent trying to figure out HOW youre going to do something is less energy being spent deciding WHAT youre going to do. HOW is the micromanaging, and the WHAT is the strategizing.
Theres an article by Frogboy, developer of galactic civilizations, that highlights the key points of sins success and he basically says alot of what Im saying.
[quote who="Draakjacht" reply="6" id="3055598"DAMN EDITER WONT WORK]
and yet I got shot at on another thread when I told somebody how to keep the stupid Empire Tree from jumping around instead of whining that it doesn't lock. Heh
I'm broken on this. It would be nice, but not a necessity.
The core mechanic of Sins, the whole reason alot of people fell in love with it was at least 75% due to the convenient interface and the ease of managing your empire. Join the light side of the force.
The way the scripting is laid out, even loosening the fleet more won't do much. It's like in Total War where you tell a group of soldiers to turn clockwise five degrees. Do they just turn the block? No, they have to turn the whole thing around in a big swirl. Yeah, the pathing isn't super amazing. I use fleets for macro movement and then micro in battle.
How would not greatly loosening the fleet formations and/or disabling them NOT make a difference? Also I edited that part of the thread so check it.