Proposal for mod,

Improved ship movement

Sins is a awesome game, but it has a number of short comings.

the biggest and most noticeable is the combat, the moment a ship is in weapons range it just sits there. this seams unrealistic and boring. wouldn't it be much cooler if the ships maneuver around, with the exception of some capital ships of course. i would make the mod myself but i'm coming up to exams and i don't have the time to learn modding let alone make a mod.

Is there anyone else that agrees and would be willing to make this mod?

6,627 views 8 replies
Reply #1 Top

I'm not sure that's possible unless everything worked like strikecraft.

:fox:  

 

Reply #3 Top

Well, doing this would require IC and Stardock to make unit AI not based on entity.  As it is, a ship's AI is chosen whether on not it is a certain type of entity (platform, fighter, frigate, capital), which sucks.  So to do that, all ships would need to be strikecraft.  And strikecraft can't phase jump.  So that, the seeming best method, fails.  Add in fighters can't be built by factories, only spawned from ships and you have EPIC FAIL.

 

I'm not faulting your idea.  I love it.  It's just Ironclad and Stardock have made awesome, epic space battles so hard to implement.  Which sucks.  I really want frigates dynamically moving around capitals, circle-strafing in an attempt to dodge fire while cruisers try and stay in its rear arc and blow its engines to hell.

 

But no.  Thank you IC and Stardock, you have made Sins less fun with AI bound to entity types!

Reply #4 Top

i guess you could creat a new entity type, it would be alot more work.

or is there a code flaw that wont allow for the addition of a new entity type?

Reply #5 Top

Nope.  No new entity types.

Reply #6 Top

I wouldn't call it a code flaw, they have to write code for each of the various diffrent parts and we can't add to that (its thier soruce code). The better solution would of course be a scripting language but even with that they have to code all the commands and things we can do with it.

This is probably a fundamental design for the engine and I doubt they will ever change it.

Reply #7 Top

i was afraid of that, otherwise i recon any conversion mod would involve combat ship movement.

one other thing, it is apparent that ships like the human primary combat capital ship (the KOL i think) has guns on the side. could there just be a mod that made rounds move slower or be less accurate againse moving targets, making it easier for you to dodge incoming fire by just patroling around the enemy?

Reply #8 Top

That would require either code allowing variances in accuracy due to variables such as range or real-time projectile tracking, such as in Supreme Commander or Battleships Forever.  And no, you cannot alter accuracy based on range or relative movement speeds, and Sins does not have real-time projectile tracking.  Which really sucks.  I know, this would give properly microed frigates a definite edge against capitals, which is as it should be.