possiblies for an expansion? (devs or mods please read every week or month lol)

i understand that Diplomacy will be the last micro expansion. if that is the very last expansion  in sins to ever be released then  please vote to have a full blown expansion made. sins of a solar empire is THE best rts game I EVER played. Yet there is so much that can be added to make this game ever better!  i for one would gladly fork over 50 bucks to see a full expansion be made. the expansion would include the following:

 

1. a storyline: i know there are ALOT of people against this but i honestly don't see why. what harm could having a storyline possibly do to the game gameplay? even if the storyline flat out sucks (which in my opion could be preety hard since with the little lore they have out now makes for a solid foundtion for a story) there is still other content that will make getting the expansion worth it. not everyone is willing to go muiti player (or in my case i CAN'T) so having a single player story would make these people VERY happy.

 

2. as i stated in a diffrent post, tactics would be a great addion to gameplay. by tactics i mean battle formations (every RTS game even ones like this one have them even ones from lik 1995). the formations can grant a boost in defence or attack of certain ships  and can be countered by another formation. example, a wall formation would be great for long range ships, in this formation the ships can fire orr their wepons  doing considerable damage to an enemy fleet.

however, in this formation it makes turning around harder so it's weak against a flank formation.

the flank formation, which consists of  a fleet that is split into 2 groups one to the left and one to the right. this formation is best used on fast moving ships as it gives them a small boost in speed. 

the flank formation can in turn be beaten by a wedge formation. the wedge formation has the strgest ships in the front and flies between the 2 groups in the flank formation. from there it proceeds to split the two groups even more and the weage itself slpits into 2 groups which battles the 2 gruop that made up the flank formation. the wedge formation gives ships and increse in defence. and this formation  can be beaten by the wall formation since it has the extra attack power and range to weaken a fleet in a wegde formation before it actually gets to the "wall"

 

this is just a rough idea of  how formations can be used. you can even use them to make up for ships weaknesses. exaple the weak frigates  in wedge formation can take a bit more of a beating.and i'm sure there are even more ways to apply tactics to the game. at the very lesat fighters and bombers should have formations.

 

it goes without saying that it would be best for formations to be set BEFORE going into battle. and with this you actually have a use for the "create fleet" command.

 

3. New ships  adding new ships that can make  use of formations would be great. like frigates that have long range but weak attack, or ships that have high attack but weak defence.

 

4. new ship class juggernaut these are the big brothers of the dreadnought and are extremely powerful but also extrmely expensive (upward of about 500k creds 10k metal and 10k crstal) and VERY long to make. the expense and wait can be worth it however. these ships can house as many as 16 fighters and will take a considerable amount of effort to take one down, lucky only one can be built per player at a time. these ships have NO support powers. the firepower and hull they have alone is a support power in and of iteslf. each jugg is ofcourse diffrent from race to race. the advent's jugg has unmatched sheilds and laser based attacks. the TEC jugg have no sheild at all but high hp, and uses long range millses and guns. the vasari jugg has both sheild and hull but it's weaopns lack range. all juggs will also put a tax on your empire's income. it's upkeep can be rather high and you can find your self making as little as 10 creds a sec and even LOSE money

 

5. capture ship ability: by killing off the crew in a ship it will become inactive and won;t attack anymore. a salvage or bording ship can come along and capture the ship to add to your fleet. to do this a new branch of tech and skill will have to be made. skills, abilites and ships that can attack the crew dirctly and not damage the ship itself. the advent with their mind powers drive the crew mad making them kill eachother off, the varari and TEC can use gas to kill off the crew (missles penerate the hull and flood the ship with gas) of course  there will be techs to counter this from happening but the risk of losing your ships to the enemy will always be there all ships a fair game even juggs, there is a downside however, after you reach your ship cap, any addtional ships you get will add to your fleet upkeep so yea you CAN get countless capitaal ships and 8 juggs but the expense of having them can leave you pennyless in a few minutes if your not cafefull at what your doing.

 

6. last but not least. there has GOT to be one more race in this game. the ones who drove the vasari out their kingdom.

 

if you have questions about any of my ideas or if you have ideas yourslef post it here.

 

keep this thread going if you feel that these ideas are good. hopefully by showing that there is a demand for something like this the devs will consider making it.

 

 

20,003 views 12 replies
Reply #1 Top

 

Some of those ideas may not be too bad, but if I were the developers I would be very, very concerned about risking destroying what has already proven to be a winning game play formula.  Perhaps some of those ideas could be implemented and tested in a private mod first if they have not already been tested.  It would be nice to have a fourth race, but balancing a fourth race with the other three races and then having to further balance those other three races with one another as a result of changes made to balance with the fourth race seems like a big headache.

For Sins-2, what this game could really use are some improvements to the online multiplayer aspects of the game.  It needs custom map auto-download, built-in voice comm, an improved user interface, fewer minidumps and desyncs, the ability for minidumped players to rejoin games, support for larger numbers of players (say, up to 8v8), and an online multiplayer tutorial and an invitation-to-single-players system.  ("Game for new players has 8 people in it and needs 2 more, click here to save your current game and join.")

 

Reply #2 Top

It also needs a player traking system to eliminate those darn Smurfs <_<

Reply #3 Top

 

The smurfs must die!

Reply #4 Top

I would definetly pay upwards of up to 60-100$ for an extensive expansion.  I really like that idea of bording an enemy ship and adding it to your fleet maybe with a special class of ship.  Another inmprovment to the game could involve scavaging the metal and resources from battle sites.  Ships could be fitted with optional scavaging drones as a replacement to such things as fighters.  Another potential addition could include an entire new range of pirating operations for the purpose of increased revenue.  These operations could be performed by users intead of just the pirates.  I personally dont agree with the strategic ship formations suggested by "animecrazyguy", this function was presented in the homeworld space rts game.  Another faction would also be nice, although when you consider the work involved I dont think that new factions would add that much more depth to the game.  Comment to the developers you did a great job on the original game.

Reply #5 Top

sorry if i didn't add any online sugestions but i just don't know how to even start playing online so i can really only suggest for single player mode. the content doesn't have to be an expansion, it could be a sequel even (if enuf content is added.)

 

Reply #6 Top

Well I've been doing my best at abstracting the effects of Formations for a Mod (currently flanking works as a concept, as well as larger fleets having improved morale, but decreased maneuverability (and the subtleties in between)), but would greatly love them to put actual formations in, which given there is a file called "Formations.entity" they clearly intended to at some point. Preferably these would be customisable, with the ability to attach a buff file to them for some bonus effects.

but my personal request for any expansion is the ability to REVERSE, I know the engine can handle it, negative speeds make you go backwards, it just makes the unit AI have....fun (plus currently doing that removes the ability to move forwards).

Reply #7 Top

The smurfs must die!
End of quote

 

Find Annatar wherever he at these days and borrow his large collection of pitchforks and torches.

Reply #8 Top

Quoting Terraziel, reply 6
Well I've been doing my best at abstracting the effects of Formations for a Mod (currently flanking works as a concept, as well as larger fleets having improved morale, but decreased maneuverability (and the subtleties in between)), but would greatly love them to put actual formations in, which given there is a file called "Formations.entity" they clearly intended to at some point. Preferably these would be customisable, with the ability to attach a buff file to them for some bonus effects.

but my personal request for any expansion is the ability to REVERSE, I know the engine can handle it, negative speeds make you go backwards, it just makes the unit AI have....fun (plus currently doing that removes the ability to move forwards).
End of Terraziel's quote

 

of course being in formation would cause ships in a large fleet to have problems with moving around. but the idea was to have a large force (the main attacking force) in no real formation and several other smaller fleets in verious formations (depending on the sitution) supporting the main attack force. honestly who WOULD make a masive fleet in one big flank formation? that's not very tactical to me.

 

but to combat the mobitly problem perhaps more can be added to the tech tree to increase turning speed etc. sort of like the bow thrust on large ships a perpeler on the front of the ship working with the perpeler on the sturn can make even a huge ship make a complete turn in under a mintue. i can imagine something like this added on ships to make it turn un daown left or right at much faster rates.

Reply #9 Top

Quoting animecrazyguy, reply 5
sorry if i didn't add any online sugestions but i just don't know how to even start playing online so i can really only suggest for single player mode. the content doesn't have to be an expansion, it could be a sequel even (if enuf content is added.)
End of animecrazyguy's quote

Oh, that's just a list of stuff I'd hope to see in a Sins-2 but now I have more ideas after reading Golden Eagle's three recent threads.  If you want to come check out the online action, just click the Ironclad Online button (not the Multiplayer button), register an account, and create a user name (Add Player/Use Player).  You might enjoy playing humans v. AI games to get started, which would let you chat with other players and share strategies.  It'll also provide access to the main Lobby channel where you can chat with folks.

Reply #10 Top

I agree with OP, I would pay $50 for a good expansion.  This game just came out about a year ago, don't leave it now!  I think it still has a lot of potential for growth and could use some more love.  I know Ironclad is probably excited about a Sins 2 or just going in a different direction after all the work you've done on this game but I think it could really be successful if you kept working on it.

There are a lot of minor nuances that if taken care of, could make the game a lot more enjoyable and user-friendly, especially for newer players.

I don't agree with all of OP's points about what you should add, you should just add whatever seems good to you.

Reply #11 Top

If you implement most the expansion ideas that have been expressed over the years, you would wind up with a game that is quite different from Sins.  Sins works as a beer & pretzels strategy game; that is, a game with just enough depth to make the tactics and strategy interesting but not overwhelming. Most of the expansion ideas would blow that elegance out of the water and wind up turning Sins into something closer to EvE Online or X3, a sci-fi game that is far deeper and requires far more commitment. 

Personally, I think the best solution would be to continue to tweak and polish Sins, but not include the radical suggestions.  For those - and many of them are quite interesting and clever ideas - Ironclad should just begin working on a new title (be it a proper sequel, such as Sins 2, or a totally new game) that is more "hardcore", and thus suitable for the added complexity suggested by threads like this.

 

Reply #12 Top

Quoting -Ue_Carbon, reply 7

The smurfs must die!


 

Find Annatar wherever he at these days and borrow his large collection of pitchforks and torches.
End of -Ue_Carbon's quote

he does have quite a lot of those.

and for all of these ideas.....sins 2 :thumbsup: