Will there ever be... ... for SOASE?

Just go for it.  Throw your desires here because lets face it, they don't go anywhere when posted elsewhere.

Whacha wan for SOASE?  Don't expect any desires to be fulfilled, just throw'em out.

*Campaign + Editor
*Deathmatch Mode min/max tech, tier min/max setting, Adjustable start cred/metal/crystal

24,170 views 31 replies
Reply #1 Top
  • Entity modifier that increases allegiance on a planet (not a research modifier, but something an ability could use)
  • Better AI handling of the "Phase Jump Disabled" debuff
  • An awesome Unity Mass chaining damage
  • A broken record, beating a dead horse, and facepalm digicon
  • Proper graphics for all those planet bonuses that still use the cavern icon

Okay I'll stop my lame list, though I really could go on....

Now to be a complete dreamer....

  • Scripting support
  • Multi-threading
  • Campaign

Reply #2 Top

Quoting Seleuceia, reply 1
Proper graphics for all those planet bonuses that still use the cavern icon
THIS.

And add the unused bonusses while you are at it. Has been requested too many times. The icons are already done, just think of some cool new bonusses.

Reply #3 Top

more planet types? 

-water world

-exploaded planet

campaign

visual changes with upgrading/ leveling up titans and capships(ships attach/detach from titans)

something in between cap ship and titan

and it would be awesome to have a SUPER titan :) or more titan choices

 

 

Reply #4 Top

A pre-game toggle for mines.

Reply #5 Top

oh yeah...

"CultureArmorAdjustment"
"CultureHullRegenAdjustment"
"CultureWeaponRangeAdjustment"
"CultureWeaponIgnoreShieldAdjustment"

Map Triggers

For Sins II - sometime in 2020

Crew being useful on ships like it was in Star Trek Armada II.

Realistic planet population sizes instead of having to guess wtf the multiplier is.
Realistic planet population growth and immigration port + settler ships (like tradeport and tradeships) to add to population.

Solar System instead of randomly and unnaturally spread around planets.
Gravity Well Edge to "free roam" to next Gravity well. 
Solar System boundary Edge to Interstellar drive to next Solar System boundary edge.

Reply #6 Top

There are different planets in Distant Stars mod, toxic world, military world, savannah world, swamp world. You should check it out when they make an update for Rebellon, Axxo

Reply #7 Top

Ladder?

Fixed random map generator?

Clan support?

Ability to vote out laggers?

Balance?

 

 

Reply #8 Top

Teleporters to put me on the bridge of my own warship in space?

Reply #9 Top

This would be my wishlist for a sins 2, I suppose

Advanced Settings to granularly fine-tune handicaps for all players including neutral militia, pirates, and occupation planet forces (e.g. give a mix of resource, research, combat bonuses).

instead of having planets connected by phase lanes, have rotating solar systems connected by phase lanes (ships could move about solar systems more freely). Gas giants with colonizable moons.

Research to increase ship movement speed

The ability to occupy and capture planets a little more intact with marines and troop ships (but no ground RTS combat, I have other games for that). Research could buff this to give you choices about the kind of military you have (i.e. Rome vs Carthage). But keep the overall mechanic relatively simple (maybe a stealthy variant of this to support rebels on occupied planets, which increases the costs of holding them, could tie in with the Insurgency tech).

2 or 3 veteran levels for frigates, something light so they don't outshine capital ships, but something.

Target-able hardpoints for capital-ships, titans, and star bases (maybe).

More planet types with way more default and explorable bonuses and penalties to make planets feel more unique and exploration more economical (I know mods have this and i will check them out, asking for it anyway). Atmosphere, temperature, and surface gravity could play a larger role with this in addition to planet type, or the effects could be minor simply to add flavor.

 

 

Reply #10 Top

Sins 2

Coming Soon

Reply #11 Top

an AI that can use SB and defence strutures together Intelligently and that used mass bombers to attack them with.

Reply #12 Top

-cloaking at least one special cap ship that cloaks

-for plasma storms to become more dangerous(ships loose control)- engine fails etc..

-more over all random effects happening

-some abandoned stuff- abandoned unique ships.. maybe half way destroyed

-more cool artifacts

-more videos like the Rebellion intro video but from different perspectives- advent, vasari

 

 

Reply #13 Top

- % complete progress visible in the info card of frigate factories when constructing ships, and starbase's when performing upgrades.  

- Something visually a bit more interesting when zoomed out, 

- Alternate ship type icons for the hud - 3d Animated or just new static graphics of the driver / commander.

Too starcraft??? Guess I just like the extra eye candy like that and would be cool to see more of the different races

 

Sins 2

- Multicore

Reply #14 Top

Quoting Sinperium, reply 9
Teleporters to put me on the bridge of my own warship in space?

And off again, before it blows up! :grin:

 

Oh! and I'd be happy with Sins II coming soon also.

And better control over weapon firing arc's.

Reply #15 Top

Ship Variety: Make the designs more dynamic during the game. I.E. Beginning ships, and slightly stronger tier 2. Ships. Cap ships retrofittable. (likely sins 2) Maybe some ship design options. E.g. Impossible Creatures; Space Empires, Gal Civ etc. (Though Gal Civ was not as great for this.)

 

Faction Variety: Do not follow the holy trinity theory of starcraft etc. More is good. (likely sins 2)

 

Balance through imbalance. There is this common idea that there should be a network of counters. It works just as well for  every race to have a strength against the others and a weakness. Force more dynamic combat by making it unequal both ways. (likely sins 2) Ignore combat triangles

 

Multithreading/64 bit support. (likely Sins 2)

 

Autosave options. Its annoying that my internet resets and I would prefer it autosaved every 5 instead of every 15 minutes.

 

Larger numbers of strike craft and more variety. It would seem that there would be more and they would be on every ship.

 

Supply Cap Options.

 

Galaxy Forge Map distribution tool in ICO. Can be posted and dloaded, or transfereed when connecting to game like in BFME.

 

Galaxy forge reverse compatibility. NOT HARD TO DO... and yet they still insist on throwing away hours of my labors of love. harpo does not need to be taken advantage of.

Reply #16 Top

Here is my list, some(most?) of which I would obviously rather(have no other choice) see in Sins 2 rather than try to fit them into the current game/engine or whatnot

- More flexible travel system available than phase lanes.  Thinking maybe warp gates/engines available or an enhancement to current phase engines that allow phase jumps to any planet within a certain range.  The Vasari would keep their phase stabilizer advantage allowing them to jump to any planet in the solar system as they do now regardless of range.  Limits to this would be jumping thru the influence of an anomaly like plasma/electrical storms and what not.  Ability to cancel a phase jump if not lore inappropriate with a cooldown before the phase jump can be resumed/reversed (would also lose additional AM per your current AM tech level or lack thereof to offset it).  I would also like to incorporate a previous idea of a rotating solar system.  Make some phase lanes "destabilize" (if not lore inappropriate since I don't know how phase lanes came to be in the first place lore-wise) when certain planets exceed a certain range from another due to that planet having a faster orbit around the sun or whatnot. 

- alot more research options.  Increase from 8 tiers to 10 to make room, add more levels to tech where is this an option and adjust current research accordingly.

- A little more 4X-ness.  Nothing complicated like in some TBS games but some basic planet exploitation management.  Maybe make it optional or a setting to be determined on a per game basis so you can decide where or not this is a "rush to the finish/RTS only" type game as this would basically slow the pace of the game a bit.  This opens up alot of options for research/tech like planet defenses (Ion cannons FTW!), science labs/trade unions/etc to increase the effect of artifacts/planet bonuses (or remedies to negative planet bonuses like dome structures/weather modification systems for planets with "Frequent Dust Storms" or other such malodies), temples/monastaries for the Advent to further increase their cultural advantage on the planet, internment/labor camps for the Vasari etc.

- (already mentioned) visual and physical changes to different levels of capital ships/titans, both general and ship specific. Examples: dual planetary bomb launchers/Beam cannons at level 8, extra target/bank at levels 5 and 10, increased speed/manueverability for some, Battleships/Dreadnoughts get extra cannons at certain levels, Capital class carriers get a flak turret every other level etc etc etc.

- (already mentioned) more planet/planetary body/anomoly/object types.  Used in conjunction with a more flexible/alternate travel system and sensor upgrades to detect derelicts (or other objects that wouldn't necessarily have their own gravity well) and travel to them manually with the option to board them (in the case of a derelict) for a chance to find tech, resources, or maybe even repair the derelict to get a unique ship with a special ability(Siege Shield, large AoE cannon, frigate construction bay, etc) at whatever cost/research is required to repair it.

- Random events!  Plamsa storms that disrupt phase lane traffic between certain systems and cause havoc to travel through without adequate shielding (should apply to stationary plasma fields as mentioned as well...should not be able to stay in a plasma storm for long but they should give some extra advantage like disguising ships phase jumping to/from them...more below).  Comets that can be explored/studied or that have to be monitored incase they are on a collision course with one of your planets.  NPC race of some kind that randomly causes havoc (thinking along the lines of a toned down tyranid/zerg type).  Planets without adequate defensive upgrades will suffer losses of population and/or planet upgrades/biuldings. 

- More negative effects to stars/anomolies.  All stars should have debuff to shields in thier grav well(Starbases to have an upgrade option to counter this).  Plasma/Electrical storms should cause more havoc to ships without sufficiently upgraded shields in addition to their current debuffs/effects (Starbases to have a upgrade option to counter this or have the grav well be much larger than the storm allowing you to place a Starbase outside the actuall storm and forcing you to either go around it to prevent damage or go through it to save time).  Stars no longer being the "first stop" to a new system.  This should be moved to an "outer ring" for the solar system.  The reasearch to jump to different star systems should include at least a minimum ability to jump to a planet in range of your arrival location.  Defenses to this would be perimeter sensors/listening posts to alert of an incoming fleet before they can move to within jump range of one of your planets.  Also, you can place a Starbase (or 2 or 10) if you know the location of the enemies star system and therefore their likely trajectory to your system making scouts valuable in systems with many stars.  Having a high phase jump tech would give you an offensive advantage in this scenario as you would be able to jump to a planet in the new system almost as soon as arriving and before your enemy has a chance to redirect forces depending on his phase jump tech.  Stars should have a different role/benefit for placing Starbases around them like harvesting AM which increases the AM reserves of all friendly ships in the star system?

- (already mentioned) Cloaking.  A cruiser variant of the scout maybe that can cloak for brief periods, get planet info that would not be available to regular ships such as number of planetary defensives/upgrades etc.  I'm not big on adding too many "spy" or "sabotage" options, but a few would be nice.  Add a patrol option to scouts that can detect cloaked ships (similiar to mine detection) within a certain range (upgradeable?).  So trying to get close to a planet that has 10 scouts patrolling it would be a risky endeavor and gives the scouts an increased value/additional role.  Upgrade for mines (high tech level of course) that fully cloaks them, making them completely invisible unless within the sensor range of a scout (detection range would be greater than range to actually make them targettable, but not by much).  Maybe add an ability to one of the utility capital ships to launch a probe within the gravwell that will "wander around" or orbit the fleet and detect cloaked mines.

- (already mentioned) New troop transport/marine cruiser which can take over enemy planets instead of having to bomb them to oblivion then recolonize.  This option should take longer than bombardment with the benefit of keeping a larger portion of existing upgrades and/or infrastructure.  Obviously, planets which are highly fortified may negate this as a viable option unless you happen to have amassed 50 troop transports or something.  Prequisites would include the training/research needed for the ship itself and military installations for adding to a planet.  Planets with military installations AND a shipyard would be the only ones capable of building these troop ships.  The more military installations, the more troops available.  Each ship would require a certain number of troops and as such would be an additional "resource" required to build them.  No more troops, no more troop transports.

- Targettable Capship modules.  Have a damned Advent Progenitor buffing its fleets shields?  Order corvettes/SC to target that module and disable it.  Dunov EMP got you down, remove it from the equation (temporarily).  Capships/frigates can target modules as well but with less efficiency with cap ships having a worse chance of hitting another cap ships module but a bonus to attacking a Titan's module.  Aside from special abilities, one class of ship should not be able to do significant damage to ships hull that is 2 classes above it.  For example, corvettes should not be able to do significant damage to a cap ship unless in vast numbers (50 to 1?, maybe slightly less).  I know that this is already somewhat implemented but I think the "gap" should be increased a bit.  Modules, however, are a different story.  Using SC against a titan should prove fruitless unless it is more of a 100 to 1 ratio (this goes for hull damage only, shields will still go down quicker, but not as quick as they do currently).  Fighters should have virtually no effect against cap ship or higher hulls where bombers (with added research/upgrades...thinking maybe "heavy bomber" research available for capital class carriers only) can still make a dent. 

- (already mentioned?) Frigate veterancy.  Frigates "level" up (max 5 levels or so?) and get increased shields/damage/health/armor(not necessarily all 4 at each level...ship/race specific?) as a background/passive upgrade.

- multicore/64-bit support *insert dead horse here to beat*

Ya, pretty much this entire list would be a Sins 2 (3?...4!?!) wishlist...

Reply #17 Top

Quoting axxo2, reply 13


-more videos like the Rebellion intro video but from different perspectives- advent, vasari

 

Yes.  A narration Advent coalescent who only wants restored to her people what was cruelly taken away by the Trade Order; along with what would have been theirs had they not been cast out.\

A vasari warrior who misses a homeworld he's never been to, wondering if his people can ever fight their pursuers and restore any part of their former glory.

Reply #18 Top

More planet types and bonuses (preferably bonuses that are visibly portyrayed and synchronise with planet type; swarms of small meteorites impacting to denote the frequent meteorites negative perk, glowing green hazes on irradiated planets, etc) I think the inclusion of gas giants with colonisable moons, particularly more than one per gravity well, would make for very interesting close-quarters engagements. Also, Metallic/Rocky planet type, ancient starbases (functioning as planets, for bombing and capturing purposes) dwarf planets (yielding minimal resorces), Carbonic planets, Hodrocarbonic planets, anomalous planets (by which I mean, planets with widely various statistics and graphic models, things like gas planets and high-vloume, low-mass planets that are much larger, supporting far higher populations, but not overly increasing the gravity-well size due to porours cores and other dtraits) variance on axisting worlds so their maximum values tend to be more realistically varied, a 40% variance on population and health of planet should accomplish that nicely, and the addition of planet supporting specialist vessels to help you take advantage of planets (Hospital ship, greatly assists repopulation of bombarded worlds, mobile factory vessels boost in-gravity-well production speeds, mining vessels to improve income rates from resource asteroids) As bonuses are sometimes not obvious to casual examination, text-and-icon only bonuses require virtually no more work from developers. the inclusion of a few hundred more of them would be beautiful.

Respeccing of vessels in all fleets to include (but not be limited to) Corvettes, frigates, destroyers, cruisers, heavy cruisers (personally, I always felt the heavy cruisers were... tame. a slightly larger ship armed with multiple weapon types like the new corvette models and possibly some anti-strike-craft weaponry would be nice) arm light carriers (except the Aeria Drone Host. not much but a little something like the support cruiser classes already have) arm, or include a researchable option to arm trade and refinery ships (minimally. I don't expect them to do any damage, but at least defend themselves with a token light weapon that does a singular damage point, if only for effect) update of existing more weapon types (not necessarily more damage) to improve the realism of fleets and provide vetter looking combat, break ship production down to corvettes and frigates at light, low cost factories, medium factories that construct destroyers and cruisers, and then the current capitol ship and titan foundries,provide greater diversity between the rebel and loyalist factions of each race, slightly increase the defensive quotient allowable on each world to help defend against titans and massed capitol ship/ massed bombers (more on that in a second) provide a super-large fleet supply option (modders do this pretty well but the constant updates keep rendering the mods obsolete within weeks) include slightly more variations of capitol ships and much more to titans, a smaller but more widely used veterancy system for non-capitol vessels (thankyou to the guy who mentioned this above- kudos, I've thought this for a while) addition of ship-to-ship torpedo frigates, destroyers and cruisers (long range, high damage, very low fire rate) to better accomodate attacking capitol ships with lighter craft if specialisation is proerly thought out, and essentially a bit more diversity in the various fleets.

A slight relaxation of defensive structure limits to better facilitate defense from and supported in-territory counter-attacks against the mammoth titans, inclusion of a weapon against strike craft in all races defensive emplacements tree, upgrade of all starbases to inclue anti-strike-craft weapons, either upgrading with the existing weapon enhancements upgrades or including a new weapon upgrade to increase defense against the dreaded massed-bomber group that muches stations, inclusion of new outpost starbases, which are smaller and cheaper than their full-sized brethren but allow players to better fortify non-colonisable gravity wells and outlying planets with a more accessible defensive platform, inclusion of a new refinery upgrade to starbases that allows them to create small amounts of metal and crystal (probably just TEC for this one) which scales with the presence of asteroid extractors (naturally) create super-starbases that possess immense defensive power and the capacity to produce any craft in the game and support significant population in the orbital radii of planets whilst costing so much that only the most desperate turtles would tend to use them (except in the super-weapon bombing wars of attrition, which is where this idea will truly shine if it can manufacture small amounts of metal and crystal, say .2/.1 points-per-second respectively) include the races superweapon on their super-station as an upgradable (raid that, AI!) add planetary defenses upgradable to all planets, allowing them to shoot back at siege frigates themselves (doesn't have to be much or it will disturb the balance, but I despise seeing a planet get wiped of its population without response. surely in a world where interstellar travel and energy shields exists, the planetary populace could build a few groundside defense cannons to protect themselves) and while we're at it add planet-launched strike craft, even corvette and frigate production at heavily developed worlds could be good.

Include an anti-culture structure (one that focuses on making it very diffcult to be culture-bombed, maybe by slowing the local spread rate to a crawl or just adding a lot of culture repel instead of straight culture) for vasari and TEC factions, make the titan foundry a logistics structure instead of a tactical one (no idea how that happened in the first place) make the titan foundry upgradable to allow for production of all smaller craft (put it in at high level to mitigate the stress it would place on logistics capacity to operate the foundries in logistics in the first place, especially late-game when you are looking for more slots) include and anti-superweapon static defense like orbital shielding or planetary deflectors to help hold territory against the brutes of things, possibly make them ability based so they can't operate indefinately, add another high-power, high-slot requiring tactical defense structure with defense against torpedo cruisers and adjudicators and possibly some anti-strike craft weapons, PLEASE MAKE AT LEAST SOME capitol ships able to fire on strike craft (this one really irks me. they are the pride of your fleets, the elite. and they get blasted by tiny little bombers without firing a single shot in their own defense. even in world war II modern warships had layered anti-aircraft protection, look at the Missouri for a little inspiration on how capitol ships deal with fighters).

 

... Whew. Well I think that's all for now, sorry to make a massive block of text but I have a lot of ideas. Game Devs, please read, digest and contemplate these for updates/sequels. And thankyou Seleuceia for this OP, I was hoping I would find like this. I love sins, but there is always room for improvement and I am a fan of tweaking things to see if they get better.

Reply #19 Top

Quoting Sakhari, reply 5
A pre-game toggle for mines.

 

Couldn't agree more, but include pre-game toggles for starbases, titans, superweapons and things like such. If there's no campaign, customisation of games provides the longevity and replay value. Also, a pregame max tech level slider could be helpful if you want to outlaw the super-techs late-game that really change how you have to deal with an enemy. A relative pirate raid strength slider would be cool. a relative neutral defenders slider could fine tune the early expansion speed of most games. make it high enough to spawn the odd neutral titan around particularly valuable terran worlds would slam the brakes on super-fast expanders. I also think there should be a slider/button to icrease (or decrease, but who wants that?) the maximum fleet capitol ship crews available for research, making the total highest number AT LEAST 32. you shouldn't be easily able to run out of slots. increasing the maximum players per map to 16 would also be nice.

more control over the start options could be expanded on via the existing quick-start button, allowing you to set global starting resources and a auto-built fleet slider to denote how many fleet supply points should be pre-invested for you. In my opinion they should include a few (not many at all) ships that aren't immediately available due to research restrictions, like the starting units option from the old Red Alert franchise. though they should be pretty much totally random, forcing new thoughts on early-game strategies.

It seems there are even more things to enhance. I will monitor this thread with great interes,

Reply #20 Top

Quoting nightraven1901, reply 20

I also think there should be a slider/button to icrease (or decrease, but who wants that?) the maximum fleet capitol ship crews available for research, making the total highest number AT LEAST 32. you shouldn't be easily able to run out of slots. increasing the maximum players per map to 16 would also be nice.

I have a mod that increases the cap slots for the last 3 upgrades by 1, 1 and 2 respectively giving you 4 additional cap slots when you have maxed out that research tree.  I wanted more cap ships as well, just not too many (with normal fleet setting, 32 would be too much IMO considering each ship is worth 50 fleet supply and 32 would put you at 1600, 1650 with a titan, with max fleet supply on normal of 2000 which would greatly reduce your ability to field any significant amount of other units).  But this can easily be adjusted with a simple mod. 

Reply #21 Top

Okay here is actually a convenient wish for modders...

You know how you can have however many brush files you want?  You simply add them on to accomodate the additions in your mod....

It'd be nice if strings worked the same way...instead of having one string file, you could simply append strings by adding additional string files (which would obviously require a String.manifest)....

Reply #22 Top

Quoting nightraven1901, reply 19
More planet types and bonuses (preferably bonuses that are visibly portyrayed and synchronise with planet type; swarms of small meteorites impacting to denote the frequent meteorites negative perk, glowing green hazes on irradiated planets, etc) I think the inclusion of gas giants with colonisable moons, particularly more than one per gravity well, would make for very interesting close-quarters engagements. Also, Metallic/Rocky planet type, ancient starbases (functioning as planets, for bombing and capturing purposes) dwarf planets (yielding minimal resorces), Carbonic planets, Hodrocarbonic planets, anomalous planets (by which I mean, planets with widely various statistics and graphic models, things like gas planets and high-vloume, low-mass planets that are much larger, supporting far higher populations, but not overly increasing the gravity-well size due to porours cores and other dtraits) variance on axisting worlds so their maximum values tend to be more realistically varied, a 40% variance on population and health of planet should accomplish that nicely, and the addition of planet supporting specialist vessels to help you take advantage of planets (Hospital ship, greatly assists repopulation of bombarded worlds, mobile factory vessels boost in-gravity-well production speeds, mining vessels to improve income rates from resource asteroids) As bonuses are sometimes not obvious to casual examination, text-and-icon only bonuses require virtually no more work from developers. the inclusion of a few hundred more of them would be beautiful.

Respeccing of vessels in all fleets to include (but not be limited to) Corvettes, frigates, destroyers, cruisers, heavy cruisers (personally, I always felt the heavy cruisers were... tame. a slightly larger ship armed with multiple weapon types like the new corvette models and possibly some anti-strike-craft weaponry would be nice) arm light carriers (except the Aeria Drone Host. not much but a little something like the support cruiser classes already have) arm, or include a researchable option to arm trade and refinery ships (minimally. I don't expect them to do any damage, but at least defend themselves with a token light weapon that does a singular damage point, if only for effect) update of existing more weapon types (not necessarily more damage) to improve the realism of fleets and provide vetter looking combat, break ship production down to corvettes and frigates at light, low cost factories, medium factories that construct destroyers and cruisers, and then the current capitol ship and titan foundries,provide greater diversity between the rebel and loyalist factions of each race, slightly increase the defensive quotient allowable on each world to help defend against titans and massed capitol ship/ massed bombers (more on that in a second) provide a super-large fleet supply option (modders do this pretty well but the constant updates keep rendering the mods obsolete within weeks) include slightly more variations of capitol ships and much more to titans, a smaller but more widely used veterancy system for non-capitol vessels (thankyou to the guy who mentioned this above- kudos, I've thought this for a while) addition of ship-to-ship torpedo frigates, destroyers and cruisers (long range, high damage, very low fire rate) to better accomodate attacking capitol ships with lighter craft if specialisation is proerly thought out, and essentially a bit more diversity in the various fleets.

A slight relaxation of defensive structure limits to better facilitate defense from and supported in-territory counter-attacks against the mammoth titans, inclusion of a weapon against strike craft in all races defensive emplacements tree, upgrade of all starbases to inclue anti-strike-craft weapons, either upgrading with the existing weapon enhancements upgrades or including a new weapon upgrade to increase defense against the dreaded massed-bomber group that muches stations, inclusion of new outpost starbases, which are smaller and cheaper than their full-sized brethren but allow players to better fortify non-colonisable gravity wells and outlying planets with a more accessible defensive platform, inclusion of a new refinery upgrade to starbases that allows them to create small amounts of metal and crystal (probably just TEC for this one) which scales with the presence of asteroid extractors (naturally) create super-starbases that possess immense defensive power and the capacity to produce any craft in the game and support significant population in the orbital radii of planets whilst costing so much that only the most desperate turtles would tend to use them (except in the super-weapon bombing wars of attrition, which is where this idea will truly shine if it can manufacture small amounts of metal and crystal, say .2/.1 points-per-second respectively) include the races superweapon on their super-station as an upgradable (raid that, AI!) add planetary defenses upgradable to all planets, allowing them to shoot back at siege frigates themselves (doesn't have to be much or it will disturb the balance, but I despise seeing a planet get wiped of its population without response. surely in a world where interstellar travel and energy shields exists, the planetary populace could build a few groundside defense cannons to protect themselves) and while we're at it add planet-launched strike craft, even corvette and frigate production at heavily developed worlds could be good.

Include an anti-culture structure (one that focuses on making it very diffcult to be culture-bombed, maybe by slowing the local spread rate to a crawl or just adding a lot of culture repel instead of straight culture) for vasari and TEC factions, make the titan foundry a logistics structure instead of a tactical one (no idea how that happened in the first place) make the titan foundry upgradable to allow for production of all smaller craft (put it in at high level to mitigate the stress it would place on logistics capacity to operate the foundries in logistics in the first place, especially late-game when you are looking for more slots) include and anti-superweapon static defense like orbital shielding or planetary deflectors to help hold territory against the brutes of things, possibly make them ability based so they can't operate indefinately, add another high-power, high-slot requiring tactical defense structure with defense against torpedo cruisers and adjudicators and possibly some anti-strike craft weapons, PLEASE MAKE AT LEAST SOME capitol ships able to fire on strike craft (this one really irks me. they are the pride of your fleets, the elite. and they get blasted by tiny little bombers without firing a single shot in their own defense. even in world war II modern warships had layered anti-aircraft protection, look at the Missouri for a little inspiration on how capitol ships deal with fighters).

 

... Whew. Well I think that's all for now, sorry to make a massive block of text but I have a lot of ideas. Game Devs, please read, digest and contemplate these for updates/sequels. And thankyou Seleuceia for this OP, I was hoping I would find like this. I love sins, but there is always room for improvement and I am a fan of tweaking things to see if they get better.
Quoting AceXMachine, reply 17
Here is my list, some(most?) of which I would obviously rather(have no other choice) see in Sins 2 rather than try to fit them into the current game/engine or whatnot

- More flexible travel system available than phase lanes.  Thinking maybe warp gates/engines available or an enhancement to current phase engines that allow phase jumps to any planet within a certain range.  The Vasari would keep their phase stabilizer advantage allowing them to jump to any planet in the solar system as they do now regardless of range.  Limits to this would be jumping thru the influence of an anomaly like plasma/electrical storms and what not.  Ability to cancel a phase jump if not lore inappropriate with a cooldown before the phase jump can be resumed/reversed (would also lose additional AM per your current AM tech level or lack thereof to offset it).  I would also like to incorporate a previous idea of a rotating solar system.  Make some phase lanes "destabilize" (if not lore inappropriate since I don't know how phase lanes came to be in the first place lore-wise) when certain planets exceed a certain range from another due to that planet having a faster orbit around the sun or whatnot. 

- alot more research options.  Increase from 8 tiers to 10 to make room, add more levels to tech where is this an option and adjust current research accordingly.

- A little more 4X-ness.  Nothing complicated like in some TBS games but some basic planet exploitation management.  Maybe make it optional or a setting to be determined on a per game basis so you can decide where or not this is a "rush to the finish/RTS only" type game as this would basically slow the pace of the game a bit.  This opens up alot of options for research/tech like planet defenses (Ion cannons FTW!), science labs/trade unions/etc to increase the effect of artifacts/planet bonuses (or remedies to negative planet bonuses like dome structures/weather modification systems for planets with "Frequent Dust Storms" or other such malodies), temples/monastaries for the Advent to further increase their cultural advantage on the planet, internment/labor camps for the Vasari etc.

- (already mentioned) visual and physical changes to different levels of capital ships/titans, both general and ship specific. Examples: dual planetary bomb launchers/Beam cannons at level 8, extra target/bank at levels 5 and 10, increased speed/manueverability for some, Battleships/Dreadnoughts get extra cannons at certain levels, Capital class carriers get a flak turret every other level etc etc etc.

- (already mentioned) more planet/planetary body/anomoly/object types.  Used in conjunction with a more flexible/alternate travel system and sensor upgrades to detect derelicts (or other objects that wouldn't necessarily have their own gravity well) and travel to them manually with the option to board them (in the case of a derelict) for a chance to find tech, resources, or maybe even repair the derelict to get a unique ship with a special ability(Siege Shield, large AoE cannon, frigate construction bay, etc) at whatever cost/research is required to repair it.

- Random events!  Plamsa storms that disrupt phase lane traffic between certain systems and cause havoc to travel through without adequate shielding (should apply to stationary plasma fields as mentioned as well...should not be able to stay in a plasma storm for long but they should give some extra advantage like disguising ships phase jumping to/from them...more below).  Comets that can be explored/studied or that have to be monitored incase they are on a collision course with one of your planets.  NPC race of some kind that randomly causes havoc (thinking along the lines of a toned down tyranid/zerg type).  Planets without adequate defensive upgrades will suffer losses of population and/or planet upgrades/biuldings. 

- More negative effects to stars/anomolies.  All stars should have debuff to shields in thier grav well(Starbases to have an upgrade option to counter this).  Plasma/Electrical storms should cause more havoc to ships without sufficiently upgraded shields in addition to their current debuffs/effects (Starbases to have a upgrade option to counter this or have the grav well be much larger than the storm allowing you to place a Starbase outside the actuall storm and forcing you to either go around it to prevent damage or go through it to save time).  Stars no longer being the "first stop" to a new system.  This should be moved to an "outer ring" for the solar system.  The reasearch to jump to different star systems should include at least a minimum ability to jump to a planet in range of your arrival location.  Defenses to this would be perimeter sensors/listening posts to alert of an incoming fleet before they can move to within jump range of one of your planets.  Also, you can place a Starbase (or 2 or 10) if you know the location of the enemies star system and therefore their likely trajectory to your system making scouts valuable in systems with many stars.  Having a high phase jump tech would give you an offensive advantage in this scenario as you would be able to jump to a planet in the new system almost as soon as arriving and before your enemy has a chance to redirect forces depending on his phase jump tech.  Stars should have a different role/benefit for placing Starbases around them like harvesting AM which increases the AM reserves of all friendly ships in the star system?

- (already mentioned) Cloaking.  A cruiser variant of the scout maybe that can cloak for brief periods, get planet info that would not be available to regular ships such as number of planetary defensives/upgrades etc.  I'm not big on adding too many "spy" or "sabotage" options, but a few would be nice.  Add a patrol option to scouts that can detect cloaked ships (similiar to mine detection) within a certain range (upgradeable?).  So trying to get close to a planet that has 10 scouts patrolling it would be a risky endeavor and gives the scouts an increased value/additional role.  Upgrade for mines (high tech level of course) that fully cloaks them, making them completely invisible unless within the sensor range of a scout (detection range would be greater than range to actually make them targettable, but not by much).  Maybe add an ability to one of the utility capital ships to launch a probe within the gravwell that will "wander around" or orbit the fleet and detect cloaked mines.

- (already mentioned) New troop transport/marine cruiser which can take over enemy planets instead of having to bomb them to oblivion then recolonize.  This option should take longer than bombardment with the benefit of keeping a larger portion of existing upgrades and/or infrastructure.  Obviously, planets which are highly fortified may negate this as a viable option unless you happen to have amassed 50 troop transports or something.  Prequisites would include the training/research needed for the ship itself and military installations for adding to a planet.  Planets with military installations AND a shipyard would be the only ones capable of building these troop ships.  The more military installations, the more troops available.  Each ship would require a certain number of troops and as such would be an additional "resource" required to build them.  No more troops, no more troop transports.

- Targettable Capship modules.  Have a damned Advent Progenitor buffing its fleets shields?  Order corvettes/SC to target that module and disable it.  Dunov EMP got you down, remove it from the equation (temporarily).  Capships/frigates can target modules as well but with less efficiency with cap ships having a worse chance of hitting another cap ships module but a bonus to attacking a Titan's module.  Aside from special abilities, one class of ship should not be able to do significant damage to ships hull that is 2 classes above it.  For example, corvettes should not be able to do significant damage to a cap ship unless in vast numbers (50 to 1?, maybe slightly less).  I know that this is already somewhat implemented but I think the "gap" should be increased a bit.  Modules, however, are a different story.  Using SC against a titan should prove fruitless unless it is more of a 100 to 1 ratio (this goes for hull damage only, shields will still go down quicker, but not as quick as they do currently).  Fighters should have virtually no effect against cap ship or higher hulls where bombers (with added research/upgrades...thinking maybe "heavy bomber" research available for capital class carriers only) can still make a dent. 

- (already mentioned?) Frigate veterancy.  Frigates "level" up (max 5 levels or so?) and get increased shields/damage/health/armor(not necessarily all 4 at each level...ship/race specific?) as a background/passive upgrade.

- multicore/64-bit support *insert dead horse here to beat*

Ya, pretty much this entire list would be a Sins 2 (3?...4!?!) wishlist...

 

 

 

TL;DR!!!!!!!!!!!!!!!!

 

Seriously, get therapy.

Reply #23 Top

Quoting nightraven1901, reply 20


 a relative neutral defenders slider could fine tune the early expansion speed of most games.

You can do this with the random map designer.  It's pretty cool, they get hangars and repair bays and you have to bomb the planet.  I guess I technically asked for this too in my post so maybe moving this option to the normal game set up would be good.

Oh, and militia from the Advent and Vasari would be good too.  I figure after a while those factions would have their own malcontents setting out to get away from the fighting.

 

 

Reply #24 Top

Quoting Seleuceia, reply 1

Entity modifier that increases allegiance on a planet (not a research modifier, but something an ability could use)
Better AI handling of the "Phase Jump Disabled" debuff

These. Also for the move/hyperspace exit radii of map version 4 to accept wildcards or for map version 3 support to be readded.

Reply #25 Top

Quoting SemazRalan, reply 6


Gravity Well Edge to "free roam" to next Gravity well. 

 

Totaly this! Travelling at this slower speed should also not get picked up by phase detection allowing for stealthy attacks!