>specify variety, there are bonuses. I made a different suggestion too. you might also check out some mods. as for the non-colonisables: pretty much every one has an effect, just check it out. I think only the junk yard doesnt. the dead roids don't have effects, but can support military structures.
I should have been more clear. My gripe is that that effects have no impact on the game, because there is no reason to ever fight at non-planet sectors. You can't build a phase inhibitor in these sectors, so people will just avoid fighting there it the effects hinder their fleet. What I would like to see is phenomenon WITH planets. Sieging a planet with an unstable atmosphere would make battles much more interesting, instead of everyone just avoiding the gas giant sector.
>most of the higher techs
Key word there being 'most'. The tech trees are largely okay, but there are unquestinably some techs that never get researched because they just don't provide a solid benefit for the time and cost. Simply buffing these weak techs isn't a great solution (the aformentioned scout drive upgrade really can't get any better for example), so the best fix to give them a cost that makes them worth getting. There's simply no denying that, say, the anti-matter increase upgrades aren't as useful as weapon/shield/hull upgrades. So shouldn't they cost less to make the upgrade more attractive?
planet effects on battles? now thats an interesting idea. when nebulae and co were first introduced I also wondered if those could be somehow combined into planet. imagine a planet which had an asteroid belt in vicinity or a planet inside a nebula. bit like new caprica. need not and should be copies of existing neutral rings, but I'd say its a thought worth pursuing.
also, these neutral well do have a reason to be fought over - the neutral mines.and sometimes they may serve as a stepping stone into your territory and can serve as traps. how about attacking a carrier heavy fleet that is in the middle of a plasma storm? or use asteroid belts and their effect. not a professional player enough to judge the current impact, I would say its a bit too low, but they do serve a purpose. in particular its nice that if one fleet breaks off an attack and retreats in sometimes has to go via one or two neutral wells. as such they cannot immediately flee into the safe harbour of defenses and repair bays that would discourage pursuit.
as for the techs, I never intended to argue much about it. your probably right that some techs in the same tier and with thus the same costs have not an equal value in most games. I guess it does keep things simple for beginners though.
I would love too be able too create or rename a race too make this game more personalized.Also be able too pick and choose your buildables (ie, turrents, ships, ect.) from a list too also differentiat from others.
Just my thoughts.Prob can not be done.Would be cool though.
I finally got it where I got the thought from, what inspired me. actually, it was age of empires and the related titles, which usually had both some form of individual improvements of weapons and armour iirc and had upgrades according to age type. another influence was earth 2150 which offered a couple of chasis with upgrades for each. big mesh changes are not necessary, a few details, an additionaly gun somewhere. along with that drop the tech requirements, so you get heavy cruisers at say lvl 3, but at that level they are not as effective. and make tech lvl 8 a real long time goal, maybe with massive scaling of laboratory cost or a tech level research that costs a ton and unlocks the next tier or something.
futile proposal? probably, but I would like a bit of a "passing of ages" feeling.
i would love to be able to increase game speed like 3 times. Now, 99% of people play with large fleets, fast resourse gathering and fast ships. Still game lasts qute long. I mean sometimes you just want game to be more dinamic. Just make it so you can tweak speed in persent. Also, what would be cool is make planet's spin around the sun (as an option)
Planets with different spinning speed would hase phase lines braking when they get too far apart, and joining with different planets, what gives you opportunity for more taktiks. Something like ultra-expensive jump-gates would be cool.
If you could choose chassy (like in galactik civilisations 2) of a ship, and put the guns you whant on it, on the pre-made slots would be qute cool
. Also would be cool to have order for ships to moove bakwards and shoot at the same time, like when you have ranged frigates you can kill slow cap-ship like tis, or make a frigate with a turret/homing missile that would spin around a slow cap ship, staying out of it's turret range and slowly kill it.
At the moment ranged frigates are almost useless, they have no armor, and enemy can just come close and kill em.
If you hit a ship from the back, you could do more damage, sinse from the back/side you have less armor.
Also would love to be able to order ship to go up/down, it is space.....
And would love it to cost 20 dollars instead of 40, espeshially for digital download. In russia i bought it for 10/15$
(250 rubles). It is original, english version. I really liked the price. Imagine sales with that price... I would buy a coulpe for my friends...
I'd like it to cost $80 and take only a month to complete sorry...you said to go wild
But it is interesting why in russia in a box it is cheaper than buying online
Hmm...
I agree heavily with the following that's already been mentioned:
- Campaign. Definately needs to be one. No real excuse as to why it wasn't there to begin with.
- Capital ships should be the 'Queen at the ball', they're huge, they're crewed by 4-10k personnel, they should be powerful, I don't care what the 'multiplayer experts' say, when the best advice from the 'pros' is to scuttle your capital ship factory, make just a few capital ships for an entire game, and regulate them to support roles... you know they're messed up. Capital ships should just look at a frigate with its main weaponary and it disappears. Capital ships should be escorted, not the escort.
- More cosmic realism, definately agree with that across the board.
- More customization.
- More 'fluff', as in moving fights, manuevering battlefleet fights, frantic radio chatter (Relic is the king of this, look no further than Company of Heroes and Dawn of War), and a general feeling of the cinamatic.
- Better diplomacy and more 'realistic' pirates. Why the hell would they risk 20-40 ships to collect a bounty of 1,000? Why not just try and hijack your unescorted trade ships like.. I dunno, pirates? This would mean you'd have to realistically section off escorts and patrols for your fleet to secure your trade lanes.
- Smaller fleets. Fleets really should be smaller or at least larger ones should come later. While seeing a 150 vs. 150 fleet slug it out is cool and all, it really causes you to lose any 'personal' attachment to your ships. Large fleets should wait until full scale war, not 30 minutes into the game.
- Z-axis control. What was wrong with the Homeworld system? Nothing, just improve on it and add the concept to Sins. I mean the ships already go Z-axis on their own, why can't we tell them to do it?
My own suggestions:
- Specific targetting of larger vessels (cruisers and capital ships). Much like Empire at War and Homeworld 2, I think larger ships should not be damaged as a whole, but in sections. Target engines, weapons, shields, bridge section, ect. This should be command-level, switch so as to reduce micro, which is the bane of all strategy.
- Improve the UI to make it more about strategy and general tactics than micro-managing. RTS in general suffer from this, but they shouldn't. Whenever you have to micro your units, you just threw strategy out the window. Tactics such as focus on capital ships, cruisers, repair cruisers/facilities, carriers, fighters, bombers, and so forth should be 'stances', much like in Dawn of War. Make them the AI's priotry without the micro, set fighters to focus on bombers, bombers to focus on frigates, frigates to focus on .... you get the idea. All without the micro hassle.
- Boarding parties. I know its been mentioned, but I'd like to see it where it would be a realistic tactic to board your opponents crusiers or capital ships to take them over when you know you're outclassed in one on one match. In otherwords, it'd open up the possibitlies to manage a naval security force for your more important vessels. So instead of focusing on building more weaponary for your fleet, you could 'specialize' in durable assault craft as the mainstray of your fleet.
- Building on the above idea, customizable fleets to focus on a specific doctrine of naval engagement, whether it be specializing in interceptors, bombers, or going massive capital ship fleets, I believe this should be a better option than new races. Think Company of Heroes, but much less 'arcady' and artifcal and more of a way of building your own fleet.
- Less pre-determined faction identity - or the ability to make your own race. Some people dislike TEC, some Advent, some Vasari. Okay, think we can do better? Give us the chance. It would be great to be able to do a Total Annhilation-type mod where you can create your own 'race' from a pre-determined set, which could be humans, psi-humans (Advent), and Vasari. From there you could go into an editor and begin building your own ships from a pre-determined section of craft (i.e. customize the look and effectiveness of a unit already in-game, by using 'points' from an overall pool), pick their system and name which would be pasted on the ships (again, a nod to Dawn of War, with the badges and banners system), their colors, name of the race, maybe even a history write up and as was mentioned a form of goverment for your empire.
- Less slugging it out needlessly. Really, should frigates be able to stand up to the withering fire of a capital ship or weapons cruiser for as long as it does? Nope. Shouldn't massive fleet guns just blow the hell up smaller craft? Right now, it takes far too long for smaller craft (fighters excluded) to bite the dust. This goes somewhat toward my capital ships point, but further. Big guns should feel big, always.
- More weapon variations and researches for all races. TEC should be able to research things like torpodeos, lances, rams, ect. Advent and Vasari should also be able to research more advanced weaponary that fits their 'mold', rather than just specializating in one technology and calling it a day.
- A conquer the galaxy (or more) mode, similar to the Total War series meta-map. An ongoing campaign to controll the galaxy against the myriad of factions, along with the aforementioned stronger diplomacy and better systems and cosmic additions. This would be different from a 'story-mode' campaign.
- More options for conquering a planet other than just blowing the shit out of it. All terran planets should have to be pacified on the ground and it should be the cost (and indeed one of the defenses) to assaulting a teristial planet, having to deal with a possibly costly ground war. Its been said that no war can be won without boots on the ground, it was never more true than here.
That's all I can think of for now. But for all the things I wish Sins was, I'm still very pleased with what it currently is. However, it can and hopefully will only continue to improve.
I would suggest the following ideas to add fun to the Sins experience:
Diplomacy is a nuisance more than anything. I think a more fluid system that is going up or down based on who is enmies with who. Like if I go lay waste to a fleet of one Vasari AI another Advent AI that hates that particular Vasari AI improves standing, not only if I specifically kill 5 civil structures (and not only 4 structures cause that would make them hate you!). How about trading as part of diplomacy more, the AI offers 'missions' to trade (not just donate) in a certain matter perhaps. On a cosmetic level it would be nice to have very short vids in the diplomacy video of the other factions leader talking (Think Starcraft 2 inter mission type talking).
How about an option before the game to add xenaphobia to diplomacy, it is harder to make a race that is alien to you like you and easier to make the same race want to ally? How likely is another human faction going to ally with 3 Vasari factions to wipe out the only other human faction in the solar system? Possible yes but unlikely in reality.
More natural looking Solar Systems, movement of planets would be nice but is probably out of the question but certainly more variety in planets. At the moment the variety in planets is very dissapointing to say the least. Also moons or other things in orbit. How much cooler would defencive turrets be if you could put them in orbit so they are covering a larger part of the gravity well.
Pirates can also be considered a nuisance, they are meant to be but not in an enjoyable way even when they are working in your favour they have to be considered too often. I would suggest that the time between raids is increased and add some form of pirate activity inbetween based on bounty. If there is bounty up on a character perhaps a very small pirate group will go and kill a few trade ships then go back to base, just something to consider and a reason to consider defencive structures. Not something so major that you have to micromanage protection of your trade routes but something that makes the bounty system a means to hurt someone other than who is the last to bid before a raid. Why do Pirates siege planets? Never understood that, what's the motivation? Perhaps they could have landing party ships that are looting therefore stopping tax income from that planet. Maybe if left for too long the planet becomes pirate controlled and is a new base of operations for them.
More Customisability to Cap ships, perhaps hard points for diff weapon types so they can add weapons based on what you have researched or what you are fighting, or change it's role to be more like a siege Cap or anti strike craft or anti whatever. The skill upgrade from leveling kinda does that in some cases but a level 9 cap is just the same as other level 9s of it's type.
New races. Can never be too many.
A few things come to mind.
1) Make the existing frigates 1.5 or 2 times bigger, stronger and more expensive. Smaller fleets would mean easier late game micro and less lag. Frigates should be big ships and it would be awesome if they could have a turret or two more on the side (but I guess that would invalidate my argument for less lag). Cruisers don't need as big a boost but they could use more guns as well.
2) Give capital ships a fixed amount of strikecraft squadrons (0-2-3-4) at all levels. A Capital carrier having less squadrons than an Aeria Drone Host is just embarassing. Low level capitals deserve more firepower especially now that frigates are stronger (see above )
3) Have fleet intercept targets instead of chase, mentioned a few times. Also, iron out the angles in queued move orders so that instead of a V shape, the ship will fly an arc without stopping. Ships should be able to circle around a gravity well without stopping 5 times to turn.
4) Lower siege frigate supply cost to reasonable levels and teach their AI some common sense of survival (stay out of turret range).
i think the three races are too similar
to give an example, why not give the vasari huge, planet size motherships - upgradeable with factories and stuff, just like any regular planet, and they have to get resources by occupying planets
i like tec like it is, and the advent too, and cant give any examples on how to differentiate those races more
but you might want to change the capital ships and defenses too - give the advent a better attack, the vasari would have theitr motherships and the tec a greater strikecraft focus (both in defenses and capital ships)
all factions should have different ships (especially capital) - more than just in name, like it is now
and like other persons said before me, ships should move in battle
lastly, would it be possible to make the x axis more manageable ingame, like being able to build, let's say, a gauss defense platform above and under you planet and structures
Love the game.
How about space stations that move slowly and can go to noncolony planets.(wormholes,stars,ect.) And they add tactical slots so you can build defenses. Never made since not to be able to do so.
More options for orbital structures/technology. As is, it gets repetative with hardly any originality.
Also (going wild) Have fleet support ships/convoys that have to be used if in enemy/neutral territory after a time period. Pirates and enemies can try to raid for supplies and to force the fleets to return to an allied base.
Like the ideas already listed.
Like many others, I crave a story mode.
A little more differentiation between the races would be nice.
Even bigger ships
More emphasis on scale. Example: the game manual tells about how the vasari pack upwards of 1600 people onto a colony frigate, yet the colony frigates are about the same size as any other races ( who only pack 500 to 1100 for the TEC and Advent respectively). Dunno about anyone else, but that seemed a little odd to me.
Better counters (so there's less incentive to spam).
Can't think of any others at the moment...
-Chaotic Magician
I agree with the above. I would love to see more tactic options added.
planets and asteroids could have terrain features. for example
Dense asteroid field: Dense asteroid fields limit the movements of large ships. only strike craft and frigates may opperate normaly in a dense asteroid field because they are able to easily maneuver around the space junk. cruisers and capital ships suffer some penalty such as being limited to the outskirts of the gravity well, moving very slowly through the gravity well or taking damage if they move through the middle of the asteroid field. Dense asteroid fields would most often be found around Asteroid planet gravity wells.
High energy cloud (ion storm, dust cloud etc) High energy clouds limit the movements of smaller ships. only cruisers and capital ships may opperate normaly in a high energy cloud because their more sturdy construction and heavier shileds protect the personell inside the ships. Strike craft and friggates suffer some penalty such as taking damage within the gravity well, movement limited to the outskirts of the gravity well or inability to use any weapons within the gravity well as all weapons power is diverted to shields. high energy coulds would most often be found around gass giants, space hulks or possibly normal planets whos dense atmospheres protect them from the hazards of the cloud.
there should also be a means of building within planet less gravity wells. some examples are
Space Base: a deep space outpost built within a planetless gravity well turns that gravity well into the equivilent of a dead asteroid belonging to the owner of the space base. a space base can support a few tactical structures but cannot support ultimate weapon tactical structures like phase lane stabilizers or supper guns like kostra cannons. Space basses would be created by Colony ships or scoutships once a technology is reasearched allowing those ships to carry construction robots accross phase space. also space basses would tax an economy as if it were an occupied asteroid with no civilian upgrades. loss of a space base destroys the space base but another one can be built. only one space base may occupy a gravity well at one time. spacebasses are unaffected by culture
Phase Lane tugg boats: Phase lane tugg boats would be an ability granted to scoutships once the appropriate technology was researched. Phase Lane Tugg would be an ability that allows a scoutship to move structures from one gravity well to another. the structures (most likely limited to tactical structures) would have to be constructed around a planet and then moved into an agacent planetless gravity well. the structure would still take up planetary structure support points from its home planet so supporting a structure in another gravity well would mean less tactical structures in the home planets gravity well. however, if a planetless gravity well is connected to multiple planets each of those planets can deploy structures to that location. thus a neutural gravity well may have structures from different plannets and even different empires.
i been around awhile on these forums but havent really posted much so nobody will probably know me lol
but hear me out
i was up last night till about 5 am thinking of ways to maybe improve the game in a later patch or maybe a sequal (if there is one)
i tried to come up with ideas that hopefully wouldn't be stupid, and would have practicability and usefullness aswell as hopefully not requiring too much of a overhual of anything, and using existing systems in th egame for them to work
so i got thinking and thinking and racking my brain out and ive come to a few ideas
i know some will have been mentioned before (in some capacity) but bare with me here
1) taxes: ok i know its been brought up before, but my idea for it is maybe a global tax rate, a slider somewhere that affects every planet you own at once, and if not creating a morale system, it could affect the culture system in the game now... for instance, lower the taxes, the more culture spread bonus you have, the higher the taxes the less culture spread and hence less resistance to culture you have, after all, nobody likes being robbed by the govnment and i think it would add a more usefull route for culture to be of use perhaps
2) anybody play risk 2 on the pc? anyway, a ne wgamemode (i know ya thinking that would need alot of work) but i think theres a way to create one without it being major work
we already have a missiosn based system as the ai constantly nag you to get them extra toilet paper and wipe their arse... so how about a risk style mission based game using a similar method of what the ai uses, just a little different
example.... for player 1 to win the game, they need to control 10 asteroids, for player 2 to win they need to destroy player 1, for player 3 to win they need to ally with both player 1 and player 2, and i dunno player 4 to win could be to research all technologies before anybody else, it could be anything like that
3) how about more than 1 star in a system? instead of there being just wormholes or the one star to another system, why not have the random 2 star system, it would add an extra elemnt i think, maybe not abig one but i dunno
4) the big one, diplomacy, i have a few suggestion on this, but keeping it very simple at the same time
example options for a diplomacy screen could be
declare war
declare war on empire ?
alliance
alliance with empire ?
put bounty on empire ?
trade ships
just simple basic things like that which could be usefull aswell as be a simple click on a screen
i have other ideas but i'll leave it at that for now and see what people think, feel free to tear them and me apart i dont mind
peace to you all for now
New Voice overs for different avitars. and the ability to choose avitars from different sets. I would like to use two from one set in the same game, but the way it's designed If I use one I'm using both.
Last night i was replaying HomeWorld 2, it is a dated game, but though the graphics are not as intricate or detailed, the "style" of the game play was interesting. It has been a while since I played, but I really miss the "story mode" of the missions, one arc or action from one map to another. Another thing is the research tree, which is implemented in stages, in a sort of "just in time" fashion, just before you need it. We have research trees in Sins, but I can see the whole tree, and I have a tendency, (I know its my fault) to try to do all my research at once. It would be nice if it was automaticallyl done by the AI in the background, or prompted by the AI. "Do you wish to research Planet Observer Drones at this time?"
"Increased Hull repair research is available, would you like to research it at this time?" that sort of thing.
It is probably just me, or maybe my approach to each game is different, but I can't understand why, if both games approach things the same way. Or perhaps Sins is Tactical, and HomeWorld strategic? Hope I haven't offended anyone, its probably just me, im missing something, but I like the slower, thinking... laying out my positions and following up on background details while the battle is going on, like, making sure I have enough harvestable materials to convert to points for all the ship function costs. Perhaps Sins could incorporate a mode system? Where if I wanted a quick and heavy battle, i go for the tactical, push all detail to the ai and let me concetrate on fighting, or the other slow mode, where lots of details are brought forward to the users control like harvestable materials and followup on research or building of ships or sub-systems for the ships, and yes, the ships need to be bigger, way way bigger, like real you know? Anyway, I love HomeWorld, but its dated and probably not going to be redone, a shame, because it is really really good. And Sins which is very very good, but which of course is held up against the spotlight of all our favorite games. It is hard for one game to be Star Trek, Star Wars, HomeWorld, Sins and Halo and Doom all in one $49.00 package. But well... it is was... haha.... there would probably be like megatons of marketshare
New items or ideas? How about a persistent universe? LikeI start playing, and can load maps consecutively? one right after the other without leaving the inside of the game? Stars and wormholes could be used as load points and load screens such as the main load window could be used to transition, or you could use something more appropriate, like a still image of a ship, or planet, or anything really while the new map loads in the background. Inside this persistent universe we could also have additional persistence, meaning inside this multi-map loading game play area, we incorporate a clock and random, or even extrapolated events from the state inside the game, such as, I play until midnight, I'm tired, I leave my fleet at a planet and hit save/exit and go to bed, When I log on the next night after work and dinner, I see that in game 12-15 hours have passed. Several of the outer rim planets that were minimally guarded have been lost to the Vasari, while some of the inside planets have increased fleet numbers from production on those planets continuing, or from coalitions that were automatically done by the ai to join the tec/advent factions on close planets into a cease-fire treaty to battle against the vasari. So what do you think?? Workable? Like EVE online, we could have skill sets or repair functions that take real world time. But the player could be compensated with other things to do while that happens, like having my player character asked if I want to be reassigned to materials mining while my fleet is rebuilt over the next 12 hours? I then get a miner ship, and concentrate on doing mining runs and selling the ore and not seeing or dodging the war ships that are the main fare of the Sins maps. I'm not saying i dont' like Sins, I do, it is great! but i am just saying if i had a dream list, what would i want to put into this game to make it even more "mine" more awesome and more cool for everyone.
In addition, what about a Auto AI? What I mean is where the user puts the game on auto, where fleets build, explore, fight, conquer, lose automatically? Where the user can sit and watch it all unfold like a movie?
What about Online Coalition Wars? Where a mini-perpetual game is in progress, days or weeks? where real people come and go, and when they leave their places are held by NPC fleets, or the map area is surreptiously move away from the vacated players worlds and fleets to other worlds and fleets. The AI could be scaled for this, so when 15 real people are playing the ai is in the background moving the pirates and the diplomacy? But when 10 people log off to go to sleep, the ai steps in and takes over those factions and moves them out to a unobtrusive area, and the war and the ai, and enemy scale is toned down to the 4 or 5 people that remain? In this way it is like one long continuous game joined and unjoined, played and exited, fought and bled and cried over and still kept going, as long as the players want to select continue game in progress from a login when they go online? Is this too far fetched or workable?
In addition, the ai could be used not only as adversary as we are used to having it, but it could also be used as a tutor, to learn the game or to tweak some to the decisions of players (mostly new players i am guessing) but could also be used with advanced tactics and suggestions from prominent players or devs to be used as an advanced tutor for advanced players. Workable?
Ai could keep running records of how many enemy or allies are on map at any one time and where, and decrease or increase them according to the players desire. Lets say I start a game on easy, because im tired and i dont think i will play long, but then i get into it, and the game is getting a little more intense, could i have an in-game area to change the difficulty to moderate or even hard? Or perhaps the ai asks me? "Your opponent is increasing the pressure on 3 of 4 worlds in this sector, do you wish to increase the difficulty level?"
What about Chess styled games? By this what i mean is starting on a rather large map, say 60 plus worlds, but the key here is with a fixed amount of ships, with no more available for the duration of this game on this map. In this way, perhaps captures, instead of kills would be preferrable, or if not, straight kills, where one player (even the cpu in single player games) gets to a point, much like chess, where it is win, lose or draw? Also, having respond to times might force a players hand, if that option was chosen in this chess style screen options?
Also, last and not least ship and weapon editors: It would be nice to design our own ships. Yes, in game that eats up a lot of time, but lets say you spend a week building a perfect fleet, one for each type of ship in sins, and then load them up and play games. At that point there is no in game time lag for the design, it has already been done, either accept the default and get in game real quick, or select to build new fleet and spend however many hours you want on that and then move in game. Also, last thing... I promise... character editor, or new character portraits. An editor of course would take it off the devs hands, they could simply give a range and let the users play with it. Of course there is the up front dev time to build an editor in the first place. So its a trade off, upfront dev time for editor alot, or cheap with new portraits, but the editor has more running power that the portraits. Two years later users can still be using it and the devs dont have to worry about portraits. Anyway, that is my rather extensive two cents, but I love this game and just want to see it I suppose, more personalized to what I think a perfect game is. That may not actually be possible with any game, but its worth writing posts about anyway
Take care,
-Teal
More RealismThis has already been mentioned, but the size ratios in this game are not realistic, example?Your in the middle of a battle, theres one enemy cruiser left, its sheilds are down, your missile ships shoot a volley of REALLY LARGE missiles at the cruiser with no sheilds.All the missiles hit, the cruiser looses 300 health. Yay.NO. BAD DEVS.If a 5 missiles THE SIZE OF THE BRIDGE of the cruiser hit the cruiser, it should die. Yes, yes it should.Don't you always have a feeling of dissatisfication after 10 missiles hit the hul of a ship, with no visible impact on it, Oh yay, some smoke is coming out the back, there probably burning there garbage.Also, ship customisation could be nice,When your online battleing other players, you can assume what ships they will be using by what race they are, and even then the variations aren't what would be expected from Planets that are very, very far away from each other, and a civilization thats been lost for 1000 years or something.
So instead of saying, Oh yay! The Trade Union is building cruisers! I'll make bomber squads!Wouldn't it be cool if The Union of Trade was like,HEY GUESS WHAT! I ADDED 1 FLAK CANNON TO MY CRUISERS TO PROTECT THEM FROM PERSONAL FIGHTER ASSAULT! YOU LOOSE!Or, HEY GUESS WHAT, I MADE A COUPLE OF MY CRUISERS MEAT SHEILDS, ADDING HEALTH AND SHEILDS AND TAKING AWAY HANGER SPACE AND SPEED!!!Or, I INCREASED THE SPEED OF MY SHIPS SO I CAN FLY RIGHT THROUGH YOUR PETTY TURRETS TO THE OTHER SIDE OF YOUR PLANET WITH MINIMAL CASSAULTIES AND BOMB THE BUNNIES OUT OF IT.Just a thought, I know it would take MAJOR reconstruction of the game, but...I can wish hey?Also, it would be cool if you could intercept units in the middle of jumpspace,You attack a planet, there homeworld is 1 jump away, You know what direction there coming from, you should be able to set traps that great artificial gravity, and they need to travel longer to get to there distination, this would also add something else to the pirates, who could than...you know, actually pirate stuff.
@ brenil: yes, the hw z-axis was cool, but I think the system here works fine. there is much to do as is and I dont particularly think that the added axis will do so much good.
subsystem targetting: considering how fast even capital ships are destroyed in larger battles, I doubt this makes any real sense. still, a system as in EaW or ST armada was cool to use. at least for smaller more tactical battles.
detto boarding parties.
the stances idea isnt bad, but what should be the parameters? ship classes or individual ship types? should it override other orders like defend or such. I see a few problems there.
the naval doctrines in fact could connect to a thought I had about incorporating the civic options found in the civ mod final frontier. maybe like give empires a choice to select between frigate, cruiser, capships and squad doctrine, each giving a slight boost to all ships of the relevant class. I'd elaborate on this further, it would basically involve a whole system of internal choices of government options aka macro strategy.
well, the conquer the galaxy and the real map are more or less the same. I guess you could build yourself a map that simulates it. I am in fact contemplating building a big map which plays more like in the freespace 2 universe. systems would then linked together via wormholes instead of jump nodes and contain fewer grav wells and resources. maybe I'll do it when more tools to tell a story are out.
@ MT4K:
taxes: a nice thing, posted on it before. could be tied to eventual income, culture, garrison fleet and some other options. in general, more macro level domestic decisions.
risk card system: ohh, now thats an interesting concept. it sounds very hard to balance though. but still, different players having completely different objectives other than wiping everyone else off the map. its especially welcome since that one single victory conditions does kinda reduce it to just a big, elaborate rts rather than the hydrid.
while not in random maps, this should be doable in the editor. there is even a map which has multiple suns which are more or less closely conneced. derelict I think it is called.
@ teal:
in that chess style game, what would be the incentive to hold worlds at all if you cannot produce more ships. arguably to make them stronger via research, but thats a bit low. people would tend to cluster their forces for fear of being taken apart if they split it and there is less incentive to split, because defending worlds isnt so important any more. I have a few ideas in mind to make it work, but they all need quite some modifications, so I doubt its any good.
oh, and to any who like fast deaths. please, watching ships duke it out for some time is nice. a frig getting killed at full health in 5 seconds by a capship is not nice, it lacks epicness.
How about less pirate attacks so you can actually concentrate on building an empire. Crap, every time I get more then ten ships together, here come the pirates to decimate my small fleet!..where's the fun in that? I actually got to build three capital ships...with supporting frigates...thirty five was the max...and along came the pirates, and wiped out all the frigates...then came along the other ai and that get this...5 battleship..98 frigate and 10 cruiser all against three battleships....needless to say I lost and gave up...still trying to figure out how to get past all the pirate attacks without losing my shirt.
Just my thought, but holding worlds in the chess sins game would be to exert tactical advantage, just as in real chess when a knight occupies a particular square it forces the other pieces around it into a certain pattern or avoidance. Survivability is of course the ultimate goal, to live, to outlive the other player, be it real or ai. But in this way, with a limited size fleet which is given me at the beginning, like chess, each loss forces consequences on me that if i could spam capitals i wouldn't have to worry about. But that is the enjoyment here, the fun, to be forced by those losses which i cant replace into other moves, other decisions. And not just get out of it by resorting to the standard way out of the game, which is to spam capitals, or whatever ability ship you need at the time. That is simply my thought that this could be fun, maybe not for everyone certainly, but it could be cool. I should see if I can actually make up a map in the editor and if I can get it too work, but the limiting thing has got me, perhaps i'm not thinking clearly just now, but there should be some way to limit the ships, make all planets with no logistics/tactics slots except the home world, and that one only enough to produce the 16 ship fleet? haha perhaps limiting the capitals to a single ability as well would be a good idea. In this way, a "knight" is truely only a knight, and not a knight/bishop/rook as well. and perhaps after the cap/frigate power line, the remainder will all be lights or scouts stripped down to just guns, in other words "pawns" haha im having a blast just thinking how to do this, of course it may not be even workable or popular, but it would be fun to give it a go and see if it is workable. take care and talk to you soon,
-teal
Now that would be cool!
It would certainly make it easier on being the one to have to sit down and code it all wouldnt' it?
If it only cost $80 and took a month to do.
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