Man SoaSE is a great game that you can keep playing over and over again. So does anyone think that Stardock should make a sequel? Well that would be cool! Imagine a whole bunch of fetures to discover, a better graphics engine (not that its bad). So should Stardock make SoaSE 2?
Yes, you can play sins mods on ICO. Each player needs to get the mods and install them manually is all.
1. single player campaigns (one for TEC, Vasari Empire (who in hell is chasing them) and the Advent.)
2. more ship classes
3.add moons to some planets and the possibly to colonize them
that is all i can think of for now. oh and if there was a possibly of homeworld 3, ironclad has my vote.
On the note of customisable ships. I would like to see individual ships become more customisable, like being able to upgrade the weapons of an individual 'scout' for example.
(Much like dawn of war 1)
Like each scout has one tactical slot available with a choice of upgrading one of 2/3 weapons: the anti-light armour weapon, or the anti-heavy armour weapon (rock paper scissors). Obviously there would need to be a certain research level for this to be achieved but it should make less used units able to tier into late game more effectively (I know scouts can already tier pretty well, I was just using it as an example).
I think this game already has enough 'macro' elements (although all those listed above are great ideas). I would like to see its possible 'micro' expand. Like certain ship types being able to 'tie-up' enemy ships, much like a close combat unit should engaging a ranged unit and rendering it unable to shoot other targets untill the 'close combat' ship has been destroyed. I would also like to see more flanking tactics like ships doing more damage to rear armour etc (except when a ship is retreating maybe). I would also like to see more mobile fleets that enable the use of more micro, faster turning speeds and differing accelerations should achieve this.
Also I think maybe the most important thing to make this game competitive online is to reduce the game times somehow, faster phase jumping comes to mind with increased ship speeds but I don't think that would be a complete solution.
Making more hard counters and possibly putting limiting factors on the amount of a certain type of ship that can be used in fleets - to increase micromanagement and strategy involved with unit choices.
Saying all of this, I would love to see SOASE2 (in any shape).
I think a great Sins 2 to complement the first SOASE would be one completely focused on planetary battles. Something like your a man in a ship, a little bit to keep it in space, but the game would basically take place on the planets. fighting through various terrain, maybe with vehicles like smaller ships that could fly across the ground or above treetops. Idn, but I think this is something that should be looked into. If Ironclad wants to go into a more shooter/something kind of game. But I think planetary battle should be a LOT more focused on in a possible Sins 2.
EDIT: this could make with some REALLY cool scenes on volcano and ice planets. a thin patch of ground running through spurting magma and huge, undiscovered chambers underneath the ice.....
Ironclad should make a sequel. Although, they are making 2 more add-ons so I shouldn't expect it to be released for some time. But I would like for Sins to have a campaign mode.
if thats in the sequel im going to kill someone.
maybe.
no promises.
but i will be greatly saddened.
I will kill you then.
I disagree. I like space battles much more than ground battles, but that's just me. If the only focus on ground battles, then they're basically scrapping Sins entirely and making a completely new game. There wouldn't be any point in calling it "Sins of a Solar Empire 2" because it has nothing from Sins in it, except maybe the storyline.
If they try to mix space+ground combat, then you run into the problem of neither being very good. Look at Empire at War. Space battles were ok, but ground battles just sucked. If they had focused on one or the other, it could have been a pretty good game, but because they divided things, you end up with a mediocre game.
yeah i dont no how it would all work out, but...im just itching for planet battles in this game! haha...
Or maybe, we would actually get the z axis! Maybe... If we're good... And of course upgraded AI, better graphics, more ships, NO TITANS!!!!!!!!!!!!!!!!!
I don't think Sins would be good for planet based combat.
I think the ability to have Troop Transports that could invade a planet, and allow you to capture the enemy's homeworld already fully upgraded, would be good. If there was any sort of ground-combat element, I'd have to say it should be in what you deploy from you TT's.
Like you could have several abilities for the TT's, like 'launch infantry regiment', or 'deploy air combat wing', or 'land armored division', and have each one good at a different thing.
If there was a Sins 2, it's very possible that they would have to add Titans. This is because it would be a SEQUEL, so if they don't explain the threat to the Vasari, then Sins 2 would be good to intro them. Titans would be in it because each race would have built a 'super-ship' to combat enemy fleets and this new threat. The drawback of Titans would be that they require multiple researches, and are exorbitantly expensive.
I agree ith Mal_Reynolds, Sins wouldn't be good for planet-based warfare. What I suggested above is probably the best it will get. Having the ability to zoom in and watch little tanks drive around, or small men run around, or planes fly about, would be neat, but you wouldn't have control over them.
This also brings me to the point of space/ground warfare. In order to actually have that kind of war, you 1st need Space Superiority, that is you control the orbital area around a planet. Then, you need to gain a foothold on the planet, and begin establishing AIR SUPERIORITY. Why? Well, if enemy planes are operating unopposed, they will just bomb the crap out of your tanks. Then, once AS is won, you can operate unhindered. It would be too difficult to employ all of that.
well it would if they did a supcom style Ground based warefare the Engine wouldnt have much problems supporting it the problem would be intergrating it into the game so yeah sins2 would be needed for the Ground based warfare if they do it for Sins right now they would have to completely rewrite the coding for the engine and the patch to including ground warfare would be huge but its possible either way
If they do make a Sins-2, then they'll face the challenge of trying to maintain the successful essence of the original Sins game while also modifying it in various ways so that they have a reason to release a Sins-2 in the first place.
I think that a Sins-2 needs to:
1. Include all of the content of the first Sins and its three mini-expansions.
2. Also include another three mini-expansions worth of content. One imaginatively simple way of doing this might be to add extra planet types and a few new races. Of course getting new races to balance out with one another and with the existing races is easier said than done. In fact, that alone might be sufficient in the content area.
3. Include a single-player campaign since people have cried out for this.
4. Improve the online multiplayer aspects of the game. The game needs automatic downloading for custom maps and mods. It might also benefit from having some sort of a system that resembles Battle.net. We also need built-in voice comm. I think people would also like to be able to play games with higher numbers of players, perhaps 7v7 (though that could raise lag concerns).
5. The game could also use an online multiplayer tutorial and perhaps other means of encouraging people to try the game in online multiplayer.
I'm sure that doing all of that would be a lot of work, but it would also justify the production and existence of a Sins-2 and I think that those features might give people a reason to purchase it. One problem though is that the addition of new races and planets would compete with a pre-existing mod that seems to have a low profile on these forums, but I'm guessing that 90% of all current Sins players are unaware of that mod's existence so it might not eat into the sales too much.
Relic is still alive and kicking, and owns the rights to Homeworld, there is hope yet
Before Sins 2, i'd like to see what those two mini-expansions have
higher # of players, maybe not.
an SP campaign, dear God, that would be beautific. Definitely include all the original stuff. Maybe a new race?
As for better communication, VoIP might end up being the way to go, but I think that keeping the current system is a MUST. Battlefield 2142 has VoIP, but I haven't got a mike, so I have difficulty communicating in that manner.
Of course, this might just be me, but having a slightly better explanation of in-game chat would be nice, because my 1st online game I couldn't speak at first in chat. Thankfully someone told me that you press ENTER to chat.
Unfortunately all I hear about Homeworld 3 is that Relic owns the rights and that they're still alive. I have hope but not much for a Homeworld 3.
Technically, THQ owns the rights to Homeworld, as well as Relic. So it's really up to THQ...
who cares about HW3? This about SoaSE 2, not HW3!
um... because Homeworld 2 was arguably one of the best space-based RTS's ever, it no doubt provided some insperation for Sins, and I belive that Frogboy has expressed a desire to make HW3
wow, this is an old thread that was dug up from the depths of the forum.
Holy Threadcromancy, bump from last September! Well this seems still to be a relevant topic, so it's not that bad.
land battles are nice for a turn based... but for... a... rts...
just imagine trying to play command and conquer and sins at the same time on the same screen... eww?
Things I want:
1. less haxor fighters. they can go through ships, astroids planets, and suns... dock through the back of my captial ships engines, and occasionally jump inside if they are too far away with the ship jumps away.
2. better physics. when the engine cuts off... this ship shouldnt immediatly stop... "main engines disabled" should mean "coasting" not "frozen in one spot". ships should not be able to slam against the invisible barrier created by the inner ring of the planets gravity well. 2 ships getting a bit too close to eachother should take shield damage as the shields attempt to repel the ships apart.
3. better weapon physics... when things miss, they should miss... (ever seen a missle miss? its funny... it tries to circle around and then does a 90 degree turn straight into its target) Turrets on my flack frigs and my kol should rotate... if they cant aim straight... they shouldnt be able to hit. If there is something in the way of a weapon... the weapon should hit what is blocking it. (in other words... a frig that is being focus fired on should be able to hide behind the starbase... on that note ships should be smart enough to stop firing when a friendly captial ship pulls in front of them.) When my illums are firing at a ship right before it pops through a wormhole, the beams shouldnt turn to a whacko angle, occasionally intersecting the ship itself...
Basicly... just make things a bit more newtonish, and we will be golden.
Well, on that note...
1. Yep, agreement here...
2. I would like the coasting thing.. Perhaps have tiny jets shoot out vapor towards the front when they decelerate. As far as slamming into each other, the movement AI should no better. Just don't let ships run into each other in the first place...
3. I think everyone who plays these games wants turrets that turn. Missiles should just fly off at a near-miss trajectory and detonate after say, 10000 units. Better collision checking.
At any rate, as far as physics go, I would love to see some sort of recoil from large weapons hitting small ships. When an LF gets hit by Cleansing Brilliance, it just sits there! Sure, CB has no mass (unless we called it a particle cannon in lore), but still! A cannon that big has to do something when it hits its target!
For graphics, how about some better shields. When my Kortul is fired at, all you see is a shield bubble in the way... I would like to see some ripple effects... Perhaps when shields go down, you get the look of what happens when you slow-mo pop a balloon. I want a rip like effect.
As far as weapons, I want turrets.. Not things that look like turrets but spit out rounds in random directions. I want the turrets to follow their target. If this happens, turret turning speed could get rid of the whole heavy weapons can't do good damage to LRM's. This is stupid. If a fighter flies through the path of CB, it should get vaporized. More weapons would be nice too... Some heavy anti-cap weapons would be nice on a Kol.. And then have little dinky things to take out SC. This should apply to just about every ship...
As far as AI's go, make things work when on autocast. Ie: for flak burst, have the thing fire when it is most likely that you will get a lot of them. In other words, don't use it on anything less than 5 squads (unless there are 5 squads in the entire grav well which would be detectable).
Make it so fighters don't auto attack flak. For whatever reason, my fighters love attacking flak when there are LRF's right beside the flak. What the cause of this is, I have no idea, but fix it...
I endorse these ideas 100%
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