Well, the title says it all.
We know that the 2nd expansion is focused on the non military aspect of the game and that the mission system to keep your allies will get a major overhaul. Ironclad seems to have started working on it, thus let's give them some of the community's ideas.
1: Trading planets/ships between players
Sth like a trading system would be nice. You can give planets or ships to other players. I don't know if tech trading should be allowed. If so, a lot of players will have the exact same mixed techs at the end of a large game... No, I don't think tech trading is a good idea, it would just blur the feeling of the different races...
2: Spying/sabotage
A spying system would be cool. You could sabotage the assembly of an enemy capital ship (the factory needs longer to build a capital ship; perhaps with an upgradeable research tech: the better you are in it, the longer it will take the enemy to build this ship) or structure. To prevent it from being a game breaker, I would suggest to introduce a cloaked spy ship, which needs to be in the system you want to sabotage. This spy ship can be detected via scouts and then being destoyed. That way you could bother your enemy a bit, without breaking him completely.
3:different governements
Distinct forms of governments, which all have their positiv and negativ sides (perhaps influencing trade, culture, and cost of military ships). However, this might lead too far away from the actual idea of a huge space battle based game... What do you think?
4: Cultural influence
Right now, cultural influence does not really play a big role. Of course, it can decide battles if your ships are boosted by it because you are fighting in your own sphere of influence. However, so far I don't use it too often. But I haven't been playing online. It might be a total different picture there.
Ability to grant control over ships, structures, planets, etc. Different from giving, because control can be revoked. One area it could be used is if you receive a big attack in your system, and you have a fleet there to defend. Granting control to your ally of some of the ships would help with micro, allow you to split fleets and have both controlled intelligently, etc.
I know it is not going to happen but have to write it down nevertheless...
More MP game modes next to existing Conquest one... Modes that would focus on solid MP experience and rounds that would finish within cca 45 minutes game play brackets...
Allow us to choose a specialty for our planets. We already have Capital, but what about Military Stronghold, or Trade Menagerie? Having the same kind of planets have no real differences is kind of repetitive. I'd like to make that big desert planet into a huge military outpost, that would grant me some kinda bonus. The bonus wouldn't be as big as if you had found a planet special ability, but it would give you planet based orbital guns or increased trade revenue on a planet with many phase lanes crossing it. Just a thought.
a galactic council which could propose significant resolutions like embargos ect.
a player who would invest in his civil structure could become more powerfull then a player rushing for military might.
[quote who="-=XX=-Nephilim" reply="3" id="2047192"]I know it is not going to happen but have to write it down nevertheless...More MP game modes next to existing Conquest one... Modes that would focus on solid MP experience and rounds that would finish within cca 45 minutes game play brackets... [/quote]
THE DOME is a perfect example of such a game mode.
Ironclad should seriously consider making THE DOME as a new mode of play.
I aggree
maybe stealing technology too.
a must have, let choose for nation between several type, maybe different types for each race.
another thing i like to see is, new ground upgrades,
like you can choose between special ground buildings, with special abilites.
e.g. ground to orbit cannons.
or if you build the existing planetary upgrades, the planets appearence changes with them.
e.g. if you upgrade the planets defense you see more shielding satellites orbiting the planet.
and I almost forgot:
events (scriptable and random for storytelling)
Things I would LOVE to see in Sins:
Random events, On/Off selectable like pirates, things that could drastically effect large campaigns such as blocking phase lanes or making planets uninhabitable. The events can be what you like, Asteroid strikes, Alien invasions, Star collapse, whatever, just these kind of things would add to the whole experience. Maybe there are ally events also with ethical (which affects relationships) decisions that have an effect elsewhere such as economy, production etc.
More planet diversity.
On/Off selectable xenophobia so Vasari are more likely to like Vasari and hate other races and similarly accross all races.
Better missions from allies. How about I am attacking planet X in X minutes, please assist. And their happyness being affected according to the player response. Or "I need an idea what faction X is doing, please check them out for me?" which would mean a scouting mission for an AI who you share ship vision with.
How about a more fluid Ally happyness system. One where you can see the ralationships between all allies (perhaps with certain techs researched) and if you destroy ships or structures of an enemy X that another AI, enemy A, hates then the happyness between you and AI A goes up some relative amount, and likewise alliances with AI X would cause friction with AI A.
More diverse Planet development choices, think GC II but not as complex. Pretty sure I have seen screenshots in the beta with this kind of thing but I'd love to see it concidered again. Choices such as weighing up population with defence, or production or research. And ofcourse race specific super developments that are expensive and are then considered like an artifact in game play terms (all other players are informed and changing planet ownership changes ownership of the artifact/development).
An espionage tech tree that can allow the following techs:
The current ones such as phase lane monitoring etc. (Surveillance spies)
Alliance relationship and economy visability. (enemy leadership and governments spies)
Artifact visibility. (Planet spies) High level upgrades give hints to the defencive level of planets and perhaps some (lagged) visibility of fleet strength at planets.
Perhaps the espianage techs also include a constant overhead to keep and can be 'scuttled' at no resources returned but need to be paid for again with the same development time etc.
I think just simply carrying out non-military actions to bolster your development and more persistant standing with allies such that they won't suddenly turn against you. Perhaps a scale of reputation that prohibits agressive actions when in a certain band.
The black market, or trading resources with allies, not having the ability to put a set amount. Thats what drives me crazy about the game, Holding shift down and clicking Credits, Metal, and crystal 10xinfinity times to help my human players out on resources.
Hehe, that would be cool. Perhaps with a campiagn editor... But this would be a major thing... I guess, if it comes at all, we'll find it in the 3rd "surprise" expansion... But definitaly a great idea...
I think a great addition to the game would be to make the pirates more useful gamewise. For example; At present there is one version of pirates, but what if there was another option beside the turn pirates on or off for the game that allowed you 2 choices. First, normal pirates on/off.. or Second, pirates at lvl 1-10. Where as if you choose to play the game with pirates on say lvl 4, then you do not get the standard pirates that normally attack..Instead you would get pirates that have much more than a single asteroid with no resources. Consider the potential for fun here, since there could randomly be games where you and an opponent soon realize you both need to join against the pirates to defeat them.
Another idea for pirates, why should they only simply attack?......Why not have the option to choose what you want them to do for all that money we bid/pay them. For example; when you win the bid, what if you are given 3 choices, perhaps 1)attack random planet, 2) attack specific planet 3)attack specific target (trade center/space station/cap shipfactory)
One last pirate idea (tiny one) Occasionally a named pirate and his fellow scurvy dogs could rise to power that NOONE can pay off!!! He has his own agenda!
I agree with Nephilim about the need for more multiplayer game types....for example a who builds better/faster/further in a 45 min game with 2 players/100planets..... you could compete for better score in fast games that could/or could not involve combat. OR have simple king of the hill/storm the fort type MP games. Or who can capture the most planets in 30 minutes. So many types of MultiPlayer could be added.
And last but not least, if you self destruct a starbase then why not cap ships---- could be like a scuttle timer perhaps and a last ditch effort to do more damage to an enemy. Also where are tractor beams and boarding/capturing ships (abandon/ancient alien/enemy ships)? Oh yes, I do also like the above post about more planet types and even wondered if planetary defense cannons might ever be viable to the game.
Suggestions Cvon & Mvon
Here are some ideas I just thought of:
1) Rare trade goods like you have in Civ that are randomly placed and are either in space or found through planet exploration (give people another reason to hit that upgrade). Then in the diplomacy screen give them the option to trade these goods with allies for extra cred/resources.
2) Capital buildings. Kind of like the "manufacturing capital" and other similar buildings in GalCiv. You can only build one of each type (trade, mining, research). Manufacturing could make it cheaper to build, or better collection of resources, or what have you. Trade could be a massive trade port worth 3-4 normal ports but only cost 2 (something like that). Mining capital could double mining of one or both resources in a sector. Research capital could only reduce research costs I suppose.
3) Neutral/Lesser civs. Have other non-players in the universe besides pirates. This would really help with the diplomacy part of it, as well as give the universe a bit more life and function.
That's about it for now.
I think that no mather what they add, the should at least increase some of the lore in this game, so that it plays a larger part, then being 5 pages that we can just read out of a book as background story.
But here some ideals. First as it stands right now there are no non-military victories. If I have a lot of money , I build more warships, if I have more culture I have stronger ships and for tech ......... .......... ........... there has to be something.
So we have two ways to go from here. One is to add non-military victories, which is how ever other X4 game does it. Or just kee the military only victories, but add the able to get there a different number of ways. The second one would be new and would require more thinking on the system you would need in order to reach this goal.
By the way TohKlidan I like that picture your have for your profile.
I want to be able to go to a planet and take it over.
Thx
Good idea, maybe also a new type of resource.
Some in the modding forums talked about fuel as a new resource.
Here my idea how it could work, as long as you have enough fuel (or maybe if you have a fuelship in your fleet) all ships travel faster and you can only harvest fuel at gas giants, suns and clouds.
how about a model of supply? I think what they had in conquest was pretty neat. every ship has a supply level and when it had consumed its supplies, it could not attack or only operate at greatly reduced efficiency. and you had supply stations as well as supply ships to keep operating at peak efficiency.
so supply as a general resource at well ships and stations work could be resource.
some very good ideas guys... as for the planet upgrades ideas what i'd like to see is a planet based upgrade system like the game : Haegemonia Legions of iron. witch had a very good planet based upgrade system with i think would work very well in sins... very well indeed
as for other ideas ie pirates ect i think the ideas above are awesome and hope to see so of them make the addon.
JUST A NOTE: i think that each race should have 1 ship of each class ie. frig, cruiser, battle ship, support ship, that is built with no drive system no defences and no weapons ect ect, and you can custom fit the ships to what you need them for witch costs you res, better weapons cost more better drive systems and jump drives cost more ect, maybe even some point defences ! make a unit cap on it for balance like 2 of each class and maybe you need to train it to access the ships, in the section where u upgrade your unit cap/cap ships. i think that would give SINS that added touch that most players are looking for and it would make for an even more tactical game as every player can make a task force of custom ships to fit there playing type and the role of the task there needed for .
what do ya think guys ???
Kat
I want super big ships....meaning a combination of super weapons and starbases. A very expensive ship not build in a factory but in orbit of a planet. But then again, you would have to increase the scope of the entire game in order to pull that off....
Flak turrets on ALL Cap Ships
Random diplomatic and economic crap.
Another Cap Ship for each
Swamp Planets...only population income...no resources
-Phalnax
I would love to see an updated diplomacy system after the spirit of Sid Meier's Alpha Centauri. I loved that system, even though it feels fairly constraining now. It did wonders for the feel and mood of that game, and it could do the same for Sins (particularly in light of the persistent lack of a campaign).
I would like to see some more single player and multiplayer aspects put in - something for everybody, like better AI for mines and more focus on diplomacy, fleet - trading ect - all stuff that has been touched on already.
Some planetary improvements as well which would bolster diplomacy e.c.t. It could be difficult to add in though without making micro management a real pain.
I think they should a Sid Meiers Alpha Centaui style story telling thing. You know how even though its 4x by strategy game, there is still a storyline that pops up based over the course of your actions? SOmething like that would be neat, but adapted to real time. It would be a nice way to flesh out the lore. Make it non-intrusive for those who don't care, but give the options for those who do.
The other thing I think Sins would benefit from is stronger non-direct military applications. Like spies, sabotage, blackmailing, extortion, so on. I also think it needs a way to allow diplomatic, culture, and economical players to win the game somehow. If they really wanted to make Sins the first real time 4x, then they definitely should give it more victory conditions... like cornering the global economy market, or something. It'd be awesome if a diplomatic player could be just as powerful as military player.
Lots of great ideas guys! Keep them coming!
Why don't pirates attack trade ships like they should? Seeing as they are only in it for the money and that's what pirates do. This would affect your economy until you dealt with it.
one thing that would be interesting to see is tech sharing that allowed for mixed tech prototypes like ships and/or structures, it would also add more temptation to forming alliances.
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