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.
Thank you for your interest..
I've read some text about vasari origins... Their mastery in phase drive have lead them to discover what they must have kept hidden (similar point to star ocean 1 if you know).
Advent are similar to honore matriach in Dune saga (long forgotten bene gesserit renegat..), and unity influence is really similar to the voice. And of course leaders in advent are female...
TEC is pretty similar to wing commander/star wars universe : ships made by recycling civil starships.
I understand what you say about fighter/bomber. Except with advent (with high evolution and a lot of ships in squad), fighter/bomber are a bit of distraction. We don't masterize theirs attributes (especially evasive manoeuvers).
One good point for global ships could be to develop defensive decoy (flare, aso) in order to avoid attack (some capital ships give this feat for one attack), but that's all.
@ Marc
hm, one could add purchasable/researchable levels or abilities to squadrons in general (dependend on the race of course): Decoys/Eccm would reduce the amount of damage received
3 kinds of possible formations (as abilities which could be turned on or off):
A: Aggresive formation: boost of dps (ships don't care if they are being targeted) with reduced amount od hitpoints
B: Normal formation: exactly like it is now
C: Defensive formation: strike craft try to cover each other, resulting in decreased dps output and slightly increased hitpoints
Thus, the player can micro the strike craft a bit depending on the situation (is there sth endangering my fighters? If yes, choose the defensice formation and make them last a couple of seconds longer. If no, well bring it on...!). As the normal formation would be default, there would be no need of micro managing them if you don't want to. However, micro managing could give yu a slight advantage...
Cap ships need increased survivability and Deliverance Engine needs some love
That's sounds good ideas for me.
We can also propose more decoy to other ships to avoid attack. But anyway for a peaceful expansion it would be a mess...anyway a peacemaker was nothing else than a gun..
I would like to see a guideship that can lead other ships to planets without regard to phase lanes. It should probably not be able to go as fast as other ships using phase lanes, but much faster than in the gravity well. This would add a whole new element to the strategy, and might even make seige frigates useful! Capital ships should not be allowed to be moved this way, however, as that would just be way too powerful.
Of everyone agrees Capital Ships need more survivalibility in the form of hp, and built in Flak. + 1 Karma
I also agree, Culture needs to be more powerful. Culture should be able to actually flip a planet to your side like in Gal Civ. Maybe then Culture Push will be a viable strat. Deliverence Engine should make Advent Culture run amoak and eventually the half the system will flip to the Advent if it doesn't get taken out.
I disagree about capital ships against strike craft.
At least TEC (kol, dunov) and Vasari(kortul) have cap ship with strong abilities against strike craft.
Form fleet with them inside in order to get cover against strike craft.
For advent, I guess strong strike craft is the best weapon against strike craft due to their vast number.
For me cap ship are hard enough right now. capital ship are not invincible. and remember that even a super star destroyer could destroyed by a single fighter strike (may the force be with you..)
You can't rely on only few cap ships. they must belong to a fleet with cover and anything else.
That the same thing in real worl where carrier are always escorted by several smaller ships (frigate, cruiser, aso).
One thing I wouldn't mind seeing in future expansions (I know this post is ment for the 1 after entrenchment and is focusing on none military, sorry) is having a capital ship prototype. This could be researched say after the heavy cruisers on the research tree, and be just that bit more powerfull than your standard capital, also cost more to suit.
I also like the idea of haveing fleet crew expirience levels as has been mentioned before by numerous people. Which they sort of do allready with capital ships expirience, also like a fleet commander expirence levels.
I don't know... i like the idea, that the first is free and then you can build more if you have the logistics and the money. If you have to research a cap prototype first before using capital ships, t might slow down the game considerably.
Just one question to all of you: Would you like to keep the pirates as they are? Or do you have an idea how to change them?
I would very much like to give them a bit more detailed missions. It would be nice if they could attack traders, specific structures etc. Would be nice if one could specify the system they shall attack, too...
Sabatoge. I was reading about sabatoging a capital ship, to make its constuction take longer.
How about a bobby trap, so when a capital ship, fires it's first ability, it backfires on them.
Or maybe when they do something the 'n'th time. Like the 10'th time they fire their forward cannons, it blows up and causes damage to the ship.
This could also work by infecting repair bays, so the perfectly working cap ship, suddenly get "buggy".
This would force an investment in security and counter epsionage. Doing so would make your ships reliable, not doing so, and espically in vulnerable parts of the galaxy, could be catastrophic.....
also there could be tracking bugs, so you could trace the movement or even see the chats for other players on a per ship basis???
Lots of interesting things you can do there.
This would also allow gurilla style warfare so that a huge empire won't always crush smaller one, if they were clever enough...
Look at Vietnam vs US. It's hard to win against a bunch of gurilla units, if they won't come out and fight.
just thoughts.......
One more idea, since this is really a 2D game, why not make an extreme varient (not for this version) about the war in the pacific between Japan and US.
it's not that far outside what's already going on in the game....
Just have islands be the planets, the lanes between be between the islands and change the names of the ships.....
it's not perfect. but and idea.
Yeah, I like the way it is now too. I don't want to change that. My idea was specifically as an extra late game option. And I really would'nt like to see it that much more powerful than existing capitals, just have maybee a little bit more, with a bit more versatility, say extra flak or something like that.
As for the pirates, as I have mentioned in a reply to this post before, I think it would be cool if the pirates were able to perform espionage. In their raids they could perhaps aquire sensitve info on factions and then put this info on the market, selling to the highest bidder. You could even buy back some info they had aquirde from you back off them to prevent your opponants getting hold of it.
Ah, I see. A late game boost for capitals. That makes sense. Well, technically you can boost them via research right now. Better hull, better armor, better shields and weapons but I understand were you are going with that idea. Then I would stick with the suggestion of a mothership for the third expansion. A ship, which can be outfitted with distinct destroyable modules. Well, I explained it earlier in this post.
Selling information is cool. This is sth pirates really should do, I love that. I just wonder, what one can do with pirates in late games.
another thing with pirates that might be cool:
different pirate factions the current ones are based on Tec,
but what about a advent or even vasari based pirate faction
maybe you can choose the faction during the setup in galaxy forge.
or place more than one on a map.
In the current version you can set more than one piratebase on the map but there all belong to the
same pirate leader.
I think that's excellent. Right now there is another pirate tread going on. They have some neat ideas :
https://forums.sinsofasolarempire.com/339910
I like the idea, that pirates might be able to steal vessels from different races, thus their fleets are a mix of all kind of ships...
Here another idea for the future from a forgotten post of me in the beta subforums:
Add a Fog of War parameter (possible values true/false default: false) for the galaxy forge or in each planet entity.
if the value is true it has the same effect like stars there where shown on the map from the begining
with no phase lanes.
I think this is not much work to do, and it gives us modders the control to show companion stars on the map
from the begining or maybe for special scenario maps where you see more than your homeworld.
Not really. All of the capital ships in the Rebel fleet were focus-firing on the SSD, which resulted in the sheilds going down, which allowed the lone A-wing to bypass its defences and crash into the command center. Which, in turn, caused the SSD to temporarily lose control (note the "temporarily", it had a back up bridge, from which the ship could be controled. It just takes a little while to bring it online). Because of the lose of control, it couldn't resist the Death Star's gravity well generators, and it plumeted into the surface. If the DS hadn't been there, command would have been transfered to the auxilary bridge, and the SSD would have kept on fighting. http://starwars.wikia.com/wiki/Executor
That being said, I agree that all capital ships need some sort of anti-strike craft weapons. If I were to build a capital ship, I would defend it against fighters (seriously, don't any of these ship designers watch sci-fi movies? Its always the lone fighter that, whether directly or inadvertantly, results in the big ship's destruction)
Just throwing in another vote for diplomatic overhaul. Or at least a way to shut them the hell up.
Please - with sugar n' stuffs.
LOL, seriously don't any of these developer's watch sci-fi movies? rofl ... nice
But yeah come on developers haven't you seen a wall of Flak simply rip apart Cylons on BSG before? We're not even advocating for that here, we want some kind of "weak" Flak equivalent to 1 or 2 Flak Frigates on each Capital Ship here, and then let the Mothership Cap serve a good battle purpose by giving it moderate flak ability. (3-4 FFrigates)
Its a good idea, that many people will welcome.
I dont agree that cap ships need flak. There are capship abilities for this already, 4 by my count. Also if carriers get nerfed, there will be on need for this flak. And most capships get defacto anti-strikecraft abilities: Strikecraft of their own.
Survivability can be tweaked, but cap ships should be killable, especially at low level. So don't go overboard people! At higher levels cap ships do go down a bit fast, because of fleet sizes involved at that level of the game. Most of the time they have no possiblity of retreat so they are kept on the edge of the gravwell.
i havent read all the posts, but how about a new Sensor Array civ structure. it gives structure and ship data for adjancent planets. it could be teched up by allowing the structure with intel on the neighbor's buildings, next level would include info on ships.
Sounds possible and teched up to reach out more than one phase lane away. And yes Cap Ships need flak!!! Don't be stupid and stubborn. They need it, for realism and utility purposes alike.
-Phalnax
longer max chars length and and copy star function it the basic map designer
I want some various sub factions, for me as a Vasari(sp) Player I like to treat my subjects well so I dont research the slavery option... so going from that maybe you could have various sects, like a Vasari sect that valued the populations on captured planets, a more militant sect or a mix between the two, same for TEC and Advent have some faction that specializes in one thing over the general faction, for instance the Vasari that value their captured populations may recieve a greater alliance bonus on their planets and are thus more reistant to enemy influnce than the vanilla Vasari.
I think more pirate options would be good.
Such as:
-Can choose where pirates will attack and what they will be attacking, e.g labs, vehicle factorys etc
-Can get them to gather you intel as they go along (for an extra fee)
-Option to customise whats going to be in their attack fleet, e.g is it based on destroying planets (increase planet bombers), or blockading enemy off at a neutral well (combination) (since your funding it)
-Not having them attack you if you've paid for them to attack someone else (e.g you can go in with them)
-Seperate private pirate army for as long as you pay them (e.g works like an ally - use them for harrasment or protection - but without the warnings - you can build them up, but if you don't pay they will attack you/be open to negotiations with enemy players)- A good idea for this would be protecting your borders, or trade routes/ships, or for just general numbers.
-Ability to give "normal" pirates and "private" pirates a colour (such as an enemy players colour - which is expensive) and disguise them as enemy ships (also expensive) - so that another player will think they're being attacked by another opponant (aka a proxy war) - you could split the pirates into mutliple, fleets and attack simutanious people - if they are human players they might then be more likley to "cease fore" with you while you sit back and watch them destroy/weaken eachother, thinking they have both attacked eachother and the other has responded in kind with force.
Other non-pirate things:
Speaking of black market things i would also like to see a more developed bounty system, including crystal/metal etc and extra bounty options such as free units thrown in, friendlyness increase, or even a planet or 2 (to give human players more worth while incentives to attack for recieving bounty - at the moment its just credits) - basically if your offering bounty on someone you can customise what you are going to give them.
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