Hey win is the next expansion set comeing out? I was hopeing they would add more capital ships, becuase there are a lot of slots open for them!
I think people should start to state what they wan't in the next expansion, so let's start I wan't more capital ships. go go!
I'll add to this thread. I'd like to see more diplomacy options. Being able to demand from and have missions for the other factions. I'd like to see more trade abilities in order to bolster ones own economy or cripple another players economy beyond simply killing their trade ships. Things like trade sanctions and embargos might be a nice touch.
Other things that might be interesting would be the ability to create or destroy a planet/star system, but as a cooperative effort by multiple factions. Or "terraforming" dead space spots to have a nebula or asteroid be "built" over time. Further, upgrading a dead asteroid to one that can support population and such could be beneficial. Or giving all of the planet types a "class" upgrade where a desert planet could become an actual terran planet, costing alot of resources and time mind you, but you get the idea. Further an already Terran planet could become a heavenly planet that is basically perfect in every way. This would take the longest and most resources (I'm thinking a literal hour to build in a large game but scaled to the size and speed of the game). These limitations so that people dont go nuts, but still have the options to upgrade and save for if they like.
Other things, perhaps a new type of resources. Perhaps more planet skins and types. More cap ships as mentioned above couldnt hurt if more functionality was added like a diplomacy cap ship or terraforming cap ship.
As I am thinking about it now... Espionage! Perhaps the second expn could be built around subverting the defenses in place while the third expn could be diplomatic and terraformation under a new life realm. More types of fighter craft like assault drop ships where one can "take over" an enemy ship by having their marines assault it. Like wise planet side could maintain their population, but come under enemy rule... at least until a rebellion can form and an uprising flips the sides. Further on that, the player who lost the planet would have some control over the planet still and have different "planetary upgrade" options, like destroying structures or triggering the rebellion. They'd have to have enough rebels of course, but the battle could take place between the two factions through the R&D of the planet with both sides having options toward that end.
Anyway, I've rambled long enough. Lets hear more ideas!
Which is pretty much the premise for the entire expansion. The first was defenses, the second is non-combat/diplomacy.
We don't know anything specific of course, other than the pirates getting some much needed lubbins.
I did have an idea about offense, able to build a big mothership for each race, but I don't know if they will do that or not.
Another thing i would like to see is the ability to take over a planet with out bombing the hell out of it, like an attrition army battle on the surface, dropped by seige ships (giving seige ships a good ability, and a reason to build them). The more troops you have on planet compared to your opponet the faster you take control (new planet upgrade, "garrison toops"). Then then after taking the planet by invasion, there could be upgrades on those planets like slave labor camps that would give you bonses to your production and resorse extraction but penaltys to your tax, loyalty, and population, and always a chance of revolts (the garrison toops upgrades will help keep this from happening). If you liberate a planet where your people are enslaved, you would receve extra loyalty and tax bonses there for a short time (and bonses to your army during the assult as well).
i think a new race would be a nice addition, but you could be a mysterious one that shows up in the second xpack but you cant play them until the 3rd or something of that fashion. It would add a bit to the vasari side i guess at who they are running from. Also more planet types would be nice as well as well as massive mother ships kind of like the starbases xcept actual ships.
The trade route system needs a big revamp so it can play a more integral role in Sins, here some ideas
Establishing a trade route already increases your trade port credit income by .1 per planet in the chain, in addition to this bonus, trade routes should:
INCREASE ALLIANCE CAP: Planets in your trade routes will obviously be more under your empires influence, raising the maximum allegience.
INCREASE MINERAL EXTRACTION: A very slight increase in mineral extraction because your empires well established trade routes allow quick transport of refined materials.
MAXIMUM SHIP SUPPLY BONUS: The better your supply lines are, the more ships your fleet will be able to support, maybe a 5 or 10 ship supply increase per planet in the chain. Keeping in good old sins tradition, this is not without risk, if the enemy collapses your supply chain, and you have a fleet breaking the default research limit, all ships will become undersupplied and suffer penalties in fire rate, damage and hull restore rate until adaquate supply is reestablished or you scuttle enough to bring the situation under control.
STRUCTURE BUILD RATE INCREASE: Imported supplies and labor allow construction to proceed more quickly. Only applies if adjacant planets are in a trade route.
I'm digging what Deflagratio is saying.
Trade should have some additional benefits other than just credits. Infact, all of his ideas are pretty good, but they need some flavor rubbed on them to ensure that it's unique for each of the races, but still balanced... could be difficult though, keeping balance with that - as the TEC already has a pretty big advantage on the trade front.
+1 Karma, bro.
He got it here and there by reading the forums. A lot. (check his Karma for an idea of how much is a lot)
It's good info.
I'd rather people not take stuff from me at face value just because I happen to have a lot of karma.
https://forums.sinsofasolarempire.com/339910
There's the thread that says pirates will be getting changes. Beyond that, there hasn't been anything concrete.
Here's a post that they're changing AI diplomacy: https://forums.sinsofasolarempire.com/338282 and a more general "diplomacy changes in second expansion" here: http://blog.wired.com/games/2008/08/micro-expansion.html
As I said, the only semi-concrete thing we know so far is that pirates are getting changes. The scope of that and diplomacy changes are still unknown!
Hey Annatar, I have been wondering why once a player upgrades to higher fleet capacity the player can not "down" grade to lower fleet capacity. What I mean is I have been in situations where I either over extended or was sieged,losing structures and suddenly couldnt afford such large fleet cost. Do you think it would be possible/feasible/realistic to have the ability in one way or another to downgrade fleet capacity if needed?
Valkajin
The developers wanted it to be a hard choice with consequences, and to make you care more about your fleets so that the game doesn't turn into the C&C-like "throw units at it until you win" sort of gameplay. So you have to be careful with balancing your income with your fleet so that you don't find yourself unable to replace ships you lost because you over-extended.
There has been quite a lot of discussion about it through the year, but I would guess this system is pretty unlikely to change.
Well, everyone gets trade routes, but I think this would give TEC a little kick in early Games like I think they need. Advent get an amazing IN-culture buff and get their culture research quicky, Vasari get access to wormholes and quick jumps to other star systems and their scouts are also Neutral resource capture units. TEC gets their measly 2-3 credit (before tax) bonus, assuming you haven't used all your Logistics slots yet for research labs. I suppose for more flavor, differences could be:
First off, the Maximum Ship Cap bonus is universal, there'd be no other way to really balance that, heh.
Alliance cap can probably be universal as well.
Advent: in Lieu of Faster Build times, Increased Shield effectiveness (Points and Mitigation): The collective will of the Unity is fortified through trade networks allowing besieged or contested worlds linked in trade to draw upon neighboring planets to bolster their shield effectiveness.
In Lieu of increased mineral Extraction: (Since no real refinery ships) Culture Rate bonus: Each world linked in trade gains a slight increase to Culture planetary value, with enough links, the Will of the unity is so strong, it can begin to more easily overwhelm even the most devout followers of "lesser" beliefs. Works in tandem with the Temple of Communion.
I havn't spent enough time with the Vasari to really guage what they could make most use out of, their Phase Mastery is pretty solid, Probably something to do with Nanomachines or being opressive dicks.
Someone suggested giving Siege frigates kind of an ability to drop soldiers instead, as long as there is no ground battle gameplay that'd be good, instead of completely bombing out the planet, you could take over the entire infrastrastructure, saving you thousands of resources at expense of greater time to take over.
Something I'd like to see also is an "Artifact research treaty" for alliances, allowing allied, or at least people with the treaty in place, to pay (A lot) to send research teams to research any artifacts controlled by another empire with whom you have the treaty. If the owning player loses the planet, everyone who had research spent not only loses the bonus, but also has to research it again (Going back to those important choices Sins is all about). A player (Either side) Breaking the Artifact research treaty also forces the other players to fork out more if a new treaty is reestablished.
As for karma i have no idea what that is and i probably dont care anyways. I was just curious where the source was for the info and what thread i didnt actually doubt you.
MOONS!!!! where the hell are the moons? Planets have moons, the space debri rocks that have the extractors on them should have been moons.
Well, to be fair, any orbiting body around a planet is technically a moon (Or satallite as some people call them) but I know what you mean. I'd like at least Aesthetic moons that serve no real purpose but are just there, kind of like the floating space debris and what-not. I think this should go hand in hand with a planetary rescale and variation update (or hopefully th next Xpac) where many new skins, sizes and the like are added for planets, giving a little more variety. Each planet needs seriously 4+ Skins I think, if not more. I know there's mods for this, but c'mon, just fire up Mass Effect and browse the planets for a little inspiration.
More planet types. See the mod Sins Plus for a great example. Terraforming would be a great option, costs a hell of a lot but you get all kinds of added bonuses for it. Terraform a Terran planet into a paradise planet, extractors get a increase, log and tac slots increase.Maybe add a chance for terraforming to go wrong and your terran planet becomes a desert, adds to those hard choices. More artifacts would be good too.
Added Diplomacy, love the artifact research treaty idea Deflagratio, though I think it would be abused too easily by the player that owns the artifact. You pay them a ton of resources, you finally stop paying and get the artifact yourself, and they can just cancel it and try to extort more from you. Perhaps more of a pay per minute or even a pay X amount of Y for Z amount of minutes for the artifact. A actual trade X resources for Y resources would be a nice addition. Maybe brief alliegience hits for breaking alliances. Destroying trading ships and getting resources for it would be cool, though I think one of the races gets that.
More ships would be nice. Though I would rather see 2-3 more frigates and cruisers per side then more caps. Or even maybe a new classes of ships, like Destroyers or Corvettes. I would love to see a actual "formation" system implemented, rather then just "loose tight standard" what about "Wall, box, sphere, vanguard" and the likes. I think their should be a 3rd or maybe even 4th fighter type, something like Heavy bombers and interceptors. Heavy bombers are slow, but take alot of power to bring down and when they hit, they hurt, though 1 HB would be equal to 2 squads of anything else. Interceptors would just be strikecraft defense, extremly fast, dont even scratch a frigates paint but will utterly destroy bombers and fighters.
I would like to see more modding options opened on the engine for the modders, more weapon types per ship, animated turrets, ships moving while fighting, things like that. Keep the great ideas coming, these Devs actually check our ideas out!!
Does anybody want more capital ships?! At least two I would think, Plus there aren't many to choose from just about five thats all.
Plus this is an expansion topic, you guys sound like you want a patch or something. Not that I'm complaining or anything
I would prefer to see more smaller ships myself. A capture frigate, a dedicated mine sweeper, a ramming ship, a cloaking frigate that has the embargo ability but can only use it when not cloaked. Some kind of ship that can be used to maybe establish a phase lane, either it can open a phase lane for a limited amount of time, or you need two ships, one at the destination and one at the origin point. A cruiser that has no weapons at all, just huge amounts of shields and armor and a force attack ability to just try to draw fire off other ships. A specialized dedicated anti SC ship, with some good anti SC abilities.
Since pirates will be getting worked on, I would like to be able to buy mercenary pirate ships. I'd like to see 1 or 2 pirate ships per empire constantly jumping around targeting trade ships. Every now and then maybe get a msg from the pirates "pay X amount of Y resource for your trade ship crews we took hostage" If you give in to them you get a bonus to trade for a limited amount of time, and if you say no you get a trade decrease as well as maybe some additional bounty placed on you. Maybe rather then them just destroying your world like they do now, when they raid you you lose all production in the system, as well as all resources generated by the system, more like a embargo or blockade of the system.
Another thing I thought of would be to have the militias be more then just TEC, their should be advent and vasari militias as well.
What i would like to see is more divergence in the three factions. New ships should be different for each faction with no analogues. For example rather then everyone having a long range frigate with different stats and abilities how about a new type of ship that no other faction has at all.
I definitely like the new diplomacy options the game needs its especially for the genre it strives to be in.
I think what i want most though is more options and more depth for planets. Rather then a simple button that increases "emergency facilities" give me a choice between several options with slightly different effects where i cant choose everything i have to go in one direction or spread out a little in everything.
ANybody have any ideas how the pirates are going to work? Also when can we expect this expansion pack? Im eager to get the rest especially after seeing how good entrenchment was for only ten bucks.
I agree with you overall.
The problem with giving each race its own unique ships is that there WILL be people who will whine and complain about one races particular ability screaming imba and OP while at the same time spamming their own prefered races unique abilities and units (which could be just as imba and OP, or even more so) while vigourously defending any attempts to bring their preffered units and/or abilities into balance.
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