We have some pretty specific things in mind for a micro-expansion that adds more diplomatic features to Sins of a Solar Empire.
But before we talk about them, we'd like to hear - specifically - what you'd imagine seeing in a $10 diplomacy oriented expansion for Sins.
thats a neat idea How?
maybe some alternative implementations of it would fit better with the diplomatic theme of the expansion. for example, some sort of "intelligence agent" feature of the black market or diplomacy screen that would affect the ability to get accurate readings of enemy fleets. instead of an exact number of ships it would only show you a range that would be +-50% of the real number (so 10 ships would show as 5-15).
I like a lot of these ideas, but I'm having trouble seeing why I would chose to go the diplomatic route rather than just build fleet and conqueor. The espionage and sabotage ideas would work well, but for other diplomatic ideas to be viable options, there needs to be some worthwhile reasons to use them. for example, why would i choose to trade with a neighbor when i could just steamroll his planet get the income that comes with it instead? that would definitely be the more fun option, i mean isn't real time battles what sins is all about?
- Sounds for starbase status, just like Capital ships.
- Ability to automatically pin/unpin starbases. Right now there's no option.
- Slightly faster turning speeds for frigates, cruisers. They turn as slow as hell when they aren't moving. It's really annoying for cruisers with abilities that require them to face the target.
- Sometimes the Marauder's Distort Gravity effect will cause your ships to instead of phase jumping where they are if they are in range, they turn around and go backwards to the new minimum range for phase jumping and waste alot of time, which kind of goes against the whole ability's concept.
- Dunno if it's possible, but a longer character limit for capital/starbase/planet names? Please? ;-; 16 up from 13 or anything will do
Here are a few things I'd like to see in the expansion. Basically, I'd like to see multiple diplomatic options available that lead to better relations with other players or AI players. Here's my list (and, yes, I like the idea of improving/expanding the role of pirates):Pirates should be able to "hold" asteroids - not to colonize (I think pirates are generally mobile!) but to mine resources via extractors. Then, pirate fleets can be more formidable as they can build based on resources and credits (as a player or AI would).Pirates should be able to build mobile shipyards to build ships at asteroids they hold. Lauch attacks from base or remote sites (asteroids).Players should be able to bribe pirates with treaties - n credits or resources per minute for x minutes to sway their favorPlayers should be able to bribe other players (n credits/resources to attack planet/asteroid Z)Players & Pirates should be able to trade map information to other players or AI players (including updated information on troop movements) for credits/resourcesPirates should be able to retreat from asteroids or planets if the battle isn't going well (back to base or another pirate "owned" asteroid)Players should be able to establish ongoing economic or resource treaties (for X minutes or indefinitely)
Taking a page from the current political scene: have been talking about it alot at school,
1. Treaties might involve a corresponding input from the treatied partner, on economics (Are we lending credits to the Advent? And if so, do we get a say in their economic decisions? How much GDP is used for planet upgrades vs how many for ship production or orbital defense? This of course means expanding planet upgrades and what they do)
Right now, the amount of planetary upgrades are limited and fairly "unseen" all i see is numbers change, more logistics slots, more tactical slots, upgrade to population numbers. It would be very very nice to see planetary upgrades cover different and new things, such as agriculture or industrial production, or population growth, or different taxation rates for business or population, also structures that could be built "On Planet". Such as dedicating 20% to industrial structures and 50% to agricultural, 30% to population and see the world underneath my ships show huge swaths of amber wheat growing across 50% of the planet, 20% as black smoking industrial structures and 30% as urban/rural roadways and towns/cities. In other words we have control over the type of world we make, an industrial planet with imports of steel, or raw iron ore, coal, etc... from allied or treatied worlds/players (like crafts systems in other games where several items may be required to produce a given end item)
Or agricultural worlds, where i may sell off 70% to allied worlds (moved by ships no doubt, either mine or the allies ships) which produce a revenue stream (in addition to credits produced by population or taxation)
2. Governmental Interaction: meaning a Congress/Executive/Judicial structure, i propose a line of thinking, such as to expand taxes on businesses on planet to raise money to construct warships. However the Congress declines (congress in this case could be an ai) the third party in this case the Judicial, can be used to "break" the stalemate of only having two bodies me and the ai, with the third ai (Judiciary) sometimes aligning with me, and sometimes with the Congress. This could add an element of planetary interaction that doesnt exist now. And need not have a great deal of visual content added other than new screens.
In addition to taxes on businesses on planets, there could be perks for businesses that give the planet less money, but could be seen as percent growth of those businesses on planet. Tax breaks increase industrial area from 20% to 30%. Or cuts in industrial plants allow growth in population (which could be researchable to allow larger populations) or growth in agricultural (which option could be decided by the player) or AI in cases of NPC races.
3. Treaties could be "game lasting" and by that i mean that right now if i treaty with someone, anyone actually, i will have to fight them toward the end of the game. All treaties are only temporary, which makes me as a player, not really want to trust them, because while i'm aligned with them it gives them access to my worlds. And suddenly when they revolt, im fighting a force already in place on many of my worlds, not good. An alternative, would be to have some, not all treaties last the whole game, where when we win, all treatied races win together. Or if we lose the Advent-Tec Alliance falls to the Vasari together, know what i mean?
And just a final thought with regards to treatied NPC races, the real player should be allowed control over allied forces, or some control. To send them different places, in effect to use them as if they were our own forces, or to allocate them how they would, perhaps also on a sometimes yes, sometimes no basis.
Just some ideas,
-Teal
Im not sure how much im repeating, but ill list all the things i want anyway...
First of all, i think that the ability to steal ships should be available, and pirates should focus on stealing ships rather than just blowing them up.
Second, i think that you should be able to negotiate with individual planets to capture them intact, the amount of enemy/allied ships to that planet would determine if it gave in.
Third, i think that espionage and sabatoge should play a part in the game
Last, i think that missions should be given more depth
Some obvious ones that I'm going to repeat:
On top of that, I'd like to see the following:
I honestly consider a lot of the game's features like underdevelopment, loyalty, and culture being squandered right now. There's largely nothing you can do about loyalty; all it does is makes trade ports a larger chunk of your overall income as your empire gets bigger. Culture is linear and usually it's about spending as little (logistical space) as possible to get coverage. The real crime is underdevelopment; all it does is basically puts a lump sum on establishing a colony, because no sane player would leave themselves bleeding credits to underdevelopment.
The only profitable planet setup is to fill it with trade ports. I'd like to see some more options, particularly designed to streamline gameplay speeds and provide more options in how to grow your empire. As it is right now, you buy the necessary population infrastructure and them build trade ports or maybe the occasional refinery as you can afford it. It's very one-dimensional with little choice.
The system you had setup for GalCiv 2 was almost perfect. The fact that you could trade/sell/barter anything in the game was great. The progression and solidification of alliances and rivalries was great and to this day, I haven't seen another game setup a diplomacy system as rich as GalCiv 2.
Well I didn't read all the previous posts, but here are 2 things I would love to have in the game (sorry if they're already mentioned)
1.) Specification of each player's start locations (think Stronghold) (you have an overhead view of the map with each potential starting spot, and drag each player into the one you want them in... then hit begin)
2.) The ability to set conditions on our alliance (such as STAY OUT OF MY AREA! )
Those are two things that I'd love: here's something I think would be nifty but probably kind of complicated:
1.) running with the idea in #2, once I'm allies with a nation, perhaps have the ability to have specific "contracts" with allied nations:
example: I have 2x the force of my AI ally, so I say "you give me x amount of credit/crystal/metal per second, and I'll put a fleet under your command, if either of us breaks the contract, we lose allegiance to each other
Pirates are very unrealistic. They attacked at fixed time interval with same fleet composition everytime. Not all pirate raids should be military assaults, I would like to see more pirate ships. Maybe some that can blow up buildings and disrupt production. Also why not make the target and time random? Amount influence the chance, but they will not always attack the target with highest bounty. I would make them attack and hijack trade ships that travel through unguarded area. They should be able to move a bit faster and maybe have access to some sort of stealth. Over all make the raid strength smaller but better and more pesky pirates. Right now I only have to guard border colonies aginst them, and some base defense can hold them off easyily.
First I would like to be able to edit the details of treaties... So if I have the advantage I can demand they pay tribute or set fleet limits on people I peace treaty with. I would like to have it so the tribute could be set at a rate that would be automatically paid. This would make diplomacy much more important, because it would allow you to subjegate people with diplomacy and not have to wipe them out with your fleets.
Secondly, The other thing I would like to see is make raiding much more effective. As it is now, raiding enemy trade ships is next to useless. In the game when you kill a trade ship you get a small bounty for every one killed and the enemy loses a amount of small income unitil the trde ship repawns. This is kinda unrealistic as well. In real life if a shipping lane was being raided and losing ships, then ships would not be respawning for free, insurance and othe expenses like danger pay would be going up on the remaining ships, and some people would stop trading in fear of losing their ships. Thus even killing 2 or 3 ships would cripple traderoutes. I think the trade ship raiding system needs to be reworked, so that you can effecivetly raid unprotected ships and decrease enemy income and steal resources. This would balance off the massive amounts of money that trade routes can give people, sometimes doubling peoples incomes. As a Vasari player I would rather play aggressive then sit at home and play sim city building my own little trade empire.
How about being able to build decoy armies and spread false information?
It can also tie into diplomacy. Give me information on that player in set amount of time.
More buildings will be nice too. Build guard stations for allegiance, schools for faster research, colonies for faster population growth.
Also please reduce the amount of mines allowed in a gravity well and maybe have mine sweepers too.
I like alot of the ideas i have heard here in this post all i can think to add is maybe ad minor races(races who stay on there home world) they could act independant or join one of the races. Also and this might be a better idea have named diplomats who age ect but who also gain influance and exp make diplomacy openended meaning team a could use there influance with team b to help secure a peace between teams b and c . If that makes any sense:) also you could add a few new buildings..emabssys in outher teams space and like a collage or a state dept building also of cource you could add a new teck tree also different schools of thought different types of intervention like ie"trade talks is basic and peace maker is a higher level skill ...well thats my 2 cents on that and also if u can posably make a deal with paramount I know know people would pay 60 bucks easy for a nice trek game based on sins:) hehe I been looking for the mod but i cant seem to get it installed right:( great game tho guys and i like the mini exspansion idea 10 bucks isnt much and it keep the game fresh peace out Y
Ok talking about traties I got an idea. What about a superweapons ban treaty? You would need some sort of UN type deal, maybe a building you can build, that will allow you you to enact it. And then if someone breaks it they go to war with everyone else?
The buidling could be like a galactic senate. And mayeb it can give you more options than jsut the ban treaty. Maybe you can vote on otehr stuff, and the votes will be dependent on your Population along with some sort of new structure that you can buidl around planets that boosts the voting power of that planets population. Hell you can even have a diplomatic victory based on votes
A Brief Compilation Of Ideas I Like (not in any real order):
1) Before adding new things, can you solve the capital ship abilities inbalances. A lot of them NEED MAJOR BUFFS or you need to NERF THE OP CAPITAL SHIPS (Keep in mind, I believe a lot of people would prefer to see them buffed rather than nerfed).
2) Please fix the starting position problem. If we start off on same team we should at least be in the same solar system.
3) More types of the planets, perhaps two or three new ones would do wonders to the variety
4) The ability to trade planets with allies (with some sort of tax to avoid spamming).
5) Make it easier/possible to obtain alternate victory conditions than kill everyone
6) show the relationship status between factions
7) the ability to colonize enemy planets relatively intact using an alternate method to bombardment, ground invasion? (should take longer than bombardment of course)
8) Give the pirates love/a cap ship/aircraft/an embargo like ability/new raiding system/require more money from/not listen to large factions
9) Xenophobia - make ai - ai/ai -player inter race alliances less common/easier to make (toggable option)
10) General donations affect faction relationships
11) Overhaul the mission system suggestions:
I want the ability to give missions to AI players in the same format they dole them out to humans. Also, demands too. I'd also like the ability to give the same kinds of missions and requests to other human players.
Perhaps this could be tied into the existing diplomacy framework, some kind of conditional request/demand/proposal thing. Example: I might demand that Frogboy send me 3000 crystal within a time limit, with a condition that if he does not we break our peace treaty and go to war. Or I might ask for a trade agreement, and he might counter by asking me to destroy 20 of another player's frigates - and once that condition is filled, the treaty comes into effect.
the ability to accept and decline missions
be rewarded for partially completing the mission
12) planets that revolt due to culture should have the chance tojoin the dominant faction once a high enough culture threshold has been reached
13) Espionage!
14) the ability to buy neutral planets
-trading techs, ships, planets, starbases, artifacts etc... just look at Galciv2!
Thanks for asking, and I have a couple ideas:
1. Let us win without blowing our opponents to smitherines!
2. Have pirates work intelligently. If Empire A is weakly defended and offers 1000 credits where Emipre B is strongly defended and only offers 800 credits the pirates attack A because they know they'll suffer less losses. Possibly even make them their own small entity with their own economy and ability to 'corrupt' your society.
3. Make the Black Market have repercussions. I'm mainly saying have the underground more like an underground instead of some convenient little thing.
4. Give us more domestic choices. Right now everything is fleet fleet fleet, the logistics of your empire are overly simple.
I'd say more, but that would basically copying everyone else with the letting us make missions and make missions more specific and such.
I would like a Cease Fire to not automatically include open borders.
work on the major balance between the 3 races; ie, TEC use their economy against the other 2. Vasari use their mobility+phase missiles. advent use their shields and (i presume) are supposed to use their culture, too. however, this isn't realy feasible right now(there is no way to effect culture in neutral/hostile areas). its has little influence, even though its a major part of the advent.
it will be interesting to see the differences to dimplomacy that you guys will make, i can't wait
I was thinking about this the other day and I got to thinking that a diplomacy mod should go a long way to bringing Sins into the 4x mainstream. I'll say this first, I love sins and i've played it since way back in the beta, however sins doesn't really in any way play like a 4x, it's really an RTS with a few 4x trimmings.
The first major thing thats missing is any way to really customize your empire. I have no real control over the economy as far as how I allocate resources towards research/military etc besides which button I push to build/research item X. I think the first way to solve this would be to make research persistent as opposed to button activated. I.e. there's a slide bar somewhere where you dedicate some % of your income/resources towards research and it's constantly being researched at a rate determined by the # of research stations and the amount of funding.
My next point combines two ideas really, I would love to ditch fleet supply. Fleet supply is very artificial and feels like a holdover from starcraft/warcraft RTS games where you had to have X number of farms to supply your troops. Fleet size should really be determined by maintenance upkeep of the size/number of ships you own. I.e a frigate should remove a credit or two plus maybe a metal or two off of your income (just estimated numbers) for each frig you own. This doesn't put a strict limit on your number of ships, but rather makes the player balance his income against his military size, so yes he could effectively build a fleet up until his income is zero, or even negative if he's stockpiled enough cash. This would really bring that need to manage your assets better and not just have fleets that max our your FS. I'll point to GalCiv II and say that it does a wonderful job with this, and I can't count the number of times my massively bloated military budget has driven my economy into the crapper and turned the game on me. I think that this is personally the thing i'd like to see the most out of my ideas, and is really key to the 4x genre.
Another thing i'd like to see is some sort of governmental controls, some way to change your empires government type so that it has an effect on the game, i.e. using the Civ model, despotism<kingdom/imperial<republic/communist<democracy with associated bonuses and negatives to go along with them.
I would also like to see some major change to trade, as in instead of trade just being a function of whether or not you're at war on civ X, trading with that civ should have an effect on whether or not you go to war with them in the first place. I would also like to see trading being a little more interactive than just plopping down a trade station here or there. Some sort of control over the trade routes with ways to optimize your income by picking the best trade routes or something along those lines.
Neutrals! This is an important one too, and i'm going to point to GalCiv again here and say i've spent many many games trying to suck up to whichever computer player in GalCiv had the massive fleet and tremendous reseach capacity so they didn't squish me, mortgaged off just about every tech I had and traded them ships and whatnot just to keep them from being hostile to me, or even on the slim chance that the might buddy up with me to squish everybody else. At least 50% of the time i'm on the losing end of that, but sometimes I can ride their coattails long enough to save my on rear and either way is just about as fun. But all this happens when they're neutral, not friends or foes.
Alright so in summation:
1) Get rid of fleet supply and make military budget based
2) Persistent research with customizable budgeting controls
3) Different government types that effect gameplay
4) Make trade more interactive
5) Make it so it's not just allies vs enemies (neutrals)
Also other things I didn't mention (but i'm in favor of) since other people have covered them:
Pirate rewrite (behavior, not additional ships)
Different victory conditions
More planets
On a side note, i'm totally against tech trading as tech works in the game right now, there aren't enough techs to keep this from being abused in MP, any two people who are allied are going to automatically trade techs, so all of a sudden research just got cut by 50%.
I agree wholeheartedly with the missions ideas. Currently, players can't really get anything out of alliances except maybe a halfhearted attack and a little security.
Diplomatic/cultural victories would be nice, too. Perhaps not cultural victory, but at least planets should be able to convert to your side if they come under your culture--I always wondered how planets were suddenly depopulated when my culture took them over. Maybe the structures around them remain, but the planet itself should come under my control if my culture has neutralized the enemy's allegiance.
I'd like to see different forms of government or something similar. They could have varying effects on allegiance, research times, build times, attack power in culture, etc. It could also influence diplomatic relations--if you're a monarchy, you won't be able to ally with democracies as easily.
Add to that xenophobia. It did always seem strange to me that the Advent (The "Unity") are fighting amongst themselves. Why? Idealogical differences, territorial disputes, OK, but factions should still be more willing to ally with members of their own race than with other races.
Giving control of planets, ships or structures could also be an interesting addition. You could give things--and with that, perhaps just lease them for added strategy. Allies could pass the research labs around as they needed them...
I worry that many of these suggestions take away from the "fleet/combat" aspect of the game and steer it towards another emphasis that might not be so viable in multiplayer. I would urge caution with how such things are implemented. For instance, the reason the espionage/terrorism special ability on the vasari marauder ship works with the current game is because it is still "fleet/combat oriented" in that you actually have to send a ship out to the planet you are subverting. If some of these ideas are to be considered I'd approach them with a "fleet/ship dynamic" in mind.
Anyway, some of my own ideas for diplomacy:
1) Allow allied control over particular ships, structures, planets, etc. (which could be revoked)
2) Ability to give assets (ships, etc).
3) Spying/espionage structures? Perhaps they would be different for each race (or perhaps not). Some ideas off the top of my head would be a radar tower for the TEC which pulses every so often with an autocast ability and cooldown, and gives a snapshot of every neighboring planet. Maybe a scout drone tower for the Advent which spawns scouting drones to automatically scout neighboring grav wells. Maybe something similar for the vasari, except the spawned scout would take any neutral grav wells in the area.
4) Cloaking technology? Ha ha
More exotic ideas which may or may not work, but are cool ideas nonetheless:
"Lend/lease program" - the ability to lend/lease assets?
Fiat currency technology - allows the spontaneous creation of a bunch of credits out of thin air, but would also of course cause permanent inflation for that particular player (i.e. higher prices), and a cooresponding (I guess non-permanent) penalty to alliegence of all planets.
Things I want to see:
1) A give unit to player Option
2) Being able to give out missions to people instead of just reciving
3) More Types of missions such as kill/build SB here, defend this for x time, Give me ships
4) Spying in forms of knowing what reasearch someone has conducted and is cinducting, what their building, whats their income, what artifacts did they find,
4) Heist, steal insomce from planet/mine/trade-port/refinery or steal X ammoint from treasury.
5) Caps for pirates
6) Giving tech to pirates for them to use on the enemie or on your self should you be out bided. Like advent giving pirates high tech sheild generators, TEC giving armor plates/engine, Vasary giving repair systems/phase tech. Also all races giving blue prints to early prototypes of combat ships and early capship prototypes as well.
7) Asking for protection force from pirates by giving them protection money. (alternate way to use the pirates)
8) Pirates use their income to build up their defence and production center at the pirate base.
9) (part of spying) Way to shup down enemy structures for periods of time, like stoping a broadcast center from pumping culture or even make it broawdcast your culture instead.
10) deconstruction of moduals on SB at half the build cost but double the build time.
Thats about it for now.
Oh 1 more.
11) A send resorces to player VIA trade ship that isn't fleet upkeep taxed but requires trade route between the 2 players. The trade ship should travel from HW to HW and be destroyable. So if it gets destroyed inroute the resorces on it are lost.
Everything that I would want has already been covered, diplomacy-wise. Lots of great ideas!
My suggestion now has nothing to do with game mechanics. What I would like is the option to use my own music in the game. For example, if I had a separate 'battle music' folder that I could drop some shortcuts to a few mp3s. kind of like GTA where you can tune a car radio to 'mp3' and it does just that. And perhaps an option to enable/disable the feature in the audio menu (for the times that I would rather listen to the packaged music).
I know this is somewhat irrelevent, but I do wish more games would support this sort of thing.
There are many great features available to you once you register, including:
Sign in or Create Account