So what would the new expansion have?
Here are some of mine, and I'll add more good ones as you all present them
1. CAMPAIGN!!!
I have a few friends who haven't picked up Sins due to the lack of co-op campaign. I would love to have a campaign.... but I realize that it is a stretch.
Maybe a campaign that teaches the new players all the mechanics of the game better? Nothing too huge.
2. More empire building options.
A. Planet development
I love the design of Sins, but I wish that planets had more function to them. Maybe a research tree devoted just to planet upgrading and development. Right now the planet bonus system doesn't seem to give much to where it would be best. Maybe implement a system that you can research some planet bonuses for economic worlds, research worlds, culture worlds and production worlds
B. Black Market, resource trading depth.
Something should be done in this category to break the "I have more planets so my production is better" staleness. It shouldn't be just about the numbers, it should be the COUNTERS. That is the design I see in Sins, strategy and counter-strategy.
C. Planet variety.
The DS mod and others have introduced many new planet types, and I think they should be made a permanent part of the game. There is no reason to not add more variety.
D. New Logistic structure. (added by Darvin3)
As Darvin3 stated, logistics are only tactical at the start of the game, by the mid-late, it digresses into trade ports or refineries only..... Need some variety, something that has a bonus that stacks.
E. Embassy. (added by ZombieRus5)
Buildable by Envoys. Like a starbase but for diplomacy and economy, not defense
3. Optimize.
A. 2 GB limit.
If it is possible, can the engine be optimized to run on multicore?
B. Optimization project
The team for the optimization project has fixed some bugs, and optimized many meshes, textures and files. Maybe use their free work to help?
C. Ship movement. (added by ShotmanMaslo)
Large fleets still take very wide arcs to maneuver. This is space, turning on a time is possible, and strategic.
D. Empire Tree (added by MindsEye)
Put transition ships at the BOTTOM! No more jumping trees please.
E. Auto Docking. (added by myfist0)
Strike craft stay docked unless an enemy is present. Or maybe add a condition that fighters only auto attack when X number of strikecraft/lrms are present, and bombers auto attack when there are very few enemy fighters left.
F. Zoom model reduction. (added by myfist0)
Zoom out and use lower level models. Zoom in, higher quality models. Simple no?
4. Multiplayer.
A. Smurfing. (added by Stant123)
Nobody seems to like it, and it harms newcomers. ID's should all be tied to a main account. Multiple users on one account can be used for friend purposes or new tactic strats, but seriously, no little blue men....
B. Lobbies. (added by Stant123)
The split lobby is very cumbersome, and should be reworked if possible.
C. Downloadables. (added by DirtySanchezz)
Custom maps should be able to be downloaded from the game lobby itself. Streamlining the multiplayer experience will get more people online.
D. Multiple Start options. (added by MindsEye)
Different quick start options, Yes! Also with more Pirate options to play with. Have a start with more than one planet, and one with a small fleet and colonizer. Trim some time off the game.
E. Multiple AI Start options. (added by ZippyIp)
Set pirate strength and AI surrender limits
5. Mechanics.
A. Fleeting down. (added by ShotmanMaslo)
Fleeting down to gain resources is a good idea. Paying again for the upgrade will prevent abuse... I like it!
B. Invasions. (added by ShotmanMaslo)
Invasions instead of bombings. Take longer, but retaining more of the planet infrastructure.... Thoughts on this one?
C. Adjustable fleet patterns.
Have more options to fleet design. Have a skirmisher fleet (LRMs in front instead of HC) an actual battle ball (Fleet centers around capital ships) and a wedge, cause everyone needs to be wedged from time to time...
D. Ship division. (added by ShotmanMaslo)
Have a button or hotkey for equally dividing fleets from one large one into 2 smaller ones. Have options for how to divide fleets, tying into the fleet patterns above
E. Captains. (added by many!)
Experience tied to a captain rather than a ship, with the captain being transferable. (I'm not so sure on this one...)
F. New Capital Ship research tree. (added by ZombisRus5)
Add more HP, damage, antimatter and abilities. upgrade targets per bank of weapons, and increase weapons
Possibly customize capital ships?
6. New material
A. New support cruiser. (added by Darvin3)
Each faction should get a new cruiser to aid in balance issues. Advent have no answer to shield mitigation; Tec have no mass disable options or capital ship protection measures; Vassari have no star base killing options other than strike craft, which limits fleet dimensionality.
B. New race. (added by many)
Simple, new race! space slugs or cybernetic robots anyone?
0. Ideas that probably will not work, but do deserve mention...
A. SuperCaps. (added by Qu4r)
The balance of the game is still a little off, and I don't think adding Super Capital ships will help. However, the Idea itself is very good.
B. Cloaking. (added by ShotmanMaslo, onomastikon)
Cloaking is a very popular mechanic that people want, but the way Sins does it is not practical. Ships simply phase out, but are still physically visible, just not attackable. That is not stealth, and shouldn't really be used extensively.
C. Full ship customization
Customize each individual ship, modular method. Not sure it is "Sins" material.
AND - lift the hard code limits for the modding community. Maybe let the AI be edited as well
- Give the AI more personalities to choose from. A heavy LRM spammer, or bomber spammer AI would be a challenge!
- Longer names for ships/stations/planets
More modding options....
https://forums.sinsofasolarempire.com/399456/page/6/#2858981
So, what else?
Here's what else.... What we would want a SINS 2 to look like!
Sins 2
- Smoother Gameplay
More Z axis dimensionality
New players can join game in progress to take over AI
Download mod/map direct from game lobby
More personal Lobby, fleet and character.
- New Gameplay
Fighter pilot (YES!)
Weapons Control (turret shooter mode!)
Ground warfare (Conquer the planet)
CO-OP Missions
- Expanded Ship designs, Planet types and structures
Animated ship parts/weapons
Targetable ship parts/weapons for disable
More space buildings for Eco, Diplo, ect.
- Troop carriers
Used for ship/planet takeovers
- Expanded 4X dimension
Spies and Espionage/Sabotage
More exploration
- Original design (Major Stress and many others)
Orbiting systems, No phase lanes, but a moving universe. This would make timing very important.
Add a limited jump distance from friendly territory to balance it out. (Never liked the fact that one race could strike anywhere they wanted, while the others could not...)
More?
Are you serious? who will level it beyond 2? Did you even do some maths before posting?
I dont think sins needs patterns or fleet divisions.
Its micro, if u cant do it, learn. Its the best sisn feature. If u will have everything under 1 button , whats the point?
I dont see any reason to make it easier, micro options r perfect right now.
And no, sins definitly dont need another support crusers.
Those flaws is what distinguis races. If u remove it whats the point heaving 3 of them?
Races needs strond amd week sides. Its a team game, if u dont have what it takes, use your brain, think something new or ask teammate for help.
Democracy is terrible thing and unfortunately Marks was right. If peeps will have democracy they will happily introduce comunism. everything equal, everything easy everything common.
Dissgusting
Well, your last comment was a little off topic... whats wrong with equal/easy/common? There is no doubt democracy is the best system available and that communism has major, major flaws. But those flaws are human flaws and there is nothing wrong with equal.
Sins does not have micro, the most optimal way is just having all your ships (except capitals) in one huge fleet, or in case of more fronts, dividing all ships equally into more fleets, and there is only one way to do it. I dont see any tactical point or fun in always dividing one huge fleet into two smaller fleets manually, especially in multiplayer, when this repetitive but often needed task is a boring waste of valuable time, so everyone ends with just one big fleet in the end. Sins NEEDS at least something like GalCiv2 fleet manager, if not automatic fleet splitting (except capitals, that should always be manual).
And dont tell me you can do different tactical fleet patterns manually, especially with those arcing turns ships do. Its impossible.
Nothing is impossible.
the fact u cant do it doesnt mean other cant do it too
The specific manual kind of micro in sisn makes it special. It dont need to be changed or make it easier.
All that sins needs in this matter is less lag with bigger fleet.
Rowanland u so wrong.
No democracy isnt the best, its what makes u week
Whats wrong with equal/easy/common? everything.
Starting from the fact if it equal/easy/common and equal whats the point in developing your skill, new tactiks , new strategies. Whats the pint in heaving 3 races if they work same way ?
Races in sins must have their weeknes and pros , like they have now
And micro shuld require a lot of skill and expirience, haw it requires now.
U want it easy- go play gaycraft 2
The micro in Sins that I talk about (splitting one huge fleet into two or more equally, for example one attacking and one defending fleet) does not require any tactical game skill or experience, a 6 year old playing the game for the first few times can do it. It requires only high amount of boring time spent clicking on half the ships from every kind in a fleet (if you have 60 kodiaks in a fleet, you have to click 30 times to select the half, and that just one ship type) and then hitting create fleet, so you end with two equal fleets instead of one. Micromanagement must be about TACTICS, not boring clickfest, otherwise I can play said gaycraft.
As u sad it requires time.
And time in sisn multiplayer is essential. Its all about time, haw much itme it takes to make required moves.
Thre isnt any clickfest in here, and dividing fleet is fairly easy all u need is some free time. but if u dont have it, it becoming a problem. So either u learn to do it fast or u loose on1 of your front.
It never ment to be easy.
Adapt, develope, get better , do not look for easy solutiions
PS 60 codiaks can be divided by 3 cliks if u use sidebar and have units in 10's
I thought an area affect damage of destroyed ships ect. upon surrounding objects would be realistic. So that hypothetically, if a cruiser blew up in formation with other cruisers, the other cruisers would take some damage.
I never really bought the instantaneous upgrades to shields, hull, etc , especially when your fleet is far into enemy territory. How about a reequipping structure as a stand alone or integrated into the repair platforms?
Also I think it would be more realistic if you mined metal and crystal form the planet itself and not from 'asteroids' floating around the planet. If there were asteroids orbiting the planet, it should be farther away, possibly turned into a moon, both of which could be colonized etc.
What I think that would also add a strategic element is that resources would be stock piled on the planet they were mined from or sent to another planet via transport vessels, which could lead to capturing transports, and if you were to invade a planet, possibly gain a massive amount of resources if the player was stockpiling there. Also you should have resources on the planet to build structures, ships, or upgrade the planet.
This. Those spiral arms do not look like star system at all.
sins does need a more intuitive and efficient fleet division system. as it stands i almost never bother to divide my forces because a) it's usually more effective to overwhelm enemies with a single large fleet (more of a balance issue) and hotkeys are inadequate for managing multiple diverse fleets, and the fleet mechanic is absurdly buggy; ships join fleets without being asked to and passively move to "reform fleet" which ruins any positioning i've set up.
meticulously distributing ships is not micro, it's manual organization
What about a new tactical structure.
I was thinking that the idea of a phase lane inhibitor would be interesting. I mean what better tactic then to close off an entry point for enemies. lol
What i wish is a option to disable superweapons.
I dont like it that a friend is killing the enemy just with the TEC superweapon.
Add larger environments around the planets discs when RAM is unlocked.
The game would be much better off having orbital envirnments that required ships to actually navigate and srategise around the planets outer features before moving in. Right now its just the biggest fleet wins after jumping in and engaging immediately.
I think the campaign is almost a must if the game is to sell.
I have also always wanted an intermediate cruiser class between capital size and kodiak size.
Admirals - like in conquest frontier wars. They buff a fleet with skills while boarding a flagship
Ground Assaults - nuking a planet from orbit gets boring... send the marines in
Turrets- now that the ram limit is gone
Deep space hidey holes - late game ability to attack a planet from
Z axis tactics - i guess this would be pointless if the disc format is kept
Bring back orbits and newtonian ship physics
Add Star Ruler engine and subsystem features.... allowing each ship to be designed in a modular way.
A new race - the story of the race that is hunting the other race down. They could even be noble.
Ship supply systems and ships like in conquest frontier wars
Much more character like in starcraft....
Improve blockade runners and diplomatic ships
Make ships more appealing. Only the capital ships currently look any good at all to me.
Perhaps a modular system allowing people to build their own ships
Improve diplomacy even more
If Z axis fleet formations would be usefull esp if that formation gave the squadron in formation a special group skill. Like shield umbrella protection.
A map type that make combat and tactics more important than never ending sieges.
Allow ships to land on the planets surface or blockade runners perhaps that evacuate the planet
Enable transport of armies/marines to take planets - bombardment means starting from scratch this does not
Allow marine capture frigates - although i think something similar is currently in place as a skill
Allow sieging of planets that involves starving\blockade to have an effect on gameplay instead of nuking everything
Allow some enemy techs to be captured if a planet with that tech falls, making certain planets improtant.
Allow a deep space RACE that does not use planets.... a sort of fleet based race that bases itself in a fleet like battlestar and roams to planets stealing resources.... or better yet a race that builds massive bases in deep space that creates its own gravity well.Sort of like military bases that are central to a planetary system to protect it.
A campaign would be great though.... I really have to get stuck in an play another game of this sometime in the weekend. Its been so long since vanilla.
Alien infestations and other random events. Some perhaps planted by espionage.
Permanent cloaked spies you can send to a planet.
Limited ammunition requiring supply
a video clip of ship launches? maybe not just thinking what immerses in space.
Random NPC encounters and trades.... that would be super cool
If you're up against the AI, this is a moot point. Just mass bombers; this late in the game the AI doesn't know how to counter it. If you're up against a human player, use auxiliary government (or equivalent) on your planets to survive novalith bombardments.
The only really dangerous superweapon is the kostura... which honestly is in need of a nerf.
What I'd like to see would be thus:
Military:
Civilian:
Scientific:
Astronomical:
sins1: now!
-64bit compability
-one additional race
-more in depth planetary interaction
i believe there is one planet variety mod out there, that everyone is aware of, that very much feels like it should have been part of the original game in the beginning.
do us all a favor and make it official, please.
-support the modders with tools that are up-to-date
sins2: the future!
take a general look at tf2 and sc2 and be inspired.
-achievements
-a better server browser with chat and automatic map download
-more personalisation and story ingame
-ability to manage and personlize your fleet/planets/empire
-maybe a dow like campaign with possible co-op including upgrades?
above all make pvp fun!
ps: thats it for now. more of the good stuff will cost you.
I think turrets should be thrown in when ram limits are removed
And perhaps a real Z axis with wider populated planetary disks. Perhaps some grav wells having two planets.
I dearly want a cruiser class below capitals but above kodiaks in size. You should be able to group these and use them as capital hunter killer squadrons. More expensive to make but less population requirement than caps.
and orbiting dammit
Since this topic is still alive I am going to voice my opinion on the subject. I think the developers have all but abandoned this game and there isn't going to be another expansion. That doesn't mean they won't update it occasionally, but in my opinion with the devs being unusually quiet it seems to me that their major focus has shifted to other projects.
As for SINS 2, which I am very hopeful for since this game is considered a massive success, THE BIGGEST THING that it needs is a campaign. With some STORY for IMMERSION and FUN.
Other than that it needs to support 64 bit systems and more than 10 GB of RAM (since that will probably be the normal number by then due to technology creep). It's going to be a few years away from now and if we don't all die during 2012 (LOL!) then I would really like to play this. Though I suppose in the next five years we "could" have 128bit systems...
How about weapons that we can set a target priority for. For example we could tell the Star Base to target torpedo cruisers first then switch to its secondary target, etc.
The interface for this could be really easy and it could look really good. When you select a ship it brings up a schematic with all the weapons highlighted and listed. Next to the weapon is a drop down list for each priority level and an option as to whether or not you want a group command to overide the target priority. Example: I have a large fleet that I select as a group to attack a capital ship but I want my Cobalt frigates to continue disabling the reactors on different capital ships so when I get finished with the first ship the next ones will still be around for me to attack.
Initially this may seem a little complicated but if the settings are saved under the player name then you would only need to do it once excpet for the occasional tweak. There could also be a check box to make the settings permanent or not, this way you could change it for one game then it would revert back for the next game.
"If" there was another expansion then I think I would want a playable campaign. That's it. The only department this game is lacking in, in terms of content, is Story.
If Ironclad sticks to the philosophy that they had for vanilla sins, and carry that mentality to the development of a sins II, It will be a great game. This game has infinite replayability as far as I'm concerned. Much of the time if I start to become bored its a sense of "Oh I hate this faction I've been playing as". And upon switching, I still get a charge of playing one of the other factions. However, two adjustments have to be made. Many of these ideas posted are good ideas, however two are essential to the profitability of a successor.
Optimization. I can not describe how many times I've put up sins angrily because of slow-downs late in the game. I have a high-end gaming rig, and I know that if I receive slow downs, the average gamer will also. Running the game smoothly is the most important.
First Time Player Interaction. Many people's opinions are formed within the first few hours, if not minutes, of playing a game. I have recommended this game to several friends, who dismiss it as to complex. The tutorials presented are stand-off and basic when compared to the overall picture. A story could really help here. Many games have a tutorial integrated with a story. So its "quick fortify this position because XYZ" rather then "build a starbase so we can show you some numbers and charts change, but don't worry there's no attack coming."
Improvement of Online Experience. Playing the computer only takes you so far. The online portion of games, in many cases, is where the long term value lies. I've only visited ICO on a few occasions. Honestly, it feels cold, clunky, and impersonal. It was almost an intimidating experience. It just gave me an awkward online experience. I'd propose a model based on a RTS I'm familiar with, Warcraft III. The experience is much easier. Custom map that I don't have? Not a problem, I can instantaneously download it. Also, there's the previously mentioned experience gaps where players of lesser experience are taken advantage of. At least in WC3 there are ladders for the pros, and many times the community is more honest by posting titles indicating that the games are geared to the more experience. So it is our responsibility to welcome new players in as well!
So, I know we all want these new features, but I really would like to see Ironclad standout and perform well in the industry. It's necessary that they stick with their same fantastic visions while using their creativity to make a great product! In doing so, don't forget the casual market and the first time gamers. They are the most important to the success of the franchise, not the few dedicated fans that are here. Not to devalue our worth, as a dedicated community, just speaking what I think has to happen.
I have to say, the idea of invasions is my favourite from the list.
What about boarding? Perhaps a faction could board other ships to try and take them over, or perhaps the pirates could try and take your ships if they got too close? Then your upgrades to your ground forces could apply to marines as well.
Just my thoughts on the matter.
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