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?
How about something simple to fix smurfing like disable the ability for everyone to see your win loss ratio.Only you can see your win losses.That way everyone is a smurf and win/loss records dont matter so much.New players mmay not be afraid to play mp if there is no record to worry about.
Different quick start options and fleet pattern options sound like a good idea. They also need to make a couple maps intended specifically for online multiplayer--symmetric maps or at least balanced maps where everyone gets an equal starting position. Better yet, they could enable auto-download for custom maps or figure out a way to allow the players or the game host to choose a starting configuration (all 5 players on each team bunched together, staggered, one person on each team in a suicide spot, etc.)
My thoughts I put here: https://forums.sinsofasolarempire.com/399406/page/1/#2812816
More on optimization...
Cease the use of TGA formatted textures they are memory hogs, and one of the main causes of the 2 gig problems of the past. DDS is far more efficient, and pretty much the gaming standard.
Do not use textures larger than what they absolutely need to be. 4096 is a ridiculous resolution for ANY RTS. No texture in sins should be larger than 2048 resolution with the exception of the backgrounds. Why use a 512 res particle texture when 256, 128, or even 64 res looks identical in game (to me at least) no matter how close you focus? In an RTS game with a shit ton of units on the map at once "bigger does not always mean better".
Same with the meshes. Original Sins got it almost right. Right poly counts in the right slots. Entrenchment, and Diplomacy upped the ante on the poly counts big time... Especially for the Advent Starbase. Think about how many units the AI will spam, and our poor video cards before you add the extra eye candy. Again bigger does not mean better. More polys does not make a better model in an RTS. Model, and texture smartly. If people want even more shiny graphics that is what mods are for.
Check your spelling, and have others proof read your gameinfo, and other data files thrice over. If something is not being used in the current version of the game like a texture, or mesh null then REMOVE IT, and all text entrys in EVERY reference file that calls for it. This goes for textures, and other files that load from the core game despite these files, and textures not being used in game. TSOP did just this, but i am sure much more can be done from a developers point of view. Sins STILL has tons of potential to this day.
In fact, DDS is a old and bad format but yes, it is the norm... first, DDS is not lossless, so quality is loose... it is far to be efficient... if a 7zip compression was used, the texture will be several time smaller and without loose of quality... time for the game industry, and graphic card builder to move on and create some new, something from these century...
About TGA, it is not so bad that it look... TGA with RLE compression have almost the same size that DDS but keep a 100% quality...
Do not use textures larger than what they absolutely need to be.
Fully agree... in fact, size of the texture need to be related to the complexity of the model... something like the argonev starbase can have a UV optimized to a very high level and i don't see why a 4096x2048 map is needed... a good UV optimization of the models will allow to reduce a lot the surface of the texture map...
Think about how many units the AI will spam, and our poor video cards before you add the extra eye candy
well, until now, video card is not a issue... the video card render only what you see on-screen... only one starbase can be build by gravity wheel ( except around sun, 4 are possible )... capitalship are very limited in numbers... but frigate/cruiser can be very numerous... the real slowdown is in late game at the processor level... to much thing in game to calculate... it is a pity that on my 8 core at 2.66 ghz, i have so much slowdown... someone with 1 core at 4 ghz with be better that with my processor
Sins STILL has tons of potential to this day.
Again, i fully agree... we complain a lot but sins have a great engine... in fact, i am not sure that there is a other engine able to make the same thing... if a sins II was using a fully identical engine, but with multicore support and 64 bits support, almost if not all limitations problems will be resolved... and offert room for a lot of new expensions
That may be true about the TGA's with RLE compression, but TGA's as far as i know do not utilize mip mapping like DDS does. I think it is the mip mapping that made DDS the standard, and 90% of the video cards are designed to use it. I can accept "some" loss of quality if it provides better in game performance. In a 3rd or first person shooter where detail is king i can see why you would want better image quality. However Sins is an RTS type game. It still suffers from the curse of having ether quality, or performance.. It seems even in todays standard most RTS type games cant have both.
I always had an idea that what if you cold customize your ships a little? atleast to the capital ships that you could build turrets on it for extra fire power. If your fleet was lacking flak you could add a flak turret or if needed more firepower could add a turret that did high damage. I haven't played the game in while so I forgot what some the weapons were called. But that's my idea also I would also like to see subsystems like in the Homeworld series and maybe even to capture buildings and ships? Destroy a frigate facility's sub systems and take over. This would still take up your logistics points but it would save time on rebuilding a new planet. Maybe even add to cross tech if captured enough labs? But in return to retaliate can add research to better arm the personal in the buildings to have a chance to reject the attempt to capture.
So the idea is the boarding frigates have a 90% to capture if you haven't upgraded any defense against it, but also have the boarding frigate mid game so there isn't a rush. Defense research can increase by 10%, so eventually leading to a 30-20% chance to be captured. But for the frigates to increase their chance of capture is to have more frigates to it being 10% each. 90% being the cap. So if you full invested in defense, they would need 7 boarding frigates to have a 90% to take over. (assume that defense was fully researched to 20% success and 90% being the hard cap so there is always that small chance that it will fail.)
That's just my idea I would like to see
i would personally rather wait for a sequel, even if it takes much longer, theres only so much you can add in an expansion, and its already been almost three years
I'd really like to see "additonal race" mentioned, please. It wouldn't have to be the one that I suggested, but I would still like it mentioned.
I mean, I would love to see an expansion as much as the next person, but not hearing a single word from Ironclad in months isn't particularly enheartening. And while "most" of the voters are interested in an expansion, there were only 176 replies in total the last time I looked. I wouldn't make an expansion for just a couple thousand players if I were Ironclad. But I'd be happy to be shown I'm wrong.
This is probably what it really boils down to. How many people actually purchased Entrenchment and Diplomacy? It would be interesting to know and surely Stardock and Ironclad know the sales figures, but I can't imagine they'd ever talk about it. It also makes you wonder about the attractiveness of producing a Sins-2.
Is it possible that many people played Sins and enjoyed it but put it down after a couple weeks and that the game really didn't have much staying power for most people? I know that might seem inconceivable to us hardcore fans, but look at how little traffic this discussion forum receives. Look at how low the Ironclad Online player counts are. Sins sold well and received numerous accolades, but perhaps many purchasers really didn't like it that much. It would be interesting to hear what Ironclad and Stardock have to say about that.
Well, it did suffer from some network, balance and steep learning curve problems.....
I agree that they are simply fishing to see how many people are interested. Unfortunately, I'm not so sure there are enough for it.
I voted yes, But perhaps an optimization/modding patch, and then move on to Sins 2. I think that would have a larger draw.
But regardless of that, what would you like to see in Sins 2? Maybe I'll add that on to the end of this posting too!
Modding sins is great but it could be made a little easier to add races and planets like a manifest for races or a small UI that is user friendly so once a person creates a race anyone can just add the files to there mod.
A model database that people can share there models for everyone and maybe get karma every time someone grabs one.
It's already there, it just only gets used if you assign a hotkey to it and use it. ;Þ
Key Bindings > Globals > Z Axis Control
I use Control+Z myself since it's easy to remember that button combo when I want Z axis control...
Tell me how to place a structure above or below the planet or making a 3d map instead of a see through ground map.
I voted yes (#10 in poll). As much as I'd enjoy to see another Sins expansion, I don't believe for a heartbeat there remains enough player support to make it profitable for Ironclad/Stardock.
I scan through the SoaSE forums on a regular basis, holding out hope that a final patch for Diplomacy will arrive. If a final patch for Diplomacy shows up, here is what I believe Diplomacy needs to make Sins a finished game.
1) A player select button off/easy/moderate/hard/impossible to set pirate strength. The whole pirate raid system is broken, and requires carefull reworking.
2) A player select button for AI Surrender ON/OFF.
3) Fleeting down. What a huge game changer this is. It could greatly add to the "cockroach" factor of trying to hunt down an AI player for final defeat. It could also make a "comeback" victory more possible for human players that just hate to give up.
Beyond that, further energy would be better used by Ironclad to create Sins 2. Hope springs enternal.
Already possible since entrenchment... capitalship, like starbase can use various mesh for various level of upgrade/research
But that's my idea also I would also like to see subsystems like in the Homeworld series and maybe even to capture buildings and ships? Destroy a frigate facility's sub systems and take over.
I think that i was already done in the Evils Tesla Tri-pirate mod, or with the rogue races in 7DS and certainly in other mod that i don't know...
@myfist0
- More races
Already done by several mod
- More planet type
Already done... DS mod, Uzi mod, etc
- Moving turrets and other ship parts
first one already possible, second one already done in the B5 mod ( soon in the star war empire mod )
- Build-able jump gates
Already done in the B5 mod
- Troop ship for taking planets or ships
I think that the Halo mod is working on the first one... second one is very similar to boarding/capture from several mod
- Modding sins is great but it could be made a little easier to add races and planets like a manifest for races or a small UI that is user friendly so once a person creates a race anyone can just add the files to there mod.
Very similar to the project that i wish start new year
Point is that a lot of thing is already possible with the actual game, modders have show it... so, i don't think that it will not be a big problem for Stardock/Ironclad to implement it in the actual game...
@Thoumsin
I think I have been here long enough to know whats possible in a mod. Did you see the Sins 2. How many multi-player games have you played with those points or maybe take all those mods you listed and put them together for us. Then see if it will even run.
Moving ship parts is just a work around using FX. What happens late game when the limit is reached, NO SHIP PARTS.
Also for multiple ship meshes, if you upgrade 1 ship, all the ships change. How about upgrading a CS at a ship yard without every ship getting the upgrade in the middle of space.
I agree, modding capabilities should definitely get expanded and made more user-friendly. I would suggest making integrated GUI modding tools like Galactic Civilizations has.
I'm going to insult a Ironclad employee, but a new ship designer. Some are great the Advent carrier, the Kol, but others are just not spaceships. Vasari minelayer,Advent carrier....
Oh just one demand...strikecraft dock when no enemies in well.
To what is related the "multi-player" part... is there thing who can be made in single player who will not work in multi-player ?
or maybe take all those mods you listed and put them together for us. Then see if it will even run.
i plan to make a tool who will somehow allow it
For info, usual ship render use a FX too !!! The problem is not the FX but the particle effect linked to it... now, to be honest, since the Manshooter/balknight mod, i have edit my sins .ini and increase the particle effect from 6000 to 16000 because some firing/explosion effect was dissapearing... since, no more problem and no ship part who dissappear... and i don't think that it use a lot of resource more... let say that you have a usual ship with 10k poly and a other one with 2 x 5k poly ( one for the fixed part and one for the moving )... both case have 10k poly, both use identical shader ( FX ) and calculate position of a moving part is not very different to calculate the position of a moving ship...
This something not yet possible to my knowledge... it is why i have not comment about it... in fact, all the point that i have not comment from your post ( the majority of them ) are thing that i think is not possible with the actual engine...
Now, there is something that i wish for a sins II, related to weapons... weapons need variable arc of fire... now, a weapons located on the side can shoot from -+ 90 degrees... in some case, due to the shape of the model, the weapons shoot trough the ship itself... will be great if a left/right arc of fire can be included in the entity file for weapons...
Well, what are spaceship today? Something like the Apollo? Or something like the lunar landing module? Or something ugly like the modular international space station where you add a engine module? Or something more huge, like the giant rotating ring ( for simulate gravity ) from the sci-fi in the year 60's... Or something very simple like the Borg cube/sphere from Star Trek?
This game is a sci-fi game, spacheships can be everything in shape and color
And Kodiak cruiser, thats just a brick with guns. I know TEC are oriented on industrial and functional designs, but BRICK WITH GUNS?
You didn't say that. All you said was z axis. It's there, the ships can be moved on it. If you want to say place structures on the z axis, then say place structures on the z axis...
Simmer down folks...
We already have a list of stuff to want in an expansion. I was just curious what you all would look forward to in a Sequel to Sins.
And I've been working on a new race for Sins - its not easy to come up with that many ship designs that are original, yet noteworthy. Yes some of the ships seem "simple" But thank goodness Ironclad got the game out the door and we all are still having fun with it.
I'll add the good Sins 2 Ideas to the bottom of the post here in a little bit.
Keep it civil
EDIT: Added another good idea to the Expansion section, and added the SINS 2 ideas.... Keep it up, I think Ironclad could have some good stuff come out of here!
I think that sins 2 should have at least 3 more races, i dont know why but every space rts game ive played has only had three races. The race that sent vasrai on the run would be good. they should probably be reptilian seeing how vasari are more bug like, and what would cause a ship full of hardend warriors from dark fleet to go mad with fear? their natural enemies. Also a race that ruled lang ago but left the galaxy coming back to find that thier phase jump inhibitors are being used by someone else. ζ
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