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?
It actually can be justified pretty easily - a faction has developed onboard strikecraft manufacturing and hangar technology, but initially its too crude, heavy and energy inefficient to be housed on cruiser sized ships, so it requires capital ships. Researching carriers is simply miniaturization of the tech to the level required to deploy it on cruisers effectivelly.
i agree
the phase lane concept induces repetitiveness
I also agree. Late game all sides are able to entrench themselves to the point the game is undecidable. Because of easy chokepoints. The game would obviously be better and more dynamic if you can jump from every gravity well to every other inside the same system.
I disagree.
I liked phase lanes, because without them, you have no strategic variance to maps.
Take GC2 for instance. Rarely have I seen more repetitiveness in "maps". While open, this makes for uniform, bland maps without strategic choice-generating elements, such as choke points. I would discourage open maps on this ground alone (besides the fact that it would make Vasari's raison d'etre moot).
I do not like the phase lane system. This is SPACE, not ground. Defensive emplacements should be to protect valuable structures and materials. Jumping should be able to be done to any explored coordinates with probes or scouts. Jumping should use a lot of energy though so a player may not want to jump on top of another player, rather jump some distance away, launch strike craft while the fleet builds up its energy reserves. Smaller ships will not be able to jump large distances due to not having that amount of energy available. Maybe the smaller ships could attach to a capital creating a jump cluster. This could allow for frigates and cruisers to keep their energy reserve.
Now if only someone can come up with a way to have a functional, fun game that has this deep of space dimension and tech, without it becoming impossible to manage/play.
The phase lane system was a good backup plan, but yes, space should just be one big bowl of space soup that everyone gets to try and consume.... (lovely visual, no?)
That balance between freedom of movement (reality) and strategic planning (game) is a hard one to find.
Something like Spore in space with ORB for movements.... only much better for both
I'd still like to see an additional race in an expansion, like I suggested above. It wouldn't have to be something like a giant space slug race (which I envision as the cause of the original Vasari exodus) but I think it would make thematic sense. Care to add that to the list?
To create strategic variance without something so arbitrary-seeming as pre-existing and unexplained 'phase lanes,' I can imagine, for a hypothetical sequel or spiritual successor, requiring the player to construct gates to travel between gravity wells. Suppose there's a limit on how many gates may be constructed per star system (because they are powered by the star or something like that), requiring the player to consider which wells are connected to which, and ultimately what the route to the star is.
Only so long as asteroids don't orbit.
But, on a serious note, yeah, I like that idea. Keeps things both limited and free.
For SoSE 2, I would like to see that the galaxy is randomly generated and about the size of the one that is found in Spore.
Awesome!
And maybe you could build your own or customize ships just like you can in Spore and Galactic Civilizations?
The idea of planets orbiting their star would provide a way of eliminating phase lanes. There's an old game call Malkari which is about a planet that was ripped into chunks of rock by 2 stars. You must colonize those chunks of rock. However, they are constantly orbiting their stars at varying speeds.
The strategic element came in to play because one second you could be all alone on the far side of the system and 20 minutes later be in the middle of enemy territory. You had to anticipate where you would be and defend/attack accordingly. It was open so you could go to anywhere in the system. However, your ships had limited amounts of energy so if you tried to go to far or tried to go to an asteroid that was moving faster than your ship could you would run out of energy and be stuck in space.
The game was like a combination of GalCiv2 and Sins, plus the added element of orbiting the stars. You could upgrade tiles for resources and place defensive units on the asteroids. When invading you had to move your units around the surface of the asteroid from tile to tile until you had conquered the entire surface. You could customize the components on ships and research new and better technologies for defense and weapon systems.
The game was 2D, but it was made in 97 so that wasn't a big deal at the time. One bad thing was that there was no logistics system in place. I remember having battles involving thousands of ships. Would make your PC crash if you tried to make too large of a fleet. What really hurt the game was that the developer never bothered to update the game and they shut the multiplayer servers down shortly after it released. Lack of support led to the game being forgotten in time. If you've got a computer that runs Windows 95/98 I recommend you pick the game up off of ebay for cheap and play it, you won't be disappointed(assuming you can get past the vintage graphics).
Combine Sins, GalCiv, and Malkari into 1 game and it would be something truly magnificent.
I agree in part to this... but I love the way you can feel safe about large sections of your empire in Sins. I really don't like the idea of orbiting planets safe one minute and then in danger the next.There was an old game called Solar Wars where there were 9-20 orbiting planets in one system. The inner worlds orbited very fast and the rim planets were very slow. If you colonised a central world it always had a solid chance of being invaded every orbit. This made for a pretty lame game... it didn't feel like an 'empire' but more like a scramble to colonise and constantly defend any planet that flew near other enemy planets. It was turn based and a moderately entertaining for a scramble but it wasn't all that fun and there were frustrating elements.I'd like to see Sins phase out (pun intended lol) some of the phase lane stuff... maybe make it free open space except phase lanes allow cheaper or perhaps faster travel giving some areas of space a 'highway' feel. It would add a strategic element as empires fought to control fast following regions to boost trade or perhaps get their ships to the battlefield faster (or cheaper). I don't overly like the idea of fast orbiting worlds unless there are very few planets in a system therefore allowing an empire to colonise a star and 'dig in' to make it hard for another opponent to take that star. Doing this we might see a ring of stars around one's empire possibly under threat due to fuel constraints but inner stars relatively safe.
I've remained silent on this issue for too long, so I think it's time I chimed in:
Realistically, any new expansion will not be a purchased product. With a compilation (Trinity) already available, this woudl cause consumer confusion and has the potential to hurt future sales of Sins. Instead, it would likely be a free micro-expansion to bring some attention to the title in the hopes of gathering new sales. In that respect, it would likely be a very modest expansion with a handful of new features, nothing overreaching. That being said, I could imagine Stardock using the opportunity to integrate Sins with its Impulse Reactor (presuming that's technically realistic), which desperately needs a flagship title since Elemental tanked. In that respect, I think the majority of the discussion here would be more geared towards a stand-alone sequel rather than an expansion.
Here's my thought on what content the game could actually use:
A new logistic structure for every faction:
Currently, logistics structures are only interesting near the start of the game. Logistics planetary upgrades are expensive, so you only get 2-3 per planet, and labs make up a large share of this utilization. However, once early-game has passed, trade ports become dominant and there is little planning or decision-making left. The problem is that refineries and culture only stack up to a certain point, so even at maximum utilization, this will still leave dozens of logistics slots open and only one structure to fill them: the trade port.
The game needs a new logistic structure at the higher tech level for each faction to present an alternative to the trade port. It would need to be something stackable, so it can fill in all that excess logistics space available in the late-game. It would also have to be something that would drive people to put up civic labs to get it. Preferably it would be something unique to each faction. While I do have some ideas, I don't want to bloat this post, so I'll leave it at that.
A new support cruiser for every faction:
The TEC and Advent factions both have underlying problems that are making balance nearly impossible. In the case of Advent, it's that they have no answer to shield bypass, and for TEC it's the two-fold issue of being unable to shut down enemy firepower like the other factions can (Iconus/Subverter) and being unable to keep capital ships alive in intense late-game firefights. I believe this issue can only truly be solved by adding new abilities to help these factions counterbalance these weaknesses, and Vasari could also get something new and cool in the deal.
For Advent, what could help is a support cruiser that punishes enemies for dealing hull damage, which would give them a counter-measure for phase missiles that's still applicable in other situations. For TEC some sort of defensive ship that can block incoming attacks against a single friendly target would finally give TEC the late-game edge they need to match Advent and Vasari. Alternately, a new ability could be added to the existing underused support cruisers, the Domina and Cielo, while perhaps adding a new ability to one of Vasari's other underused units (since both its support cruisers see plenty of action). Again, I have some specific ideas I may discuss later, but in the interest of brevity I will move on.
Enhanced Multiplayer Lobby:
Automated map/mod transfer would be soooo nice. A map preview screen that lets us view the map (if it's not randomly generated) before the game starts would also be great, since the most common complaint with premades is that some people know them while others do not.
Variable AI Personality:
One of the biggest problems with the AI currently is that it's so uniform. It picks its capital ships more or less randomly, builds its fleets more or less the same way, and all that varies is its spending priorities, which (aside from the comically sad situation of coming across an AI with no fleet and a single planet with a bajillion mines and a super-starbase that you can peg out with a couple Ogrovs...) means very little in the long run.
Instead, the AI should be pursuing specialized fleets, choosing capital ships and unit proportions that create uniquely different fleets, with corresponding behaviors. Who here would love to face off against a kiting carrier AI? How about an AI that LRM spams back? With the correct capital ships in support? In addition to being a lot more challenging, this woudl give each AI an individual character that's more presistant and less random.
Create a little more machiavellian scheming and alliance-making in unlocked teams to liven things up, and you'd have a much more interesting AI that could add a lot to singleplayer. This is perhaps a bigger piece of work then what's above, and to be honest I'd be happy if the AI just knew how to handle starbases, but I thought it was worth saying.
Yea. This.
Focus fire has always been a strategy to use in every game. Having a system that gives huge focus fire penalty just implies that the player won't have to micro their units and there won't be any different between a skilled and unskilled player.
[quote who="JustAnotherName" reply="91" id="2824553"Focus fire has always been a strategy to use in every game. Having a system that gives huge focus fire penalty just implies that the player won't have to micro their units and there won't be any different between a skilled and unskilled player.[/quote]
Exactly. What do you people over here have against focus fire? Prioritizing targets is a legitimate strategy and makes the game better from tactical POV, since you actually have to think about your target selection, not just click on the whole enemy fleet to maximize damage. Why invent completely ad hoc things to limit it and make the game dull?
Remove mitigation and increase hps/shields of capital ships and advent a bit to compensate.
Added some more good ideas.
I still think mitigation is necessary... however I think it should end once shields are down. Advent would be at a hull disadvantage, but they have the largest shield base, therefor getting the highest mitigation bonus. I think it would still be balanced.... except for phase missiles.
The phase missiles are on too many Vassari ships. I think that bombers should have wave cannons instead. This would fix many balance issues with the Vassari, including the carrier cap ship issue.
As far as a new race, I like the idea, and have included it, but balance is what is needed first. My vote for the race is autobots! Cybernetic, nanite enhanced robots! Yes!
Well they couldn't just get rid of it by only adding to a ship's hull and shield as that would greatly effect repair/recharge rates. Mitigation is a HUGE factor and simply adding 50% more shield and hull would not balance anything.
Having mitigation shut down when shields are depleted would basically require a redesign of the entire game's combat mechanics. It would be a catastrophic nerf to the TEC faction, making them basically unplayable, and a jaw-dropping buff to Advent. Mitigation basically works out to a 60% damage reduction if you can keep it online, so Advent as the only faction in the game with a reliable way to keep shields perpetually online would have a godlike advantage. This would also be a substantial buff to strike craft, which usually clear shields on the first run anyways, before mitigation even comes into play. Starbases would be nerfed to dust, since their primary defensive advantage is stacking massive armor with mitigation and repair platform healing. Most capital ships would be rendered unusably fragile, and those with shield regenerating properties (Kortul and Progenitor) would be vastly superior as a result.
So much would change (and each in its own way) and need complete rebalancing that we may as well just be working on Sins 2 rather than attempting to so fundamentally change the original.
The point about strikecraft technology perhaps not being small enough to fit on carrier cruisers initially is well observed, though the same logic might not apply to heavy cruisers, for instance. Also, in the game the strikecraft technology on carrier capitals is far more efficient than that on carrier cruisers, no? Perhaps carrier capitals should pay antimatter costs for strikecraft until carrier cruisers are researched?
Focus fire does not take more skill than spread fire, especially with no effective collision damage. Sins ships have automatic focus fire by target type as their default. Spreading fire to maximise damage takes far more effort, which is why historical battles usually involved ships firing on targets pre-selected by means of formations before the battle began.
I wouldn't claim that focus fire shouldn't be a strategy to use, just not the only strategy to use, as at present. The combat system should be completely reworked if there is to be another game. However, just removing mitigation in an expansion would be impractical, as you say. The thresholds for mitigation to rise are somewhat low at present though.
Of Darvin's proposals, my perception is that the late-game economic structure can be altered without new structures simply by following the rebalancing advice from his earlier thread and by making trade ports vulnerable to the destruction of their trade ships. The support cruiser problem could also be dealt with by improvements to the existing ships as he suggests. A unified multiplayer lobby with different sub-lobbies and better features is a must. Better AI might come with the Diplomacy patch, as well as a solution to starbases.
As a big improvement for the expansion I would advocate a new victory condition, based on possession of all the artifacts in a game. Then it would have a theme.
For a new patch I would do this:
1: rebalance the Skirantra Carrier's Scrambel fighters like this: AM Cost: 50/50/50 to 50/75/100 Cooldown: 35/35/35 to 35/42/110 (providing that 110 cooldown does not last longer then the scrambled bombers do. If it does lower cooldown to equal duration of scramble bombers)
As for the expansion I think it should be this: A new research tech tree that enhances Capital ship stats/performance as well as SOME of their abilities and SOME of the abilities of the frigates and cruisers.
These new research could be new better armour plating, more shield, more shield recharge, more mitigation, improvement on weapons and manoeuvrability ect. But the research should be for each individual capital ship. So if you research better armour on a Kol then only the Kol will get it. And research that would improve certain abilities on Capital ships that would be vote by the community to be underpowered. Same for the abilities of the frigates and cruisers.
This could also work with the normal tech lab research but we could also add one more condition to unlock the research.
For TEC it would be reverse engineering: Where a TEC player needs to destroy enemy ships in order to analyze the debris to reverse engineer technologies found in them. Each ship destroyer gives a certain number of points to unlock research.
For Advent it could be Telepathic probing: Where advent would use it's culture and gain point over time from all enemy world that it's culture touched. The revelations ability "Provoke Hysteria" should also give points for this.
For Vasari it's enslavement: As the Vasari player bomb planets and does damage to them (no need to destroy) he "enslaves" people there and that is what gives him points to unlock his tech.
As for a Sins 2 game I would have everything that is currently in Sins as it is (with balance fixes where needed) and with the occasional elimination of abilities that just cannot be fixed (such as repulse) These would need to be replaced by something else that would fit with the lore of the race and the role of the ship.
But the big change would be that each frigate and cruiser should have two higher version the ship can be modified into. Take the TEC scout for example: You can make 2 different upgrade a standard scout could be upgraded into: a version that was more adept at combat and mine sweeping, and an other version that was more adept at scouting and intelligence gathering.
Combat/Mine-sweeping version: Would start by losing it's probe ability as well as it's phase inhibitor immunity that is researched in the tech tree currently. It would lose some speed, near about the speed of a LF and gain some HP. It's mien detection range would be increase and would sport two laser turrets capable of shotting anything in a 90 degree arc in front of it.
The improves scout version: Would lose it's mine sweeping power, lose it's weapons completely, including demolition changes. But would gain two new powers. One would be a "Long range scanning array" witch when deployed would consume AM over time and reveal all the worlds withing 1 phase jump from where it is. So you could spy on the enemy fleet on the next planet without having to jump over. How ever this would be detectable by the enemy since it emits powerful scanner rays and this would show "Radio Wave" symbols around the planet you have deployed this at. It would also gain the power to detect incoming enemy phase jumps 1 and 2 jumps away from it's position depending on the research lvl. So you could know when the enemy is coming to defend his world you have lunched a surprise attack on.
You can do this for every single frigate and cruiser in the SINS world for all races. It adds a choice of what type would better fit your needs, the standard version or 1 of the 2 new versions. Once researched you should be able to produce the new version directly from the factory. The standard version could be upgraded in-space only inside a friendly gravity-well, But once a ship is upgraded into an improved version it cannot be unupgraded. the changes are permanent once done.
This strikes a balanced between the old version, which couldn't deploy bombers fast enough to ever build up any real numbers, and the current version that has no difficulties maintaining absolutely massive swarms. This lets you build up quickly, but makes the maximum swarm smaller and harder to sustain.
I agree. With you I must say I did not fully do the math. Looking at your math I like your change better. I just want the ability to useful but not op like it is now where skirnatra spammers can just cream anything in their way like they do now in multilayer. I pretty much gave up playing SINS because of that mostly. I just can't understand why IC cannot deploy a micro patch that would fix small problems like this incrementally instead of waiting months on end to o something that will probably not work again.
Such patches would be incredibly tiny int he download department they would be farts and would improve this great game greatly.
My understanding is that from a practical standpoint, deploying a patch can actually take a lot of resources even if the patch changes themselves are extremely minor. As a result, it often doesn't make sense to release micro-patches for non-critical issues. Still, this is one that should have been addressed a long time ago.
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