This thread is for speculating and suggesting ideas for confirmed features. At present, this is the list:
New Factions: Players decide whether to become Loyalists or Rebels, which unlocks a unique new tech tree granting them new technologies and ship variants.
New Titan-class ships: Massive warships for each race that dwarf capital ships, these deadly new monsters are capable of wiping out entire enemy fleets single-handedly.
New Capital Ships: A new capital ship class arrives, giving players new strategic options.
New Corvette-class ships: Small, highly maneuverable light ships that are adept at a variety of tasks.
Loyalist and Rebel versions of some of the existing Sins’ frigates and cruisers, each with their own unique strengths and weaknesses.
Updated lighting and particle effects for enhanced visuals.
New Victory Conditions to allow for more variety, differing strategies and shorter game sessions.
Additional capital ship ability levels, for greater strategic choice.
Impulse::Reactor support for chat, friends, achievements and more.
While I know this community has a wealth of creativity and ideas, I want to keep this thread focused on stuff that's going to make it into the game. So, as much as we all know that people want a campaign, that's not on the list. Feel free to write any comments, suggestions, ideas, or random responses to any of the stuff on the list.
So without further adieu, my own ideas and reactions:
Impulse::Reactor
Please, please, please have built-in map/mod transfer. Thank you.
New Victory Conditions
Victory conditions I'd love to see:
Domination: Control at least 60% of the galaxy for at least 30 minutes. The timer counts down twice as quickly if you control at least 70% of the galaxy, and six times as quickly if you control 80%. Victory is instant at 90% control. Uncolonizable gravity wells do not count to this requirement, but pirate bases do.
Artifact Excavation: All artifacts locations are revealed at the start of the match (there will be at least 2 per player under this game setting). To win, your team must control at least 75% of the artifacts (so if there are 5 artifacts, you must control 4 to win). Victory is instant when you achieve this.
Mega-Weapon: Super-weapons are disabled under this game mode; instead you build a “mega-weapon”. Its position on the tech tree replaces the super-weapon tech. The cost varies by faction (more for Vasari, less for Advent, compensating for prerequisites), but once it completes a count-down begins until it activates. Successful activation causes that team to instantly win the match. The location of a mega-weapon is revealed as soon as construction begins.
Contract Acquisition: All players can bid on a special contract to win the game. In order to win, you must maintain the higher bid for five consecutive minutes. Unlike bounty, this bid never depletes and does not contribute to anything except winning the game.
New Capital Ships
First off, I'm still hoping for the Dunov, Revelation, and Antorak to get some love. They've always come across as a bit "rushed" and never have really shined on their own. The guidance rework is a nice start, but doesn't quite get there. But hey, new caps, let's talk about what each faction could use:
TEC: I'd love to see a “command class” capital ship that focuses on controlling the battlefield. The only capital ship ability for TEC that's anything like this is targeting uplink. Here's a concept ability to see what I'm talking about: Disruption Matrix: All units, friendly and hostile, in an area of effect around this capital ship are immune to all special abilities. Persistent effects that are already in play are not removed.. Wouldn't that go nicely to counter guardians or subverters, eh?
Advent: With the Progenitor, Rapture, and Halcyon already providing more fleet support than Advent could ever need, an entirely different approach should be applied here. Advent could really use a true “dreadnaught” like the Marza or Vulkoras, since the dinky Revelation certainly doesn't apply. Pack it full of hard-hitting combat abilities and good frontal weaponry, and perhaps an ability that has stricter cooldown limitations to finally give a good combo for guidance.
Vasari: What do Vasari really need? They have great combat options, great support options, great specialty options... easily the most well-balanced capital ship lineup. I guess the only thing left to add is the sugary cereal to go with the balanced breakfast. How about an industrial capital ship that has the special ability to act as a frigate-factory, enabling it to produce units mid-battle (uses a cooldown rather than a build time, so the unit is produced instantly)?
Titan Class Ships
This one really gives me pause. What is the role of titans? What is their purpose? With capital ships and starbases both countered by bombers, and bombers being the dominant late-game unit to begin with, it would be total overkill for titans to be the same. So I'm actually rooting for some relatively strong anti-strike craft weaponry on these guys. The question becomes, what should their weaknesses be? They can't be unstoppable engines of destruction, after all.
Here's what I'm thinking:
Titans should be weak against capital ships and – wait for it – light frigates. The titans should have special abilities that require antimatter, but unlike capital ships they are not immune to the disruption abilities of light frigates. Once drained of antimatter, titans are much easier to take care of.
All titans should have anti-structure, anti-frigate, and anti-strike craft weapons. This enables them to be used to take down starbases, and tightly-packed frigate/SC forces. They use their antimatter-based abilities to boost their combat performance and plough through enemies, but are less powerful in the long-run once depleted and lack good weapons against high-durability targets that are not structures.
That's my angle on this issue.
Faction/Unit Variants
Am I the only one hoping we see a Skirmisher that gets phase missiles? One-way ticket from least-used unit in the game to everyone's favourite light frigate.
Eh, I'm gunna stop myself there...
Whoa... armor is definitely more useful than I was thinking lately. I had started thinking armor was just something small... ITS A FREAKIN GAME CHANGER!
Hey, maybe they already fixed this, but it seems there is an experience points issue when battling pirates. I could be wrong.
So anyway, maybe a new feature could allow the game to purchase more metal and crystal for you. This would be a toggled feature, and would save you from having to exit a tech screen to balance it out yourself. If it simply bought stuff automatically for you, that would be enough I guess, but if they wanted to do more they could make it intelligent enough to balance the right amount of selling and buying for you as well. I had a few ideas for other new empire management options, but cant remember them, other than the devs seriously need to implement a mass scuttling button or something.
Heya all,
another way to implement titan class vessels is for them to not be a buyable class of ships, rather make them an upgrade to the capital class. with each capital ship having there own titan class upgrade, so you could end up with a super-kol, sova or akkan. the upgrade would require the cap to be upgraded to be a minimum exp level, additional cap ship crew and fleet cap with there only being one titan class available to each player at a time.
anyway thats my 2 shekels worth
enjoy
The problem with this is, along with the new classes of capital ships being introduced, they'd need to create a total of 18 different titan units. That's just way too much content, so it won't happen. There will definitely only be one titan per race, and to be honest I'd prefer one very interesting and well-designed unit to six bland ones.
You cant just assume that if there were six different titans that they would all be bland.
If you think IC has the resources to develop eighteen new units, then your expectations are unrealistically high. It'd have to be a rush job. Better to have one titan with a greater degree of flexibility.
Well I do not have very much experience at all with programming, let alone making a game. I do however have common sense. Creating the engine of the game Sins of a Solar Empire we can agree took a great deal more time than other things, so when that was out of the picture, the rest was much easier. So, maybe creating 18 ships wont be that hard? idk. It just doesnt seem like it would take more than a few months to implement into a game that already exists, but I might not know what I am talking about. Also, this expansion is going to cost a whopping 30 dollars for me, and there has to be alot of content on it or it aint goin down playa.
So I started a thread on Crysis 2: What did you think of Crysis 2
Yup. It took several years to do. I'm actually not sure when Ironclad started, but seeing as this trailer was uploaded in 2006, that should give you some indication of the timeline.
Titans are going to be loaded with special abilities, customizable options, and interesting features (I hope). For the sake of argument, let's say that they have about the same amount of content as capital ships. That's 64 special abilities to design, each one should have its own unique flavour and tactical relevance. The only way this is doable on any reasonable timeline is if you make a whole bunch of those abilities bland filler and have substantial overlap between them. As I said, that many titans would invariably be bland compared to what we could get if the same development time was focused on providing a single super-unit for each faction with a wealth of options.
That's relevant to this thread how?
Keep in mind that with ever ability they design, they have to design at least a buff for it as well, which in some cases in easier said than done. And with most weapon abilities, IE Gauss Blast, there are I think 3 or 4 buffs for it. Depending on the kind of ability and buff it is, that could take some time. Even if they are professionals. (?)
I believe they started in 2004
why bother telling me this? I really dont care, and no one else does.
And I dont know about seven years, but I wouldnt know anyways, unless you are using several as in more than 2 years.
Cuz you're being an ass.
No offense to anyone, but some of you are just being blatantly disrespectful. If any of you lived in my house, I would not put up with this kind of stuff.
As for the thread, does anyone else worry about the balance of Rebellion? The two new factions I think will either be seriously overpowered or underpowered.
Not really. I simply want someone elses opinion on Crysis 2, which on my thread hasnt happened yet. If it bothers you that much report it. Stop being so egotistical people and just be chill.
I'm not being bitched at for a change... Which is nice... I guess it's good that we all live in our own houses... Anyway, I don't see the two new sub factions as being overpowered/underpowered since all they're getting is their own brand of technology. We can all agree that a rifle is preferred over a musket, but a musket is still just as deadly. Different tech, same end result. Plus they're taking most of the year to make it which should hopefully give them plenty of time to iron out most of the more blatant overpowered/underpowered aspects. Plus there's always the rest of us when the Beta starts. I'm pretty sure we can rip it all to pieces pretty quickly.
Wow, i really, really like EadTaes's ideas on corvettes on page 4 ! I hope devs have been listening to him or that they have something even better in their game design because i will be quite disappointed if it is just a lighter, faster and harder to target version of frigates.
Only issue i have with EadTaes idea is i think it may become a pain to get the newly built corvettes to your capital ships : if you are on the offensive and your supply line is long, it may be a pain to rebuild those you lost. Contrary to frigates, you won't be able to order them to go around before them getting to the same grav well as their home capital ship, if i understood Ead right.
Which means that if they get ambushed by a few frigates on their trip or if the auto-travel system decide to make them go through enemy starbases or pirates planets, they are done. For the other ships (frigates, cruisers and caps), the fact that you can decide where you put your rally point or call your reinforcements back when ambushed make these issues avoidable.
So what about mobile dry dock ? They are like carriers, maybe even the new 6th capital ship or a titan and can carry and build corvettes. But, contrary to carriers, when they jump out, the corvettes can stay in the grav well if you didn't recall them before jumping and if the mobile dry-dock is destroyed, the corvettes still remain (contrary to strikecrafts). On the other hand, it would also mean that corvettes would not be able to phase jump by themselves.
What do you think ?
Mine is a simple request. I would like to select a portrait of my choosing for each race that I could use when I play individually instead of having to cycle throught groups of three and then selecting the portrait each time I play as a different race/faction.
I would also like to make profiles that I could switch back and forth between without having to reselect my emblem, portraits, and reentering my name. I let my friend play this on my computer a few months back to convince him to buy Sins Trinity (which he did, by the way), and after he was done, I had to undo all of the changes he made in those catagories.
In short, I want the ability to create a profile, with the ability to RENAME it later if I want, and select the individual portraits that I want to use if I play the TEC, Advent, or the Vasari (kind of like when I play Halo Reach and it lets me choose what I want to look like when I play as a Spartan and what I want to look like when I play as an Elite). Then, if I want to switch to another profile, I can without any of the before mentioned problems.
Its not a major problem, but it would be that extra little step that would make the game a little better.
If we're going as far as profiles, how about an option for different HUDs in the game depending on the chosen profile?
Vasari control panels are different the Advent control panels which are different from TEC control panels... Just something for a little more in game flavor.
I would like to see better multiplayer options.
Maybe like ranked and unranked games, better layout and stuff.
I would like to see Hide 3d models mode
I was reading something over on another form and I suddenly got an idea for an experimental weapon that would actually be good for the TEC. They already have a shield generator for planets, but let's face it, it's not that good. To bypass it, just destroy the generator. What if they had an experimental weapon that had an over-time ability that constantly fired at a planet to create a shield around the planet. Then you could protect your planets from further away.
I think it would also almost be worth it to get more experimentals (like the Titans, I guess) like in Supreme Commander 2. They're just ridiculously huge weapons of destruction, but that would appear to just be the Titans. But to have more and different ones in each faction would be cool.
And more upgrades through research for enhanced weapons, armor, shields, antimatter regen., etc. They could be extremely expensive, but when you have max fleet points, a ton of money, and you aren't as good of a strategist; you can research beyond your competitor and destroy them. It's always to look at an enemy fleet and even they out number you, your ships have several hundred more hp than theirs do, and know that you can decimate them.
Sorry buddy, got to be said.
At first I was going to post all of the flaws in the thinking here, but then I just decided to laugh.
LOL, I just thought it was the right thread to post on. A little late.
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