Fixed the 'wall of text' problem I had after posting this from my iPod...sorry to anyone who had to witness that
What I mean by this is that the devs need to start listening to us players more, and opening their eyes to some of the great ideas we all have.
Let's face it guys. Sins is getting boring.
Since the game has been out for a few years now,(as with all games) it gets stale. Don't get me wrong, the Entrenchment and Diplomacy expansions and the mods have extended the awesome traits Sins brings to the table, but the game needs something new, something fresh.
Rebellion could change everything. With the new ships that Ironclad has confirmed, many new options could be added. The Titan class vessels could easily change the course of any battle, and the Corvettes have a ton of potential, as someone in another post had said. But there's some things I have read recently (and new ideas of my own) that I would like to see implemented in Rebellion or the inevitable sequel to the epic RTS experience that is Sins of a Solar Empire. First off, I have read about the idea of supply lines for ships. I didn't agree with the idea entirely, but to some degree I do. There shouldn't be supply ships that constantly have to refuel and replenish ammo, but maybe antimatter ships that could refill antimatter. The big place this could fit in would be repairs. When a ship is being repaired at the repair bay, the bay itself is using up it's antimatter to rebuild the battered ship's hull. But if there were antimatter ships roaming the galaxy from dedicated facilities, they could replenish the bay's supply and repair the ship faster.
This brings me to another thing: dry docking ships to a repair station. We all know that after a long engagement with the enemy, it takes forever to get a ship back to full health. But what if you manage to get the ship out to one of your planets, only to have an enemy fleet jump in after it? It's doomed. But--if you had a dedicated repair station to house the vessel for a minute or two, it would be back in ship shape (no pun intended) for the next fight. Of course, while docked, the ship would lose all combat capabilities and be immobile. But the bay it is in would be heavily armored, assuring its safety.
The weakness here would be that the repair bays must be supplied by a third party delivery of antimatter to function, not like the bay I mentioned above. They would be a different structor altogether from the repair bays we have now, being able to house a capital ship or a few frigates or cruisers. Titans wouldn't be able to fit, but they're probably so large and heavily armed and defended that if one is so badly damaged it has to retreat, you probably have lost anyway.
Another viable method to destroy these facilities would be an ability bombers could have. They would fly into the front of the bay, releasing their payloads as they go, then scream out the other end with a glorious jet of flames and shrapnel following them. A way to balance this out would be that the squadron flying through the repair bay would have to fly a certain distance perfectly straight without being hit too much in order to accurately fly into the opening. So you would want to defend these structures with fighters and flak. This would be so epic to watch, even for the owner of the repair bay. The antimatter ships could also go to other structures as well, providing it where needed. Eventually, through research, an antimatter ship could dock with a cap ship and drop off a cache of reserve antimatter to be used later. The possibilities are extraordinary.
There's also another thing that kind of bothers me: that lack of any weapons on carrier cruisers. I'm not saying that they need a ton of guns bristling off the sides of the hangers, but come on. What modern day aircraft carrier is unarmed? None. They're actually far from it, most having a ton of missile defense systems and anti-aircraft guns. But I'm not asking for much. I mean colony frigates have a laser battery! Ships that aren't even designed for combat have weapons! Don't give it too powerful of weapons, but at least a ship-to-ship cannon or two and a few AA guns.
Another new idea I read was the concept of ship carrying vessels. I love that idea! Imagine an immense ship capable of carrying 30 or so frigates or 5-10 cap ships. They would be completely unarmed but heavily armored. That would be such an epic sight. Of course it would be kind of impractical, but it could serve a role. Maybe they can't phase jump. But maybe they can, and are really, really, REALLY slow and must come to a complete stop to unload the ships one at a time. I don't honestly know what the devs could do with this, but they could make it work at some point if they liked the idea. It is sort of impractical, but what the hell.
Anyway, moving on to the Titan ships. Hopefully they will do something like this: For each race there will be two types of Titans, War and Economic. War Titans will be combat dedicated vessels, teeming with weapons of every shape and size, from flak cannons to rail guns, and housing squadrons of strikecraft. Eco Titans will be almost like a mobile civilization, acting as a trade and population center, with a few basic defended and a ton of armor. They will provide culture and income bonuses (or hindrances if enemy) to the planet it is currently at.
This would fit into each race's canon quite nicely: For one, each faction needs more firepower, so that covers the War Titans. How they each do it however, is unique.
-TEC War Titans are loaded to the max with weapons. They have a massive gun mounted on the prow of the ship, with dozens of flak, laser, missile, and auto-cannon batteries on the sides. They also have front mounted beam weapons similar to the Kol's.
-The Advent are known for their strikecraft, and their War Titan is capable of housing over two dozen squadrons of them. They have Illiuminator stye beams on the sides, and plasma, anti-air, and laser batteries on the sides, and a whole host of special Advent-style abilities to boot.
-Vasari have mastered the art of phase manipulation, and with a vessel this size they now can jump the ship virtually anywhere. They also have the ability to produce ships out of the Titan, and to repair nearby vessels.
As for the Eco Titans:
-The TEC are always looking for a way to profit, and these would do just that, granting special resource and credit bonuses for them.
-The Advent try and spread their culture in any way possible, and these would give them bonuses in that, as well as a decrease in build time for structures and ships in the grav well.
-The Vasari have been running for so long that they are bound to have mobile "planets" so to speak. They get a tax income bonus and damage increase for nearby ships and static defenses.
The catch of all these special abilities is that they require a lot of antimatter to function. In order for the abilities to be used effectively, an antimatter ship could resupply it, or you could simply wait for the antimatter to refill itself, which takes a ton of time that you probably don't have. On the other hand, the Titans would have a huge pool of antimatter to use, maybe 500 to 1000 at max. But each resupply craft would only carry 50 at first, up to 200 with research, so it would take time to fill back up.
There's also a lot of ideas that the community wants, such as new planet types, new ships, more customization, planet weapons, invasions, ground combat, and so much more. I just listed some of the things that appeal to me the most, but there's a ton more. I posted this in hope that the developers would consider these ideas, along with all the other great ones here on the Sins forums, because there's some great stuff here. If they put even half of it in a game or expansion, it would be a hell of a game, and something we all would probably love and play for years to come.
/rant
First off, do you mean me? Because I've suggested nothing in this thread. Secondly, even if you have seen some of my ideas, I've never said that my ideas are the best thing that the world has seen since God Himself walked the Earth.
Third, preset skirmish, though an interesting idea, isn't likely to happen. It requires too much engine change that the devs have already stated will not happen.
Fourth, if you're referring to me, I get karma because I happen to have been fairly active in helping others with modding problems.
Or perhaps you are the "ass", for quoting his long post for the sole reason of taking up space on the page. Which doesn't do anything except make the page longer to scroll through via mouse wheel or arrow keys.
Of course, it couldn't possibly be that he actually, I don't know, had a point?
Nice to see you have some sense.
Perhaps. /sarcasm but there's the even more remote possibility that I'm right /sarcasm.
Of course, I'll let you know that I've taken much worse insults than this, both in quality and quantity. And, incidentally, on both ends of the spectrum.
Some insults are truly damaging, others simply fail. Hard.
Your's happens to be the latter, BTW.
Good call.
Anyway, more is not better....really, it isn't...
The last update has helped somewhat, but there are still some balance and variety issues with the game AS IS!
There are already too many elements currently in the game that are not useful in there current form...karmic retribution, insurgency, induced reverence, colony pods, pulse beams...the list goes on...how about we make those things viable first before trying to add extra crap, eh?
And while we're on that note, we still see the same bland fleet compositions and imbalance...virtually all legitimate MP starts are carriers or colonizers (on rare occasion you'll see a marza or vulkoras), fleets often consist of mostly three ships (bombers, LRFs, and hoshiko/guardian/subverter), Advent still has a shit start...again, the list goes on...
There are 7 capital ships (the 6 colonizers/carriers and the kortul) that are solid...the other 8 either SUCK or have a very limited roles...LFs, dominas, cielos, and fighters are rarely worth the investment unless your enemy makes poor choices for fleet composition...several SB upgrades are never used (I'm looking at you, colony pods and induced reverence) and most of the tech tree is untouched in all but the longest games...
Players on these forums have consistently pointed out the bomber/LRF dominance, the Advent poor start, the fact that most capital ships aren't useful, and a whole host of issues (both big and small) that, despite countless updates, still have not been addressed...
As far as I'm concerned, adding any extra crap isn't going to make the game any better unless its current form is fixed first...
And people, really...don't be an ass...it just is not necessary...
A valid point, you have.
Good points Seleuceia. But I'd like to point out that: it wouldn't be a strategy game if some techs weren't less useful! There would be no strategy if all things were equally useful. Therefore, it is ok to have some less useful techs, especially if they add interest to the game.
There is a difference between less useful and useless. Less useful tends to imply things that are situational but are at least effective within those situations. Pretty much all of the things he mentioned should not be perused in any serious game.
Well, turning pirates off certainly kills karmic retribution right there.
Other skills are either situational, or could use some tweaking. Insurgency is one of those situational skills, and is more oriented toward vs AI play to stop their haphazard expansion on huge maps. The fleet capacity would need to be something much higher to bother players who focus on pvp, like 40/80 fleet supply for the two tiers.
Induced Reverence just needs a tweak for the cost, as does Colony Pods. Maybe the former could be 25%/50% and the latter could add 70/175 population.
Pulse Beams, and the TEC version of the skill, just need some nice discounts for their tier. Starbase trade is already discounted for its tier. Pulse Beams especially, since it affects no more than one of three damage types on 16 ships, tops. Having the techs have a consistent cost per tier is convenient, but doesn't have to be upheld across the board. If they want to travel a middle road for convenience, have a 'normal' price for most research, and a 'discount percentage modifier' for those select techs that need a bit of extra support to be useful. E.g. you might experiment with Pulse Beam research having tier 1/2 costs associated with it, despite needing the extra labs to research.
Change that I personally think is needed
More effective upgrades,10% increase in damage for a lot of money is pointless.maybe adding an option that increses research efficiency by 100%.For the first upgrade 20%,second 40% and so on
See distant stars. Make upgrades worthwhile.
Fix balance,advent radiance anyone?I love the design of that ship but itsfailed abilities deter me from using it.See Kortul if you want an example as how a ship should be.If possible,replace useless abilities.
Stealth ships-They would be phased out ships that are specifically aimed for sabotage.Fits with rebellion.Countered by scouts.
Titan class ships-already mentioned.I disagree with the idea that TEC titan should be about trade,build a star base for trade damnit.They should be meant for fighting and only fighting imo.
New victory conditions
New planet types-I dont really care about this,DS or Stars does mod does this already.
Can anyone tell me if the new race will there?If so,any news if it will be the race that is hunting the Vasari?
Bored Sinners could always log onto Ironclad Online and try it out against human opponents instead of AI that has one arm tied behind its back. Since about 99% of all Sins players only ever played it in single player against AI, online multiplayer PvP would be something fresh and new for them.
what if superweapons, like novaliths, could target titans, only in the same grav well, with a special ability? The dev engine, and the vasari superweapon could have this as well. It would make up for all those lost tactical slots, and help defend against a guy whose got lots of titans. It would also make for a epic, yet balanced game.
whiskey, I mistook you for the guy who bashed the other guy, because you bashed him too. I did even admit that some points the "ass" made were valid.
No, I was talking to the lawnmower (literally). The thing is, lawnmower did admit some things he said were impractical, before and after the "ass", there was no need for all that bashing, and long paragraphs, Ugh. But maybe, as lawn suggested, some constructive criticism.
I just read this and it made me laugh so hard!
... so i went back and read this and... lawn, what the hell are you talking about? Are you referring to the corvette ships having a carrier? and then after that did you not quite get your point across? if so I can understand. And yes Im not saying you didnt already admit you had some bad ideas.
Is it possible to remove comments? your own of course.
What im suggesting is not an engine changer. What I meant is that the devs simply create a map in which the three factions start in a location in par with the storyline, and then each has a sort of quick start simulating the action each has taken already in the storyline. You could argue, however, that this is already in the game and that when you set up a game on any map, you are sort of playing storyline. This would not require too much effort. There would be no scripted events, unless there were like a few, like a sort of cutscene when you beat it, or maybe a few graftings, forcing the player to do certain things (or maybe not). So get back to me on this. Id like to have your opinion.
Nope. Bad idea. First off, because if you've got the money to slap a Novalith on every world, then why haven't you won already? You can easily pull of an effective attritional combat with that kind of cash.
Secondly, because the superweapons aren't intended to be something you put on a world near your frontline. The starting planet, and the asteroid next to it, are probably the best places to drop a superweapon in place. There's very little anyone can do to counter one, except the use of a either a Novalith or a Kostura cannon.
The Deliverance isn't going to do much about keeping the Novalith/Kostura you built from bombing planets/shutting down starbases from afar.
Third, my opinion is that Titans are going to be costly ships to deploy; cost as much as a starbase, and suck up more fleet supply than a capital ship (IMO, 2-4x the fleet supply of a capital (100-200 fleet supply points) would be perfect for a Titan), so you're unlikely to see a guy who fields a boatload of these. Further, a guy who fields a boatload of Titans will lack frigate and cruiser and capital ship groups to support it. I mean, even a massed swarm of bombers would be sufficient for killing one.
S'alright, s'okay.
Ah, now that you've clarified your idea, I can certainly see the devs doing something like this. It likely wouldn't fully reflect the scale of the conflict between the three factions, but it would be somewhat fluffy and fun. TBH, I could also see the devs not doing this, simply because there are some very skilled modders in the community who could do it after release, if the community clamored for something like this.
Alternately, such a feature, or rather such a map, as that's all it is, could very well be added after release in a patch. Of course, IMO, the ideal way to do this would be to construct a series of maps that are somewhat interconnected in astrography.
Whiskey, let's just put this behind us and be mature individuals. We both said some things that probably shouldn't have been said. Plus I was kind of just posting crap that was coming to me. You ever get spurrs of thoughts that make sense at the time but don't apply to the situation whatsoever once you look at them later? Yeah...hah.
By the way, call me Cat, not "the lawnmower"
Alright cat.
And
what exactly are you saying here? Thats true even if each factions superweapon could not target a titan. And can koturas really target starbases?
And I just finished a game of sins diplomacy, and after some time, I was able to put a novalith on every planet I had, and I had about 7. Because its much less management, I put them all on auto. The map was gateway. So four other AI were on hard, with random strategy, and I had defeated, or rather the AI did, all the other players with a TEC AI, and then I had to fight him. So, as soon as he started the clock to war, I built as many novaliths as I could. I made a push into the other star from XI, and then managed to establish a beachhead on three planets. I wasnt sure how much damage I was to doing to his infrastructure, but I noticed one planet recovered really fast when I had visual, and I knew it had been hit. So in order to quicken things I built novaliths and starbases on my beachheads. I gathered a huge army and was attacking an enemy asteroid and just then an enemy fleet moved in to intercept me. The asteroid was already uncolonized way before, but anyways the game ended pretty much right there. Anyways Im thinking it had to be the novaliths, but I always the novaliths were just a hinderance on economy, because they dont destroy all the infrastructure on a planet unless it is some exception. I dont know. I attempted to send swarms of arcovas just to see what was going on, but they were all destroyed. They really should put a button in the interface, that when you click on it, you select a planet for the game to automatically build an arcova to send a probe. Or maybe create a new way to reveal enemies.
Kostura Cannons shut down starbases for all of 3 seconds, compared to the 3 minute shutdown for tactical structures.
That would be easy if I hadn't been being a mature individual. TBH, there's not a whole lot of maturity to it when you talk about "xyz would be awesome in this game!"
Well, firstly, the part of my post that you quoted had more to do with superweapon vs superweapon. Not with the tactical applications of a superweapon.
Secondly, unless a planet is defended by a starbase and is also difficult to for the enemy to reach in the first place, you probably shouldn't be slapping superweapons down onto it. Furthermore, it would have been easier to simply due massed carrier strikes. Lots of bombers=lots of dead stuff.
I'd like to see a starbase with Phase Jump capability. ... Can that be modded into the current game, somehow? Apart from that I'd like to see a superweapon. A real superweapon. Not just an oversized capital ship with 30% more firepower. No, I'm talking like an equivalent to a Super Star Destroyer. Wouldn't that be nice to see along with the Titan? With a build limit per player of course, for all those infinite supply buffs out there...
Nope. Hardcoded.
Damn!
I know that its less than brilliant to place a superweapon on the frontlines, or maybe so since novaliths take long periods of time to reach targets, even though that only really matters for the first shot since dps will be unchanged, but this would give you and excuse to is all im saying, and maybe this would be effective or not so effective, as ben kenobi said; it wouldnt be strategy if there werent bad tech/stuff. This would also serve to punish those who dedicate their resources solely on titans. And yes, bombers are pretty much the grim reapers of sins, but more options always add flavor to a game.
Well I will admit you have handled this situation much better than I would expect from the average person, are you sure you couldnt have phrased this differently?
You didnt cuss or bash so much. What you said was Actually true, but by that time cat had already realized this, and by posting the sarcastic remark caused him to lash back. Id have said this, hadnt you shown up: "Dude, your ideas were pretty bad though" Basically not such a rude comment. I mean if you go back and read you'll see that the situation pretty much ended fairly until your comment, Cat had admitted some things, and indirectly got a little revenge
And due to someone elses post, I had this idea that titans would be a pretty much anti everything unit, which it should if you are going to put that much resources into it, which makes it more practical to need some anti anti everythings. So against a maxed out fleet and maxed out grav well, one or two titans would be no match probably more or less. And I need to seriously check out the other races so I can get a better understanding of them and their superweapons. And is distant stars that mod that requires you to get winzip, other, to extract it?
And if titans arent going to be an uber unit, then id like to see them have some unique abilities that can be implemented strategically to make up for that, but capital ships already do that, and every rts needs an uber unit.
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