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
This idea is fail and idiotic for obvious reasons. Lets make Useless kosturas,novaliths and engines more useful bygiving them the ability to attack a moving ship.What happens when the titan jumps? What happens when the titan dies faster then the prohjectile hits?Is this even possible with the engine.
Honeslty kid,stfu from giving kindergarden ideas.
THe game need fixing of balance.
You do realize that someone else has already addressed why this wouldn't work? Right?
Of course, you might just be trying to troll him. /sarcasm And it will probably work! /sarcasm
"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."
SINS was built on community suggestions. I'm not sure where you get this feeling from.
I think some people feel that since some ideas haven't yet made their way into the game, the devs are obviously not looking at anything in the community...
Last patch is a good example...a lot of the changes incorporated in Diplomacy v1.2 were suggested by various people, and even implemented in some mods...however, there was a whole thread discussing mines, and those ideas were seemingly ignored by the most recent update...so, if you are only familiar with the community "suggestions" by a certain group of threads, it may seem that none of the community suggestions were taken into consideration by the devs...
Obviously (as exhibited by v1.2) this is not the case...the devs clearly do listen to community ideas, and just because they don't implement every "good" idea out there does not mean they aren't listening...the devs for sins could do better, but so could every gaming company...that they have supported this game as well and as long as they have is far more dedication than most companies would give...
It is easy to bitch about all the things the devs do wrong...but in truth, they have done so much right and it is important not to forget that....
Pretty much every major post-launch feature that was released in Diplomacy and Entrenchment came directly from the community. Starbases, mines (damn you, kosc!), giving AI missions - all of these ideas came from the community.
Where stuff breaks down is when the community tries to suggest *how* to implement a feature. In this, the community doesn't have nearly the same considerations to consider as the developers - scope of the suggestion, knowing exactly how much time it should take to implement, whether or not the return will be worth it (something that takes a long time to do but barely used), engine limitations, time limitations..
This is why most frequently even if an idea is implemented, it's usually different from how it was suggested on the forums, because the devs do have to fit it into the game in a way that makes sense and is doable with what they've got.
And giving the Pirates missions...
Couldn't have said it better myself Annatar
Even internally we debate many of these issues, but ultimately the 'big picture' or essence of the game is going to win out. If we stray from the heart of the game, we always come back.
You mean you don't have a free for all with sledgehammers (or hockey sticks, being Canadians and all), and the last person left standing gets to make the final call?
Craig, I'm disappointed.
Clearing stuff up, am I "the ass"?
I mean I know my ass is fine, but I'm rarely referred to by my beauteous behind. I have been called a cock before, and once even "the cock" but it was to my face (and not my scrotum) so it was easy to figure out.
In related news, bad ideas bashed for being bad, thread refuses to die. Perhaps what this thread needs is a larger thread that will carry it to oblivion slower than it's already going! That would be awesome!
Also I'm oh so hurt that people decided to rage at me for being a meanie rather than taking the time to recognize my criticism had merit and using it to make ideas that were less bad. I wouldn't have to mock you if you weren't offering up useless junk! Helping you help me type less, it's a symbiotic relationship with a cream filling of win.
Here are some things I'd actually use if they were in the game:
The ability to queue new units from a fleet (which auto-orders them from the nearest available shipyards), and a Maintain Current Fleet Composition option that auto-buys new units for the fleet when they are destroyed. One is in the post M2TW games, the other would be incredibbible handy.
More options for fleet combat settings.
Carrier Fleet Doctrine setting that keeps carrier ships near the edge of the gravwell while the rest of the ships move forward and engage, while repair ships shuttle between the two elements and keep them up to snuff.
Engage At Max Range option, that causes the fleet to back away if enemy ships close in.
Close and Engage option (Illuminators anyone?) that causes the fleet to charge into the enemy fleet and engage as close as possible.
Sure, you can already do this kind of stuff if you split your fleet into smaller fleets, but what's the fun of that? The whole point of the fleet mechanism is to get away from control group microing and allow the player to concentrate on smashing ships together, diplomacy and strategery.
And, like everyone else, I'd love a slow moving PJI ship (OMG STOP RUNNING AND FITE!!1!1!!) and for mines to be returned to whatever hellscape they emerged from -- the performance hogging little irritation engines need to go!
Also I have zero idea what possible useful role the corvettes will serve. Maybe they'll be like a WW2 Destroyer and carry honking huge torpedo things designed to put a hurtin' on capitals while doing diddly to smaller classes? Kinda taken by bombers. Scouting? We already have a ship for that. I just don't feel like I'm hurting for a ship in the smaller-than-frigate class, or for that matter in the bigger-than-capital class.
Maybe they're for capturing enemy ships with a boarding party? Kinda micro intensive, and definitely irritating in the extreme, but at least it'd be different.
Eh, I just hope they're useful, whatever they do.
The carrier thing happens already when you send them in without them belonging to a fleet. Instead of building fleets, you might consider just hotkeying capital ships and managing ships without the time wasted to 'reform' the fleet.
I currently just use a separate fleet. I'd rather not. Hotkeys are inferior to the fleet setting in my opinion, in large part due to the number of additional options available for management. If those options were expanded further, it would be awesome!
The problem with trying to monkey around with fleet formations/settings is that everyone wants something different. They can't add everything that people might want, so they provide a basic formation and the player gets to do the rest.
That is why you hotkey fleets.
My opinion differs then, as I see the 'reforming fleet' shenanigans as inferior. Ships zip forward to attack a target only to think "OMG I went two pixels too far, time to spin out on the flank like a DUI suspect and waste 30 seconds getting back into an attack vector."
Sometimes making a temporary fleet can be nice though, if you want to use 'tight' fleet cohesion to defend against strikecraft, of keep units away from a pesky starbase while you bomb it into oblivion.
alright... I guess I do have to admit you know what you are talking about. I liked your management ideas regarding carriers. I also did kind of admit that you did know what you were talking about in your criticism. But as cat said, you could have been a bit more constructive. I read part of a book that is just so full of truth when it comes social interaction. I am always thinking of ways that I can imporove my relations to people. Instead of calling you an ass, I could have been a bit more passive and said "hey, cat's right, you could have been a bit more constructive, but your points were valid," and that would have been the truth. I did admit his ideas were stupid after some time. The truth was, I didnt really think before I typed, none of us really do. So lets put all this behind us and come up with some good ideas for sins. And seriously, there needs to be a way to mass scuttle.
ubb, ah be thinkin yo gramma need sub agh fiXIning!
1. of course this is possible with the engine
2. what happens when the ship jumps? this is not a good enough reason to put down what I suggested, and could be one of the weaknesses of the ability, which as you might know, there are all sorts of strategies in rts games based on weaknesses and strengths.
3. what happens when the titan is about to die and the projectile hits? well what happens when you are bombing a planet and then that novalith you put into auto use mode already launched one at the planet that was about to die? seriously not good enough reasons.
4. kid? you sound like a kindergartner: "THe game need fixing of balance." what does this even mean? you didnt even spell kindergarten right. so maybe you were trying to say the superweapons need to be rebalanced I guess?
5. MAAAAAN, ah dow need you ta tell me wats wrong with mae ideaAH! UMM AN ADUUUUUUULLLLLLTTT!!!!
Ya'know, watching these childish arguments is giving me a good laugh.
Carry on.
Here's an idea...what if we incorporated a 6th capital ship for each faction called the Flying Spaghetti Monster...this capital ship could be used as a means to balance the game considerably....
For one, all 3 factions would have the same Spaghetti Monster...this way, no faction would have any advantage over an other...
Then, in order to foster more fleet diversity, the Spaghetti Monster would have a new type of damage called AntiNoodlyAppendages that gets a 1000% bonus against all armor types except pirate armor (which it would get a 0%)...in this way, people would stop spamming LRFs, Hohos, and bombers because all would be equally pummeled by the flying Spaghetti Monster's noodly appendages....but, you couldn't just rely on the Spaghetti Monster because otherwise pirates would own you...
Then, to prevent people from abusing broken game mechanics like scramble bombers, dem bots, or phase missiles, we implement a new subroutine into the pirates...every time you use scramble bombers, dem bots, phase missiles, or anything else that is too overpowered, a giant horde of Pirates instantly appears at your homeworld led by a pirate capital ship shaped like this:
Finally, in order to reduce memory usage, we simply have a single picture for each faction. Now I'm no game designer but I'm pretty sure these pictures would be fine...
TEC
Advent
Vasari
What the Hell is that? ^
yer mum
You're one of those people who makes themselves feel better by making others feel miserable, aren't you? Well, newsflash, that don't work on me. I have outgrown your kind. Go bother someone who actually gives a damn what you think.
and seriously the 40 to 30 dollars I will be required simply will not make its way to the makers if Rebellion is not CRAMMED full of good ideas. Aeon suggested we have new fleet management options. I agree. I also think there needs to be a way to mass scuttle, which should simply already be there. There are alot of good ideas I've been hearing. They need to be in Rebellion.
of course they cant add what everyone wants, but that's not what was suggested. Making carriers wait at the edge of a grav well would be a great example of universal satisfication for most players.
...I didnt think I was THAT offensive... just kiddin around...
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