I'm sure there is a post somewhere, but the one I found was related to 7DS. I'm starting this thread to get some ideas out for the new expansion, Rebellion.For anyone who asks, the confirmed features are as follows:
New features of Sins of a Solar Empire: Rebellion include:
I'll put up a tally of the most commonly requested features up once I get some votes.And, no, there will not be a campaign, so don't bother asking.Thanks.
Not overwriting the user.settings is something I've heard the devs mention they'll do for Rebellion.
Probably annoys them as much as it does us.
Are all ships getting a graphics upgrade? Because some look fine enough (like newer ships, envoys, anti-module cruisers) Others, even on highest settings still look blurry and boring, to pull one out of the hat, the Dunov.
Also a tiny suggestion (this could even be before rebellion) Capturable resource asteroids in non-colonizables are very useful for that extra income but, especially when playing with AI, I find dealing with them to get really annoying and just give up eventually. Perhaps if the non-colonizable is in your culture, they should be immune to enemy capture.
If they are in your culture, then why is there a Colony Frigate near you to begin with?
I understand if you are playing against a Vasari player, as their scouts can capture. I haven't really encountered the same problem that you have.
Cuz the AI are sneaky
That might be the only thing the AI, at least a Vasari AI, does OK at--taking neutrals. It didn't use to be that way until a couple of patches ago. Otherwise the AI is the anti-sneaky.
To add to my ship mesh inquiry above...and to bash more on the dunov, I never noticed this but it doesn't appear to have a hanger bay like every other TEC capital ship.
Better than the Skirantra which fires it's bombardment beams from it's hangars.
"We're coming in for a landing, sir. Is the hangar clear?"
"Copy that, land on the mark." *Beep*
"Making our approach."
BOOM!
"Crap!"
I have 2 ideas from this post that some people thought were good ideas, so I'm posting them here.
Ah yes forgot about Skirantra's hanger beams... :3
Not sure if this has been raised before but I'd like to see Pirates and Neutrals have base difficulty levels the same way the AI players do. I'd prefer not to have to use the map creator to fight strong neutrals and their little gray hangers and little gray turrets.
I think I have mentioned this before but having neutrals from the other factions would be cool, even if mostly cosmetic (little gray Destras and little gray Assailants, etc.).
Also, as one of the game modes, how about a 'king of the hill' mode where you have to control a desert planet for a set amount of time. Give it an artifact or 2 and call it 'The Spice Must Flow'.
It would definitely be good if there was more transparency for armor types, damage modifiers, and damage types. Maybe Sins would benefit and would be more accessible to newer players if it had something like an in-game Sins-o-pedia (ala what Civilization and Alpha Centauri had. I like your idea for an in-game chart that players could pull up.
The learning curve definitely needs to be reduced in Rebellion, because it has always been high, the tutorials are mediocre at best. The devs have noticed this and have said they will improve the tutorials. I am can deal with a steep learning curve due to by gaming experience and intelligence, but I am probably not your average person.
This vaguely reminds me of the encyclopedia you have access to in O.R.B. It didn't give you extensive information, but it did give you enough that you could sufficiently get the jist of things.
It's just that the infocards saying that this unit is good against blank is not enough. There's so much more to it than that...
Here's a question: does anyone here think that its possible to really truely know Sins without seeing a comparison chart at some point? (I dont mean just the one I made either, some kind of chart somewhere)
No. You'll never understand the finer points of the game which can be critical in ICO, but even against the AI, it can be difficult until you know the counters better.
The main thing I would like to see is improved AI. I play matches against my friend, but mostly we pair up against AI or do a free for all. I don't really mind the AI right now, but I just want to ask that it be taken into consideration. I feel that there are many players like myself that enjoy compstomping with a friend, or just making a map with a bunch of stars and 'conquering the galaxy' while watching bad sci-fi movies. Anything to give more to this kind of experience would be wonderful.
I'm just going to get this out of the way now before DirtySanchezz or someone else brings it up.
No, I do not want to go online.
No I do not want to take on other players in a competitive environment.
Yes, I -do- enjoy watching the AI constantly smash into my defensive position.
I play the game at a relaxed pace, and have enjoyed it that way since 2008.
I actually would love stronger ai too. (smarter and trying to win, not just by cheating)
In that case, what you guys should ask for is for them to allow the AI to be moddable. Then modders would compete to see who could make the best AI and the best features would get implemented into newer versions. It would never the be the same as playing against evil, rude, despicable real conniving people in online multiplayer, but it probably wouldn't be as silly and ineffectual as the current AI.
I'm digging how they act in the latest patch, though. The AI acts much different and is better tactically. I'm seeing strategic alliances, I'm seeing stategic mission offerings, I'm actually seeing counter units brought on to the field, I'm seeing the AI move in a strategic way (not the disorganized spread in all directions way), I'm seeing alot of turrets with overlapping fields of fire.
In other ways, this has made it easier to beat. For example, now that they value alliances and build up political tensions, it is very easy to manipulate them into a war against each other and attack one of them (preferrably the one with the biggest military) in a lightly protected area whilest they are fighting each other. However, I would not trade this back. I have way more fun doing all that and it was an aspect of the game sorely missed before.
I am suprised by the effective use of turrets, as well. they lay so many of them in overlapping arcs that I cant take them out without a significant loss in military. I can usually work my way in and take the planet, but I have to leave their defenses alone. I might have to use the anti-module ship .
All in all, if they keep going in this direction, I'll be happy. If it stays the way it is, I'm okay with that too (I believe it was said AI would not be majorly messed with, but I could be wrong).
The ai may be doing some interesting move sometimes but I still feel like a bully trying to steal the candy from a baby each time I play against it in a setting that doesn't allow it to cheat too much. (sorry not interested in just throwing more resources to the ai, I like playing with the same rule or close enough against my opponent).
People would probably recommend multiplayer but unfortunately this is not an option for me since i like playing at my own pace.
I wouldn't mind the game taking more time to get released to develop a more challenging ai and in doing so probably help keeping the single players interested in it for a longer time.
I can tell you guys that we will not be opening up the AI to modding - doing that would be nearly impossible. What I suggest is starting up a new thread with AI improvement suggestions that we can look at for Rebellion.
Sounds good to me.
https://forums.sinsofasolarempire.com/411056
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