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.
1) One thing I think could use some improvement is in the maps area. There isn't much variety aside from the layout. This hasn't really bothered me or been noticable before until I tried the Stars mod where the galaxy maps really have personality to them. I imagine it as building further upon artifacts but not necessarily going too heavily into an RPG direction. I am sure there are better ways but how about the following:
- one unique derelict alien spaceship spawns in a random asteroid field or spaceship graveyard. Finding it and studying it first gives you some bonus. Nothing that would be over-powered to the player that finds it first but it would give a good enough reward that would be cool to find.
- unique planet types, not just planet bonuses. The small bonuses don't seem meaningful enough. Artifacts, resource asteroids, or positioning in the grand scheme are compelling reasons for taking ownership of a particular planet. Other planets lose their importance. It is not critical but adds to the immersion.
2) I am sure this has been mentioned before but incorporating cloaking more ( not just with the mines) could open up some new strategies. One of my fondness memories in a space strategy game was playing conquest frontiers war and carefully sneaking a fleet of missile cruisers into my opponents home system while my (weaker than his) main fleet lured him into a battle. His home planet was gone before he knew what was happening.
I agree, I want cloaking to be implemented in some way, don't care how as long as it's better than the navigator's Phasic Cloaking Bility, which I find totally and utterl;y useless. In order to be worthwhile, the navigator needed to have reintigration as well, so you could heal while untouchable.
-Twilight Storm
Cloaking in space is more or less impossible, and they seem to be going for far more realistic type fighting with the ships anyway.
I'd like to reiterate the call for more planet types myself. I'd also like to see fighters and bombers (at the very least) make more use of all three dimensions. And possibly a way to make pirates far less predictable.
What's so impossible about it? Visual, heat, and electronic masking is all it would take. Not that hard a concept. (Difficult and expesive to implement, yes, but still doable.)
Rework pirates and their function. That would be nice.
1. I'd like to see situational events, such as a solar storm that can disable ships' engines, shields and passive regeneration for a period of time if they were in the gravity well of the star. Also take away shields to make them vulnerable to attacks. Or planetary events/disasters such as a meteor impact (that you could stop somehow) or a terrible earthquake or super volcano eruption that impede the planet's production of materials and/or tax income.2. I'd love to see more planet types and anomolies such as a dead planet, or a caustic planet like Venus, with a thick atmoshpere, poisonous cloud and the like, or like black holes, or dust nebulas, or better yet, regions containing dark matter that do wierd things to your ships.
3. I'd also love to see more done with the "working with pirates," like being able to literally hire pirate/mercenary ships that you buy and they come to you via phase jump to a world of your choosing (of course the enemy would not be able to find/destroy the ship in transit) Also I think the pirates should a have a cool looking capital ship that theier leader flys in or something, like a suped-up Marza or Kol.
4. I would also like something such as if a planet were being bombed repeatedly over a long period of time it would become a dead planet, meaning it couldn't hold as poplulation as it could before because really? You're shooting like mega bombs at it or shooting it with giant lasers!
5. I'd also like to see the whole mine system changed like evryone has said before, and to change the comp's behavior with them.
6. I'd like to actually see evidence of a huge and I mean HUGE battle at the "space junk" anomalies, because if they're regions that have enough space junk they actaully generate a gravity well there should be alot of junk in there, and it could have some damaging effects to big ships, like some shield points are removed because it collided with some space junk or something like that, and being able to build like a salvage building that produces little ships that salvage materials from those areas or areas with junk in them, or having the refinery ships be able to do that instead of having metal/crystal extractors in the space junk gravity well.
7. I'd also like be able to capture ships and control them. Like somebody said before. Or be able to find a derelict ship near a planet and restoring it using a scout ship or colony ship to crew it or repairing it with a ship ability and control it, and it has some crazy ability that could do some serious damage to a ship, but of course not having it be too powerful.
Tell me what you think please.
Regarding the above pirate idea: it would be interesting if you could as an option "lease" pirate forces.
Understanding no self-respecting pirate is going to let you take command of their ship, it could still be useful to ping a star system you were in on the map and have pirate forces then go directly there.
This could be useful defensively and offensively.
These pirate forces could be on a timer (based on how much you paid) and would leave when the time expired.
You mean like you can do with Pirate Missions and the other changes we made in v1.2?
I'm not sure if he was being sarcastic or not.
No, I liked the changes in v1.2, but I would like to be able to hire a pirate fleet or ships to guard a star or planet for how ever long I wanted depending on how much I paid the pirates. Like 10000 credit for a pirate fleet for like ten minutes at one location such as a star like Sinperium said. Instead of just going there to 'attack that star the realize there is nothing there and stay there and fight me, when I was the one who told them to go there like 15 minutes ago.
@Sinperium Of course pirates won't let you take command but mercenaries might, for the right price, there is a difference.
I like the idea of cloaked vessels having no shields but working in a similar fashion with a few differences. The shield meter is replaced by a cloak meter. They are invisible as long as the cloak field has not been reduced to 0. They can be detected by scouts or some other vessels. If detected in a gravity well, they can be fired upon by any vessel however, until their cloak field goes down to 0 from fire, instead of mitigation they have a difficult to hit bonus. Once the cloak field is gone, they are visible to all ships whether or not a detector is present and lose their difficult to hit bonus.
I request only something simple..more game settings X.X
settings addition requests:
1:an option to hide all mines off the empire tree at will(I kinda helped a little with making the stack quality to 50, but that large bar of dots will still stretch half way across the play screen x.x)
2: Capital ships, planets, fleets, etc. ALL have the options for a "pin or unpin" give one to starbases too(this one I'm kind of OK with it not being implemented, but it would be nice regardless)
3: Turn individual "mines" into mine fields and make their active range a bit wider, as of right now they're just clumps of extra metal floating where they may or may not get triggered(most games go the entire time without triggering a single mine) I think if they had a wider range and each unit were treated like a squadron type unit with multiple parts to it, they may become a little more effective. For instance their "build ring" for TEC could be the total activation or damage range of that particular "mine field" making them cohesive multi-unit entities would also cut down on their size in the empire tree significantly.
4: this can be done with modding but, shrink the overall size of the mines a wee bit, they seem about the size of a orbital satellite than a hulk of explosives, but if you make the changes above this would also make a bit more sense.
5:Is it possible to add in "second level abilities" to a starbase or other crafts? Say for instance, you click a button within the ability selection tray that says "more" and then it changes to a different set of abilities for that select building, or even something like this for the frigate factories for future unit additions
6: Will titans be build-able Via a building(oh lord that would seem big) by a constructor unit like a starbase(this would make more sense) and maybe put a cap on the number of titans you can have or restrictions on where you can build them(say an asteroid field or uncolonizeable, maybe the suns or something to give them a bit of difficulty to create or that would require a fleet defending it while it builds instead of safely in the back of the empire.
7:Maybe add more planets to the mix, the community has come up with some nice models and concepts, even making the gas giants colonizeable, I'd like to see a few more core planet types, and it would be all the more we could tinker with =3
And this has been another wall of Text by BadTune, thank you for straining your eyes >=O
added: I guess 4-7 are more things I'd like added or changed than settings =X but mainly get me 1-3 =O please =3
I've been thinking about mines.... and I might have an idea:
The way it is now, everyone knows exactly where the mines are, and they can just go around them. Sometimes, you even think of some crazy smart manuever to avoid them, but the dumb pathfinding takes you through the minefield anyhow and you take significant damage for something you purposely were avoiding.
The trouble with mines is that you pay for your manuevering mistakes 10 fold, but overall the minefields are easy to bypass. So, what if the mines were not visible at all? lets just say they've shrunken down to the size of a person. you couldnt see one at the game's resolution, so lets not draw them or even bother saying they are 'at' a specific spot in the gravity well.
I would make it work like this: Your mine layers continiously add to a percentage of the gravity well. This percentage is "Chance of a ship hitting a mine". So, your big fleet is probably going to take significant damage overall due to the larger quantity of ships, but a small strike force has less ships, so will be hit less often. This means the dps done by the minefield is purportional to the size of the invading fleet.
The obvious ways to balance this: cost per % chance, dmg per hit, max %, decrease in % after successful hit (emulating the fact that there are 'actual' mines out there), scouts can continuously decrease the % (emulating their current mine-hunting speciality, and creating a new arms race of minelayers vs scouts. Personally, I'd think flak would fit better, but I'm trying to match the current ideal)
First off, I'd like the Akkan and the Jarasul to be scaled to one another in some way. Look at the size of the windows on the Akkan and look at the size of the windows on the Evacuator... Significantly different. That's a graphical thing, I know, but it has bugged me... A lot...
Anyways, on the actual.. features..
Mines, if they were made good enough would probably need some sort of minesweeper, not just scouts. I don't know how to do mines well... Perhaps a better way would be to place a tactical device that creates some sort of phasic riptides that damage all those that come near it? Still a minefield of sorts, but not the stupid ones. You'd then use these "minesweepers'" abilities to flatten the riptides so that your ships pass with less harm (or you could send the sweepers straight towards the emitters themselves). That seems like a more valid way to do it and still fits with the idea that phase tech is continually growing and advancing.
Next, when dealing with large amounts of ships, they have to slowly close with one another as SC deal the first strikes. The problem is, if you have large enough amounts, they just wipe out whatever you want. I've been a fan of some sort of defense cruiser, similar to the current flak frigates that would be the late game version of flak like HC's are in a way to LRF. I'm not saying it should replace it, but I am saying that they would be the next best thing to Halcyon's TKP or the Kol's flak. Here's what I came up with a mod a while back that never came to fruition...
Marksman Defense CruiserHull: 2300Shields: 750AM: 350Weapons: Fore: Two H-RF Autocannons 6 DPS, One Missile Tube (when fighting bigger things than SC) 10 DPS Port/Starboard: Three H-RF Autocannons 8 DPS Aft: Two Light Autocannons 3 DPS Total DPS Versus SC: 25 Total DPS: 35EXP Yielded Upon Death: 125Abilities: Fragmentation Rounds: Deals 10 splash damage with all autocannons [Passive] Volley: Reduces the CD of all autocannons by 100% for 60 seconds. Costs 75 AM
Inquisitor Vessel [Advent]Hull: 1100Shields: 2100AM: 240Weapons: Fore: Four Laser Cannons 12 DPS, Two Plasma Cannons 8 DPS Port/Starboard: Two Laser Cannons Cannons: 7 DPS Total DPS: 32EXP Yielded Upon Death: 125Abilities: Retribution: Returns 25% of all damage dealt to this unit [Passive] Inquisition: Reduces damage dealt by all SC within range (3500) by 40% for 10 seconds. Costs 65 AM
Lasharak Protector [Vasari]Hull: 1850Shields: 1350AM: 275Weapons: Fore: Two Pulse Beam Cannons 6 DPS, Three Wave Cannons 9 DPS Port/Starboard: Three Pulse Beam Cannons 9 DPS Aft: Three Pulse Beam Cannons 9 DPS Total DPS: 39 DPSEXP Yielded Upon Death: 125Abilities: Graviton Warheads: Reduces the speed and increases the CD of of all ships hit by this ship's weapons by 50% and 30% respectively for 10 seconds. Only applies to Wave Cannons. Costs 75 AMImperial Guard: Reduces all damage taken by nearby forces from SC (2500) by 30% [Passive]
The above were never submitted to much of an audience for balance consideration. The point should be there though. At this point, the numbers are more or less moot. Just the concept behind them is what I'm trying to demonstrate.
And beyond the Akkan/Jarasul issue annoyance problem deploration, graphics do need some overhauling. I like the Bailknights effects, but there are some explosions that look better by default.
Things like hardpoints, point defense, and shield drilling should be reserved for something more along the lines of Sins II (if ever in this series). They would require such overhauls that it's not even funny.
1) More customization for developing your planet.
I feel planetary development is too bland. I think each development upgrade can be spiced up a bit.
For example with Develop Infrastructure you can upgrade a planetary colony to specialize in Industry, Technology, Agriculture or a mix of the three, depending on the type of planet. Industry could increase all build rates and slightly Lower all additional build costs at that planet, Technology would slightly speed up research rates, and Agriculture would increase trade at that planet and slightly further increase population caps. For Example with a Terran world (4 upgrades in this category) you could have 2 Industry upgrades, 1 Technology upgrade and 1 Agriculture upgrade or you can choose to only buff one of the choices. However with a Volcanic World you can only choose between Industry and Technology. This is just a quickly thought up example, I'm sure the developers could balance this better than I can.
Another example would be for the Upgrade Logistics Capacity. Last I checked all the logistical structures either cost 0 or 4 logistical spots, so I would propose some variations there.
2) Unpredictable natural events.
Just to keep players on their toes really.
I would love to see occasional natural disasters that would randomly harm your planets. For example for a Volcanic Planet your colony may spontaneously suffer from a super-massive volcanic eruption that would destroy a random percentage of your infrastructure and population count.
There should be a range of disasters, from floods to asteroid impacts, all with varying damage percentages where a flood would be anywhere from 1-20% and an asteroid impact would be anywhere from 60-95%, certain disasters should be particular to a planet type (no Hurricanes on a Desert Planet), and some should only result from your planetary upgrades (for example having more agriculture upgrades would lead to more frequent droughts, where not having enough would lead to more frequent famines)
3) More planet types.
Quite simple really. More variety = More fun.
Examples: Water Planet, Jungle/Forrest Planet, Atmosphere-less Planet etc.
4) More Sabotage.
TEC does this already with Rebel attacks, and all races can overtake a planet through culture, but I think there should be more ways to indirectly harm the enemy, or ally. I think this can be done through culture or diplomacy upgrades. Sabotage can be broken up either into events that harm a specific planet,events that harm the empire, or ones that harm the fleet.
Some Examples could be:
Planetary Sabotage: Terrorist attacks to destroy/harm/disable logistical or tactical structures
Inter-Planetary Sabotage: Synthetic Plagues implanted on trade ships to attack multiple planet's populations and can only be stopped by suspending trade and researching a cure.
Fleet Sabotage: An "inside-man" periodically reveals the location of his vessel and the composition of the fleet he is a part of.
5) More Everything Else.
More upgrades/higher upgrade tiers
More fleet capacity
More ways to make income
More ship abilities (every vessel should have some kind of ability)
If you have rebels, it would be great if they had some mechanism for operating without planets. I don't know what that would be, perhaps their titan would primarily be a constructor, or perhaps if their fleet reached a "critical mass," they would achieve the ability to act as a mobile constructions site...
As these TEC rebels, you have a capital that among it's abilites are Cobbled Construction in which if enough frigates/support ships are present, the capital organizes them into a mobile factory. That would be one awesome ability. Perhaps that would best be served in Sins II or whenever we (I'm assuming we eventually will) find out what's chasing the Vasari. I personally see the thing chasing them as being gray goo, or perhaps something like Alastair Reynold's Greenfly idea from the Revelation Space universe. Regardless, the ability to construct more ships while on the move would make the rebels very interesting. That is of course, if this is some sort of insurgent force and not just that like half the TEC seceded and they still have a central government.
Regardless, I really like that ability and would love to see it some time down the road...
I would like to see Pirates development taken a step further.
1) Allow them to construct new ships at there home bases.
2) Allow them to construct Capital Ships
3) More tech for pirates to compete with High Level Players
4) Change targetting priorities for Raiding parties, target anything which causes them damage, then focus on things like trade ships, structures etc
5) Allow Pirate bombers to be in the raid parties from an early stage again
6) Make Pirate Bases more valuble, to entice Palyers/AI Players to attack and clear out the Pirates
7) AI Players no longer ignore Pirate fleets or bases and will occasionaly send fleets to attack
8) Possible diplomatic relationship to Pirates, the higher your standing with Pirate the less likely they will send huge forces to attack you and the cheaper it is to bribe them to attack someone/something else.
I agree with all but 6,7,& 8. I don't want the AI to take out the pirates too soon, and allying with the pirates removes the chaos factor that makes or breaks a good attack on an enemy.
as for #7...I believe they already do this, it's just very late in the game. (When they actually have a fleet to kill the pirates with, and have expanded right next to it.)
-Twi
They do. It typically happens after normal gameplay though because they aren't going to attack a non-strategic target unless they have nothing better to do and have a fleet to pound with.
If there was an option added that I would like to see one would be the thing that Flannicus90 stated that if you form a fleet there would be an option where the game assigns the "flagship" of the fleet as a Capital ship if one is present.
The other thing I personal would like to see is the option to spectate a game between AI's. I don't know how hard that option is to implement and it definitely not a pressing concern. How ever if it would take only a day of coding or so then I would love to see the option where you selected a map, the forces involved their behavior and difficulty setting and watch them battle it out.
You can do this already with the Dev exe that's in the game directory.
The problem with that is, only modders and other people like that know how to use the Dev.exe.
Alternateively, start a new game, then surrender, and select Keep Playing instead of Quit, and you should see everything that is happening all over the map. Not sure why you'd want to, but there you go.
Sometimes I do it to see how my experiment turns out, especially with the Dev.exe as I can keep modding whilst they are all fighting and I can watch the results.
I have one complaint about the Dev.exe.....and it's a personal grievance and it's overall irritating because it's just me I guess lol. Dev.exe Resets all my diplomacy.user stuff x.x that annoyed the piss outta me after I went through all the trouble of editing and altering all those settings to try and max out the performance a pit more lol
such as:changed the empire window's icon stack from 10 to 50(my lord that was a lovely accomplishment)
turned OFF the auto record which should DEFINITELY HAVE BEEN AN IN GAME OPTION
Removed the animated logos/map that spawns behind your options screen(this went so far in start-up speed)
ate a chili-cheese-dog and felt satisfied for once, then regretted it later when running to the toilet.....wait
For anyone else wanting to know what each(or most) things in the diplomacy.user changes here ya go
https://forums.sinsofasolarempire.com/408207 it reeeeally helps
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