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.
Back to the mines, I would personally like to see an ability where you could manually detonate an entire array. So you could wait until the enemy fleet is well inside your field and then get the biggest benefit from the splash rather than having the mines destroy a few lead ships while leaving the rest of the fleet untouched.
The "Detonate" ability could become an active ability rather than a passive as it is now, and you could turn off the autocast for a selected swath of the array and then press the trigger when you feel like it. Sort of like the scuttle action except the command applies to all selected mines instead of just the subselected one.
Also, I'd like to see ion abilities or weapons or mines that disable the abilities/weapons/engines (maybe shields? They draw on a power supply, right?) of targeted ships like there are in many mods.
On top of that, I also think that after almost half a century, the races would have come up with more shield piercing weapons like the Vasari have. Shields are only the first line of defense for every warship in the sector so scientists for the TEC and Advent must have been trying to copy or steal phase missiles this whole time like they copied/stole phase disruptors.
Well the TEC Akkan Battlecruiser has Ion Bolt ability which does exactly that. It just has a short duration good for knocking out escaping enemy capital ships.
Doesn't it seem than weaponry like that would be more prevalent seeing how well it works against large vessels (especially since the titans are coming and stun guns could close the gap between titan clad empires and those not lucky enough to have one)
And to ad to my wish list, an improvement to the weapon particles and mechanics, one thing I really hate is when a frigate turns to run and all the lasers hit a point behind it and still damage it when any self respecting gunner would lead the target. Also, a chance that a shot will miss and the particle shoots into empty space past its target (perhaps hitting another enemy ship or a friendly one along the way). If there was a high enough chance of a shot missing its intended target and continuing on its course that may affect gameplay (i.e., if you keep moving your ships, enemy weapons have a smaller chance of hitting you)
Also, more flexible phase jumps, like from any point in space to any other, intra gravity well jumps, or between planets not connected by a phase lane (there was a mod for the second (outdated now), and the Vasari can do the first to SC). With the first change and the change from the other paragraph I can think of some theoretical tactics involving short jumps and friendly fire. With the second you could pull off surprise attacks that are used in so many Sci-Fi movies and books but are impossible with current game mechanics (Battle of Courescant comes to mind) or you could more easily reinforce a planet under attack (Battle of Courescant comes to mind again)
The new weapon effect figure would only be implemented with moving turrets, and Yarlen has said that moving turrets are a no-go.
Even the part where the particle leads a moving vessel? The computer should be able to easily figure out where the ship will be in the two seconds between when the laser is fired and when it makes contact
It already does. The projectile travel is calculated by projected movement, but it hits things in weird places.
And what is to stop the devs from putting in a miss and/or friendly fire mechanic? Even the best gunners can't possibly have 100% accuracy, and asteroid fields have a debuff that cuts down the chance to hit, so the only hard part is where the particle continues past its intended target until it hits something or fades after a time limit (say, the end of the weapon's extreme range)
As a particle effect modder, I can tell you that it would slow the game down to a crawl unless a better system figure were implemented.
Already, missiles can travel more slowly than a ship, so space gets clogged down with missiles and the game slows down continuously. This problem could be addressed by making Javelis fire only 2-4 missiles each, or making their missiles travel faster.
Ah, the 32-bit processor wall
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