Let me start this post off by saying I have been a long time fan of the sins of a solar empire series, it is one of the few that have kept my interest in the long term and I hope to see it grow and prosper for many years to come with fresh content from the developers and the community alike!.
with the addition of Rebellion, a full sized expansion to the sins franchise, I would like to ask the developers to include a few small things that are not game changing but I believe would make gamers like myself enjoy the game so much more.
nit pick 1: Sending more then 250 units of resource at a time.
Reason: in the longer games when you start to accumulate vasts amounts of resources and you may want to send your ally say 50,000 to 100,000 credits or so to help him restore his fleet. it takes a good 5 - 10 minutes of furiously clicking away to send it at 250 units at a time.
Suggestion: include a input field in the menu or threw a pop up window allowing players to input how many resources they would like to send per mouse click.
nit pick 2: annoyingly redundant ship creation / galaxy event / etc audio
Reason: I like my large fleets, but when I am creating 100 + of one ship I don't like hearing their spawn audio every 1.5 seconds and I highly doubt many people do. also when a large map is being played and each player has half a dozen deliverence engines or novalith cannons and shells are being lobbed everywhere, a audio notification happens which gets annoying to listen to.
Suggestion: include a menu option to disable spawn audio. and/or include multiple spawn audio tracks for each ship so it does not get so repetitive when building alot more.
nit pick 3: pirates can't use wormholes
reason: It never made sense to me that pirates ( or rebels) could warp in to planets at will but not use wormholes, and on custom made maps where regions are separated by wormholes, it makes pirate raids very limited.
Suggestion: allow for an option to allow pirates access to wormholes for travel.
nit pick 4: Homing mines for the Advent are not built with build mines enabled
reason: when i play Advent, I always want to defend my planets as much as possible, as a result I always put atleast 1 homing mine squad in with my fighter wings, but I typically let the computer auto place them, but i have to go threw each planet, manually select the mine squad and tell them to auto build.
suggestion: include a menu option which would automatically select auto build enabled when building homing mines.
that is all that I can think of for now, I hope this is read by the developers and community members who may be more experienced at the game then I am and can add some more ideas to this list. I want to see sins of a solar empire grow and thrive like I said before and I believe that with some or all of these suggestions it will make the game a fuller and richer experience.
Speaking of small things that need to be fixed. Its "nit".
Changed... thanks for pointing that out
"Knit pick 2: annoyingly redundant ship creation / galaxy event / etc audio"
This I must agree with. When i have to build a bunch of ships, the spawn audio repeating make my wife want to break my computer...And im not that fond of it either. Maby just have it play every time it switches to a new type of ship, but not repeated if its 10 or 20 of the same ship type.
I have my own as well.
I understand the concept of asymetrical design in all things but for weapons on a ship I just gotta have symmetry
Personally I want My capital ships to have symmetrical weapon placements 4 blasters on left and right side that way I can move it between two enemy capital ships and blast at both of them which you can still do without symmetry, and or have it blasting at a bunch of ships that are basically all around. Either put it as an option or standardization.
Fleet formations that you can choose wedge, wall, things that have an aesthetic and combat purpose to them, so on so on. Kinda pointless but it would still be nice. I always wanted to make fleet formations with my fleets like in the intro. And just take screenshots and make wallpapers with them.
This is the horrible part that just wont happen at all, I always wanted to run around with A Akkan and Radiance battleship capital attack group as to how that would happen exactly either buying it from an ally or reverse engineering.
Akkan and radiance are my favorite Aesthetically pleasing ships.
I hate how theres the type of player the ai will be, Researcher expander Defender. I feel like there needs to be something more to it then just a classic stereotype option, that you or the game assigns to both enemies and allies. also its a pain when an ally has a artificat planet but refuses to setup tactical slots to defend itself from rebels in which case i have to go in colonize it and set up the defenses then abandond said planet and wait for the ally to recolonize. I would like a planet trade, so I can gift or buy a planet from an ally or neutral entity and have co-planets. The ping ally is too watered down. I really want the AI to be able to understand what I want them to do.
Lastly I want a Clear Cut Explanation as to If This one ship is supposed to dominate better then this other ship. or if the autocannon fire is more damaging to this or that then the plasma or laser fire and or missiles. Yes I understand that you can upgrade and get buffs. But at the pure basic level I really need the clear cut truth about the damages, Yes I know you can build a fleet of pure combat oriented Kol Battleships or radiance class battleships, however that just doesnt explain anything. I do like being realistic about my fleets im all about balance and so many lrms for so many cobalts I have in my fleet, for example for every 10 cobalts I have I make 4 LRMS or 5 Kodiaks. I really do need the clear cut what works, what does more, damage to what and so on.
This is my wishlist
I think the fleet formation thing would be really helpful
Annoying construction announcements? But I love hearing "behold my creations" for the 1000th time in like 50 seconds whenever my desert production plant is running on full steam.
On a more serious note, if you could decide on the battle chatter level in one of the options menus (disable certain notification types etc) that'd be a help, my friend likes the Advent very much, but doesn't play them very often cause of "that annoying bitch and her Verona Feldbusch voice" (not my words, sorry to the voice actor. I like your voice).
It'd be great if the production infocards showed me the needed money/metal/crystal for 5 ships when I hold down shift to produce them in groups. I can calculate it in my head, but I'm lazy and computers are supposed to make my life easier, dammit.
If I was to nit pick about Sins I would say:
1) Can we change all the silly special effects. Like giant hands shooting away from my ship..this greatly breaks the immersion factor.
2) Is it really so hard to increase the diversity of the planets? Is it not done for a balance thing? Such a weird thing to not consider. We get moons now right? But they don't orbit anything so it's just a rock larger than an asteroid?
3) Can I PLEASE tell my ships not to navigate through a pirate base if a longer alternate route is available. I hate having to baby sit my newly created ships if I am rallying to a moving fleet and might cause this to happen. And I'm sick of losing scouts on auto to pirate bases.
4) When a ship bombards from orbit the explosion on the planet surface should follow the rotation of the planet.
5) I hate it when missiles just miss their target then rotate round to just miss their target again over and over till they have some auto straight at target guidance.
Haree,
great list. I THINK you can fix the navigation by holding down shift when setting their travel path and right clicking on each planet you want them to travel to. so you can have them move threw the phaselanes in the way you want them to. could be wrong though.
I also highly agree with the planet diversity thing. I think moons would be awesome orbiting a planet, so it would be like having a planet and a mini planet in the same gravity well. add a few extra slots and functionality to that gravity well.
You can influence which route a unit flys through when it is on the field, but if you set up a frigate factory to send them to a forward planet it automatically takes the shortest route no matter if you use shift while assigning it. bing able to set waypoints for afctories would be great, my ships have a habit of using pirate bases, enemy planets, dangerous neutral gravitywells and whatnot else as their regular routes. If I want them to live I'm always forced to either produce them right where i need them or to send them manually in batches.
Nit-Pick:
I assume this is in reference to the Advent Halcyon's telekinetic push ability? I think that is one that actually has a cool effect...they are psychically conjuring up extra-sensory hands to expel the heathen strike craft, looks and sounds pretty awesome to me.
Yes and I often set my factory planets to rally to my lead attack ship, Titan now, and the route will vary based on where I am attacking and I will find I am losing loads to a pirate base too late.
@Admiral_Kiernyc
I'm amazed you like the hands flying through space thing, it doesn't even look mildly like it should be real, oh well we all all have our own tastes I guess.
@Haree78 to each his own I guess. I personally could do without the hands or any other graphic effect besides lasers and various other firepower. possibly a "realism" mode that stripped the effects to just combat related ( explosions, debris, fighters moving around,etc) that could be turned on and off with a checkbox.
Hello Devs,
I just want to hear when my planets are under attack or an enemy fleet is incoming
I really do not want to hear those crapy warcraft-like phrases and its accually a reason not to play soase for long time
I also dont want to hear a crap-phrase every time i click an *~+#ing unit
You can disable all those messages by setting Dialogue volume to 0.
Agreed, I often find myself muting audio when fighting with large fleets
Combat would be more fun, you could actually take on heavy fleets using spread formation, or concentrate your fire without looking like a mass gaggle.
[quote who="Haree78" reply="7" id="3124175"]1) Can we change all the silly special effects. Like giant hands shooting away from my ship..this greatly breaks the immersion factor.2) Is it really so hard to increase the diversity of the planets? Is it not done for a balance thing? Such a weird thing to not consider. We get moons now right? But they don't orbit anything so it's just a rock larger than an asteroid?3) Can I PLEASE tell my ships not to navigate through a pirate base if a longer alternate route is available. I hate having to baby sit my newly created ships if I am rallying to a moving fleet and might cause this to happen. And I'm sick of losing scouts on auto to pirate bases.
Definitely would love to see all three of these implemented, especially diversified planets, kinda bugs me, I mean, shouldn't every planet look different? I know that's a lot to ask for, but a couple more skins for each type wouldn't hurt
I forgot,
my biggest, and the most absolutely insane thing to me,
DIFFERENT RESOURCES, I mean, it might be hard, considering it changes the base of game play, but another resource or two, would definitely add to the immersion and the experience.
Hi KlaxXxon,
Problem is you dont get informed when your planet is under attack this is especially bad when those raiding troops arrives (another unneccesary research upgrade in my opinion)
That's exactly what I would want Daggaroth. I don't even like capitals lighting up for a level up. I don't mind an audio cue though.
I suppose you're talking about very large numbers.
Just want to point out in case you didn't know: I think shift-click allows you to send more than 250.
It would still take a lot of clicking to get to 100000 though.
I'm not trying to sound crabby, but the devs didn't make this game to be realistic they made it because they wanted to and they can do whatever they want. There has to be effects for a lot of these things because that's how games work. There's certainly a way you could mod this stuff out if it really bugs you that much but leave the vanilla stuff vanilla.
It's odd to even talk about Advent effects being "realistic" when we're talking about a race that has a giant psychic hivemind that is capable of mind controlling an entire planet's populace either to their side, or into mass psychosis and murder. Or of telekenetically controlling swarms of strike craft from the safety of the mothership, and of storing the souls of dead crews to implant them into new bodies. There's more, of course, but this post would be too long if I listed all of them.
And we're not even getting into the implausability of phase jumping and ships of the sizes we have in Sins.
Giant ghosty hands are a very clear and easy to interpret sign of telekenetic pushing, and one that is commonly used, it just works.
The group shield effect from the new loyalist Titan is a little over the top.......
The TEC Loyalist Titan effects in general are quite over the top.
Though it is fun to play around in dev mode with cooldowns on 0 and have a disco planet by spamming Inspire and Impair every half a second.
You don't have to tell me how there are unrealistic elements in Sins....christ....I'm just requesting a feature to turn off hands in space, big white glows on ships etc.
I should have guessed saying realistic would get a nonsense response, I should have said cinematic.
lolol
Why you make me laugh in class.
Its funny that titans prefer to attack squads instead of others
*hands in space and flat auras*
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