I wanted to re-submit this suggestion since it was submitted last year. The other day, some friends and I were playing a game, and I had a dwarf planet being hit by Novalith shots every minute. I had a starbase with auxillary government to retain control of the planet. However, they had built so many cannons that my friends suggested a pre-game option to limit super weapons.
It would be an optional check box and text field to limit the super weapon count. Unchecked, the super weapons would be unlimited. Checked, the super weapons could be limited to a desired number (even 0 if you prefer to turn them off). For some games, I like having an unlimited number for the challenge of it, but for other games, I would like to be able to create a cap or disable altogether. Thanks for considering this suggestion and for all of your hard work, Ironclad.
There actually is a cap of 4 per player now; before rebellion, no cap at all. It was kinda hilarious. But I agree: things like this, enabling/disabling mines, and similar options would be nice.
Interesting. I'm relieved that there is a cap. So an option to limit it further would be nice: either an option to choose from 0-3 or an option to choose between 1 and none (if disabled, 4).
A pre-game option for "enabling/disabling mines." Excellent suggestion, tobz. I concur.
or like in most rts games an option to turn them off if you want to
cap does not work though sadly
Actually this nails what I was gonna put forward. Mines are tedious irritants to me, and superweapons can accomplish ridiculous feats - I'd like to have a game without either.
It might even be worth modding, I'll try my hand once Rebellion goes live.
All those things - you can mod yourself. No Mines? Mod them. I can do that in a few minutes. No Superweapons? Mod them. Done that before, too.
People who wish to rely 100% on the Devs are the ones who will sink. People who realize the Devs will never perfect the game like we all want them to and attempt to do their jobs for them, like most of the modders do, might I add, are the ones who shall swim.
Amen
I think it's great that we have the capability to do this and hopefully I'll find time to learn and use Forge. However, not everyone will have the time or the interest in using Forge so while it can be done, I recognize this as something that could be a useful addition to the pre-game setup - perhaps in the next release of Sins if not Rebellion.
I agree that we cannot expect the game to be everything we want. I've been working for a software company almost 10 years and one thing I've learned about developing software is that it can be on time, on budget, or bulletproof, but only two (never all three). The two you choose will depend on where your business is at. I don't expect Sins to be bulletproof (perfect) so I'm not going to ask for every improvement I can think of, but only improvements that I think are worth mentioning. This just happens to be one of them, granting a little more control to certain variables when playing a random or pre-designed map.
I salute Ironclad for their hard work and consider Sins a great achievement. More than the quality, I love the concept. So I hope that some of my suggestions, or even just one, will add more value to what is already an amazing game.
Here's another idea for future development and maybe this would be easier than adding a pre-game option. For random map generation, there is a text file with parameters that can be adjusted. If there was a super weapon line with the boolean value 0 or 1 or a value between 0 and 4 to tweak the number of allowed weapons, that would also work.
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