What would you like to see in a new DLC?
What is an area of game play that you consider needs improvement?
Please, try to see the whole scope of the game when providing responses.
Please use the existing DLC content amount as a measuring stick of what if feasible for your own response.
Thank you!
1. (NEW SHIPS FOR ONE OF THE FACTIONS)add unique ship types so the factions will not look totally the same, one of the 2 factions could inherit the original ones, maybe the loyalist ones, and rebels shoudl get new ship types not to look totally the same. Though I am aware of the 2GB RAM limit stuff or something and know that this cannot be done, so ignore it.
2. INCREASING RACIAL AND FACTIONAL DIFFERENCEs making races and factions more different from each other. This cannot be a problem, and will not make the game more energy consuming I guess, and the factions really need more specific stuff, not just a few that are actually used in games. I ignore those techs that are not doing anything useful like the Tec Rebel thing liberation at level8, we need more that are actually changing the gameplay of the faction. Maybe changing base hull-shield-armor ratios by a small amount would be awesome too. Maybe make Advent more crystal dependent but give them better crystal extraction rates, and a small bonus at the beginning (like in the E4X mod), or just make their crystal-increase techs easy to get, not 3-4-6, instead 1-2-4 or something.
3. DIPLOMACY (would be the best theme for the DLC). Total remake is needed, the way it is now, it is less useful than it should be (for me it seems totally useless), and factions (loyalist VS rebel) make allying even harder, and the whole diplomacy tech tree is too expensive and it takes too much time to get the pacts that will not really help you at all if you get them, because you need mutual relations that is a really bad idea. Good luck finding an AI that will actually send ships at your way, or a human ally, who is most of the times at war (latter is about online games) and will not have money for envoys, the whole thing is broken, so a nice expansion improving it would be the best I think, giving another layer of fun for the game (economy+military+diplomacy, but nowadays diplomacy is only found in noob ffa games I don't like playing, or AI ffa that is even worse). And mutual relations, wtf, I made him like me absolutely, but I don't like him enough because he has no envoys my planets so I can't offer him pacts, though I want to. It is a crap thing because I do want to give him that pact, though I can't because I dont like him enough, so, what?. .... paradox
4. REALISTIC MAPS (or just actually fun premade maps, not small like hell maps) maybe the map layout should be improved to be more realistic, I don't really like those solar systems that have 30 planets in them (or even more) (nowhere close to reality). In reality at best ~10-12 planet is the max for one system, not counting moons. In this game stars have a strange role, for me ruining the games where there are multiple systems because of the game structure, not really good to jump from star to star (like you reach the neighbouring star first, and not the outer Oort cloud or something..), so more realistic maps would be good, and premade maps that are actually fun, not those tight maps that will only let you get 2-4 planets before running out of neutral worlds and immediate conflict and etc. It woud be nice to have more maps that actually let you expand without running into the AI within 5 minutes of the game. Other maps beside the random ones are not much playable for me, I don't really like immediate conflict and I prefer to be at peace for like 5-10 minutes and just expanding.
Look at Endless Space, the galaxy view shows stars, and you can move between stars, and star systems have reasonable number of planets (1-6), and you have to click on the star to access planets and colonize, upgrade etc them. You owb the star system, attack star systems at a whole, in SoaSE the focus is totally on planets, totally ignoring star systems.
I have no idea how to make it better though, just it would be nice to see Sins be a bit more realistic in this field.
I guess we would need a new game to implement better and more realistic maps, though I think something could be done to make it better even in a small DLC. Maybe make random maps have some rules, so volcans will be near the star, ice will be further, making moon-like objects so dead ends from a gas giant or something. But I don't think devs want to deal with improving this.
There are plenty of maps where you will have both small star systems and significant distance to the enemy.
How to have a look at the map in full: Start a singleplayer game on the map you want to see. Then surrender. Hit "Keep playing" and you can see the entire map in all its glory.
As for realism.... how do you know that 12 planets are the maximum for any planet system? The universe is incredible vast..... I am betting any amount of money on the fact that there is stuff we cannot even imagine out there.
Yes, some things are not realistic and planet really orbiting the sun and changing positions to each other would be awesome. For now you just have to imagine that phase jumping ships know where the - moving - planet is currently^^.
I prefer the planet focus, much more interesting than a star system as a whole.
What about actual fix to maw?
I know about the surrender method (quite easy to find out even without help), and I saw all the maps, though I haven't found a map that is for 4-6 players and suits my needs, only the random medium (or medium large) one. And I don't like to play 2v2 on bigger premade maps as it will turn out to be unbalanced most of the times as not all players can get the same number of worlds. Man how many problems I have 1v1 maps have some OK ones, but I don't like playing against 1 AI.
12? Just a guess LOL and I did not take dwarfs and other lols into consideration, though I really don't think there is a planetary system capable of maintaining 20-30 bigger planets alone, because they are likely to collide in the beginning (check Earth and Theia, or the missing planet of the asteroid belt, etc).
Moving planets? I never dreamt of such things, though would be awesome, but I guess the game engine would not be able to handle it, and would totally mess up everything.
Some realism in Sins would be nice, even if only in the sequel, after some time things are becoming ridiculous like the colossal ships and structures, funny looking star systems, no AA guns on starbases and capital ships, etc etc, things that are not likely to happen in the future of mankind..
Research for the late game. After about 3 hours playing most if not all research is done. Games against AI on large maps can last a lot longer than that... unfortunately there's not much evolution anymore, you're stuck with the exact same units you've got and nothing changes. Also it doesn't really matter if you have the largest economy since you have nothing you can spend all your credits on ... all research is done and ships are as "cheap" as ever. So I would like more research. And I'm not thinking about eco-research ... you don't need that anymore, I'm thinking about weapons upgrades.
Make the late-game upgrades costly ; that will benefit the largest empires, meaning that if you have got a large portion of the map, then you can also create a more powerful fleet. For example I wouldn't mind if a late-game weapon upgrade of 5% costs 50K 1st time to research, 75K 2nd time, 100K third time, etcetera.
To offset this a little, I'd think more advanced ships should also be more costly to produce (again, this will benefit the largest empires). For example ships might become 10% more expensive with every high-level upgrade of 5%.
This would be good, even on smaller games I reach research limit very often, and it is boring after that, I would be satisfied even with a 1% increase in stats for a ridiculous amount of money, just to be able to do something with my credits. Though I don't think this alone would be a good idea for a DLC (-> yo dawg, pay 5 dollars to be able to research more stuff if you cant waste your in game monesy on anything else in the late game), it should be paired with other, more spectacular things and improvements to the game.
I don't like the idea of ridiculously priced research just for the sake of spending money. If you need to spend for the sake of lowering what you have then just constantly buy and sell crystal and metal. You'll eventually run out of resources. I personally see nothing wrong with having surplus funds. It means that if something goes wrong I can rebuild quickly.
Must be the times, these days people expect governments to spend ludicrous amounts of money on nearly irrelevant projects *cough, any Western government, cough, especially the US military projects of the past 25 years, cough*
You don't understand. The problem is not that you have bazillion extra resources, the real problem is that you cannot really do anything USEFUL WITH THEM. If you have 100000+ credits and 20000+ metal and crystal, rebuilding is not that much of a problem, it would be nice to actually do something with that money, I don't think the world and scientific progressing ends after I research x things, and I basically get stuck on a level and cannot improve anymore. No matter what amount of resources you have, you cannotimprove your fleet and economy anymore and lack of something to research is annoying. We do not want to waste resources, we want to spend them on something useful, and if economy and fleets are maxed out, you can do nothing with your money..
1. More small strategic targets. We know neutral asteroids as high, low investment sources of income. The importance of neutrals has been reduced because now the early game economies are stronger post dlc. The fun aspect of play involving micromanagement of neutrals has also been reduced because the strategic use of neutrals has diminished(note: I know neutrals are important, just not as much so). Yes, i've played with skilled players and the impact neutrals have on these new economies are noticeably reduced, along with the need to fight for said neutrals.
So, I propose adding something new. New art assets are not needed. Just add different types of neutrals to the map that can provide certain unique military opportunities for players who maintain control of them.
Some possible examples:
-Neutrals could grant players new technologies off of other racial tech trees for as long as the players hold them(tec/advent/vasari ship crash or something). Also, these technologies could be an entirely new tech tree that any race could have access to, this just depends on what the developers could realistically implement within their constraints. Since the game's technology tree is a static mechanic, with the increased early game economy the original intent of the technology tree has become slightly marginalized, impacting the game experience. Any future additions to the game economy will throw this out of balance even more, so developers need to tread carefully when making any pure power economic decisions.
-Neutrals could give players a unique neutral only resource that may or may not even be on the map every game. This would increase replayability and give players a new resource to manage. This resource could be used to provide additional upgrades to certain ships, like a per ship cost of the special resource to give it a significant % boost to all stats or something.
-Special planetary neutrals that can be colonized by other players, even if the gravity well is owned by you (1 per planet). This would allow players to have a reason to harass certain enemy locations regularly, if the neutral is good enough to warrant the expenditure of resources. I think that temporary technology would be an excellent military incentive for such an action. In practice you would attack an enemy planet away from the front lines to get the temporary buff, then your main fleet would go into action with a new buff.
What are your thoughts?
Also, another DLC idea:
Fix pirates so that TEC reb's can come back. Also, have each faction have a different game mechanic with the pirates.
1. Sector Events
Every system is its own static type of space (i.e. Nebula, Dead Asteroid, Greenhouse Planet, etc.).
Introduce space events that temporarily add profound effects to such areas (multiple connected systems at once! migrating through the Star system until it fades).
Example - Ion Storm: energy-based special abilities of ships or structures are disrupted while in the Storm. Lasts for a great period of time (measured in minutes, not seconds... try about 5-15 minutes in any given sector). Also serves to temporarily alleviate "blinding special effectitus"...
2. New Titans
Still maintain the 1 Titan in existance at a time rule, but give players the option of building different race-specific types.
3. New Artifacts
Can never have too many Artifact types.
4. Race/Faction-specific Artifacts
When 'X' race finds 'Y' Artifact, they automatically craft it into something specific to their race. Or stuff meant solely for/ideal to certain factions.
5. MORE Planet Types!
Even more planet types! Can`t have too many.
6. New Fighter/Bomber Types
Researchable (faction-specific?) new fighter/bomber designs.
7. Maintain Distance Behaviour
For Fleets, an A.I. routine that attempts to stay beyond the range of enemy weapons. Good for Carriers.
8. New Experimental/Special Weapons
Stuff beyond the Kostura Cannons, Nova Cannons, etcetera.
9. Pirate Belligerence
Events wherein Pirates go on a raiding rampage within X number of sectors of their base... random event, seeing their fleets maraud across an entire nearby/adjacent series of areas.
10. Pirate Emergence/Migration/Addition
A new Pirate Base has been established at 'X'! Pirates invade and take over 'X' planet and setup an additional base. Increases frequency of Raids dramatically, per new base. May create new distinct Pirate factions that can engage each other.
@ warloklord
Nice list of ideas!
1.Sector events: Good idea! Mixing up tactical situations during the game is going to be fun, space weather ftw!
2.New titans: Sure, i'd like more to add adaptation to the strategic environment of the endgame, yet I feel that this would probably take them a lot of time to implement and is therefore unlikely in a DLC. Another expansion maybe .
3.New artifacts: Why not?
4.Race specific artifacts: It could be marginally useful, but it wouldn't have an impact on all games and therefore people might consider the DLC to not be worth their $$.
5.More planet types: Careful with this one, adding more isn't always better, the game becomes harder to balance and after a certain point it can overwhelm a newer player by presenting them with too many options and having to memorize each new planet type's strengths/weaknesses. Also, needing to remember all the planets for a long time player could become an annoying chore. I feel it's too early to tell if the game needs even more planet types.
6. New fighter/bomber designs: YES! great idea, I really enjoyed mods that had this, and the impacts on the game were significant. I especially enjoyed one mod where they had electronic warfare fighters.
7. AI fleet behavior: not really a DLC idea, more of a patch fix.
8. New Super Weapons: Sure, it would mix up the endgame and give more options. Harder to balance though.
9 .and 10. Pirate DLC: Yes I agree with you here. Pirates as an AI faction have been discussed at great length in many older posts.
Thanks Sareth. I wonder what is officially in the works for us from Ironclad.
Well warlok, they are discussing it so this thread could have an impact on their discussions. We will see
I think you are wrong, many mods have too many planet types, making them weird and unrealistic (like small garden world, industrial world, etc). I think maybe 1-2 more planet type that are already confirmed to have a chance to exist in our universe (mods tend to ignore this).. Though the DLC already covered this area.
I like [10], the migrating pirates.
I've also got a few new ideas.
- Perhaps add elite commanders for your capital ships. Perhaps make them trainable, for they would die if the capital ships are destroyed. Such commanders could also have an AOE to ships in the neighbourhood of the capital ship.
- Perhaps add a certain type of disaster, but with a twist. For example, a plague that spreads slowly between your planets and is carried by ships that travel through their gravity wells ... then you can also send infected ships to enemy planets. Also, add special disaster research to find an antidote to the disease... and when you've found the antidote, you'll receive a modest bonus. For example a +5% population increase on all your planets.
Or maybe a disaster like ... well... a really, really big revolt that spreads over your planets, reducing tax income and reducing allegiance. If you do nothing, it'll spread and you'll lose. But if you manage to suppress the revolt, then you get bonus allegiance on all your planets. Perhaps by doing some diplomatic research and sending lots of envoys around your empire...
Or maybe ... hey ... how about a copyright violation that wreaks havoc on your trade income, because cheap fakes are spread everywhere like wildfire and replace the more lucrative "real" goods in your empire. Perhaps, after you've done some research to eliminate the cheap fakes, you'll get a small boost in your trade income. And... well... you could probably also export such problems to your neighbours somehow
Or perhaps a research-disaster... new research has revealed a fatal flaw in your hull designs which can be exploited by enemies. This information has already been leaked resulting in an effective reduction of your hull by 10%. You've to do a lot of costly research to find a fix for this flaw and that's not easy... you might have to research different levels to reduce the damage done little by little... -9% ... -8% ... -7%... but hey! Your researchers gained new insights and now you can also research something extra ... +1% (maybe that's enough).
Well anyway, something like that might be fun (or not, dunno).
- I would also like to see something like Babylon 5. A giant space station, bristling with weapons. It's increadibly expensive and you can build only 1 of it. You can only build it around a gas giant.
That's what starbases and titans do giant things with many weapons.
I personally don't think those would be good in this game, those events fit turn based strategy games better than rts IMO.
Sure, but Babylon 5 is a lot bigger than those. It'd be the last man standing in any conflict and would require a really. really big fleet to destroy.
It's a slow game and it would only be nice when they take place after 2 or 3 hours, you know, to add some distraction to your conquest of the universe.
- and another kind of (minor) disaster: a news reporter found out that you, the exalted leader, have a secret relationship with an Advent maiden. This results in a complete diplomatic breakdown with all Advent factions. However, if you research marriage ceremony and marry the girl, you might restore relations and even boost them significantly.
Or the Green Movement, which opposes any kind of pollution of the planet's skies, resulting in a drop of slots.
Or a new kind of (alien) virus that infects entire networks and deletes large stores of records anywhere everywhere... resulting in a loss of research. You've to research how to stop the infection before it deletes all your research. When you succeed, you'll have to research everything again, but at lower cost and higher speed. Also, you can export the virus to other empires (but only while it's still active).
Matchmaking and Ranking (MMR DLC) for PvP and PvAI
Not necessarily, not everyone like games lasting more than 10 hours.. I personally get bored after 2-3 hours so I never play a game bigger than 3v3 (singleplayer) on a medium map.
Those ideas are interesting, but I don't really think this game could handle those events you want to put in, especially the AI.
Honestly for me, the game only starts to be fun when it really start to slow down. Trying having 10 fleets free for all. The fun is watching all of the ships blowing up. Once the game starts to be really optimzied is when the ideas can really start to flow in.
As for my suggestion:
more story line content expressed through playing or through other content.
-why are the forbidden worlds forbidden?
-where are the fleeing vasari now? (have they left the known universe?)
new sings of the pursuer (more definite answers not just "hints in the code that are not there.."lol)
-develop the story line around the tec and advent and vas. joining forces a little better- have more specific research to that alliance more story lines
- more new art of the races!!!! and new units
This has been said often before I know, but bears repeating - being able to select individual leader/diplomat profile pics for each faction. Having to choose them by the set is just... unnecessary. Very minor, yet desirable.
Different voice sets for the factions as well; maybe in-game being able to assign a captain voice to each capitol ship would be great. Some voicings for the Vasari are kind of annoying.
New Capitol Ships - Allow a player to select (in-game) which available Cap. Ships will comprise his roster for the rest of the game. Not all ship designs are equal, and it would be nice to customize at least aesthetically the makeup of your fleet.
I need only one thing: random events!!!!!
even going so far as a previously defeated ai players coming back into the game by forging a new alliance. or something like that.
i think the game needs more corvettes. When they announced Rebellion and they said there was going to be a new ship class, i was so excited. But then i found out there as just one per faction it was.... underwhelming. So we need more corvettes!!!!
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