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!
The part of the game that I would like to see expanded upon is the mobile starbase. One that can not only build ships but act as a trade port, a refinery, and a central hub so you can create a true nomadic empire.
What this would allow the player and the AI to do is 1, roleplay, ie. a BSG type game running from the cylons etc. 2, It would create an almost "battleship" like environment in which you can keep moving your forces making the galaxy seem that much bigger and more dangerous.
In the traditional game if your playing on a large scale map you know that the enemies are around the outer ring so you can quickly speed rush the ones next to you. -You can't do that if everyone can pack up and move.
In the current game, everything is so stationary and predictable. All your seasoned players spam fleets and your noobs diversify but die nevertheless.
The thing a mobile empire does is it reestablishes fleet role importance. By having a completely mobile fleet/empire you can establish defense vessels like escortships and true support ships that exist only for the defense and maintenance of the mobile fleet and its core of civilian type ships.
I talked a little bit about this with ZombiesRus5, As I built an unofficial variant off of his SOTF fall of Kobol mod. I took his Colonials section of the mod and tried creating a completely nomadic version to simulate a weak yet versatile BSG race like the show portrays. I refitted all of the ships to no longer self repair, or retain antimatter. While the AI isn't currently equip to deal with this change, it creates for a more strategic PVP game.
Mod elements for each empire included:
- Frigates that actually work like support ships by repairing vessels and/or replenish Antimatter reserves. The experience for being destroyed is also higher to implement the need for protecting them.
-created unarmed defense frigates that deploy stationary batteries for several minutes at a time, to help protect the fleet while its stationary etc.
- scouts and corvettes are actually useful as escorts or scouts since they are cheap. unlike the other ships.
- the Titan remains in the flagship role but is obviously harder to get as a mobile empire.
- Capitalships also remain the same. Although 1 or 2 may be geared more for defense and support of the fleet rather than offense.
- Mobile rulership with the STTC ability for everyone! This research takes stationary players and allows a way for them to be mobile, To make it fair, their economies are halved; Forcing them to move one planet to the next gathering resources via STTC By destroying planets it allows for a vast empty galaxy; a bit more realistic, and perfect for a wandering empire.
-onboard labs per capitalship works the same as vanilla, allowing research of higher techs, but for everyone not just Vasari.
- *Mobile starbases* - the goal I had for the mobile starbase was to act as the hub for the nomadic empire; the commandship if you will. A large ship that doesn't necessarily have weapons but the tools to make them. ie the economy and the factories.
- I gave the starbase an ability to simulate mining or resource collecting ( thanks to the maelstrom mod for that; I like the idea of that ability. I added a constraint to stop the ship from moving while mining to make it fair)
- the Starbases' already have the tradeport ability so if you change the number of starbases allowed per gravity well, you can create inter-fleet traffic - which looks cool imo + generates income.
- The starbases also have the factory ability so ships can be built while on the move. - that's a cool feature - just have to find a way to make it capitalships aswell.
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While making a mobile empire does undermine certain elements of the game like culture and super-weapons the enjoyment and the thrill of the hunt & being hunted is worth it.
It is so much fun to do a PVP game with someone and to actually use a scout-ship as a scout before jumping the whole fleet into a questionable system. or actually have to debate over using a mining ability in a system since the ship is immobile for 3 minutes after use.
I personally feel that having a mobile empire adds so much more immersion and strategy to the game that its really a shame it wasn't put into place already.
There is no in game panic, that matches the fear of not knowing when or where an enemy is lurking.
So Overall the idea of a nomadic empire intrigues me and I want to create one that is flawless. Unfortunately here are the problems I have run into and what I would like to see fixed in DLC
- number of starbases that can jump at once to the same sector (unless a new class of unarmed ship that can do this can be made) currently only one starbase can jump into a sector and no other starbase can be present even upon jumping even if you throw in a modifier.
- Create a mining ability like the mobile tradeport so it looks like the refinery ships are collecting from space junks, asteroid-belts and other mineral deposits.
I think that's it actually... As long as i'm not forgetting anything everything else I think I can create on my own.
Thanks for your time.
Sith Lord,
The reason we minimize the scope of the content is because zombie and I both know that the DLC's aren't going to have a lot of new assets.
That being said the game can be altered, improved, and made to feel newer by altering small things here and there.
They should have made the Social/Industrial upgrades in the DLC ...be floating academies/ Warehouses that could be seen instead of a click.
Plus it would be something a enemy could bomb and effect your culture or income.
As I said, your way may be better, but I don't think it's that big of an expansion to add a few additional space stations, one of which for each faction focuses on a diplomatic aspect.
But anyhow, I've remembered an old idea of mine that I'd like to re-submit for expansion consideration. And I'll try to scale it to the size of the last expansion.
Rebellion promised scenarios, which I don't currently see. I think we got the balanced and additional maps instead. What I propose as an expansion is a couple scenarios that use some of the tech in the tutorial missions where it pauses the game and dynamically adds/removes things from the game. I think this type of thing can be used to make full missions and possibly expanded to a campaign. But I'm only asking for a few missions and possibly opening this type of thing up to the modding community. This would be freaking huge for the game, and I don't think it would take too much from the devs (though, not knowing the code, I have no way to be sure).
more planet types appear to be an absolute necessity.
but, in fact, is there going to be new DLC for Rebellion? or the team is planning a full-fledged sequel and to discard the game?
EDIT: one thing I'd love to see is to be able to fight what is driving the Vasari out of their territories. I want the fleet to engage the eldritch abominations which have been feeding over the 10000 year old empire.
A new DLC is in the works, but that's all I'll say for now.
Fuck yeah!
I still think one of the best, succinct expansions could be to introduce a roster of new Capital Ships for each faction. Give us a choice from amongst many, all according to our own preferences and play styles. For example, as a Vasari guy, sometimes I crave a more combat-oriented fleet - tons of conventional hardpoints for lasers, pulse cannons, and phase missiles - over more effects-based 'peculiar' craft like the Nanotech ship.
Another idea: a voice pack. Allow players to choose an active voice pack for their faction. Do each in different styles and with different talent, so that players can embrace the audial incarnation of their favourite forces.
WOW, awesome news, any info about when we are going to hear more information on this one?
oh this is brilliant
please, give us the abominations that are eating the Vasari!
In a DLC? better not.. I don't think a DLC would be enough for such changes, and if they did, most would complain about how small changes will turn out to be (based on the limited scale of a DLC [yeah, not an expansion or sequel, just a DLC]).
Better waiting for a sequel (or an expansion, but sequel would be so much better).
I disagree because I want to see them now
and because I don't want a sequel NOW, having just got the game. a slew of dlc and update patches, yes.
No abominations. It's just a DLC.
Excellent to hear. I hope our banterous wishing was helpful...Looking forward to seeing a new posting for it in the Steam shop.
can I hope for more gameplay enhancements, then?
I suppose it's too late now, but here's another small idea.
An extra ship type, the "POW ship". It saves friendly crew that are floating in space after their ships were blown up. Optionally it can also save enemy crew.
The presence of such a ship will increase the recklesness of your ships.
If you save enemy crew and place them in POW camps, then you can increase diplomatic relations with the enemy if you return them to their own empire or you could choose to keep them and gain extra (tax) income.
why too late? 2 dlcs only is not an end, I hope!
YAY!
aw I am apparently the only one who wants to see the Horrors which have driven the vasari away
Everyone wants to see them. Just not in a small DLC where they can only turn out to be lame based on the absolutely limited scale of such things, it is just a DLC, changing smaller things ti enhance gameplay, not totally changing everything, putting in new races or totally new gamechanging features.
Why lower the bar so much? Would you be happy with a changed font DLC?
I am looking for any additions that have been in any of the mods.....other races...yes
New ships....yes
New longer techs....yes
someone who understands me I'm all for SUBSTANTIAL DLC
Nope. But there are other ways of enhancing the game without major changes. Look at diplomacy for example, that whole thing is as useless as something can get, and a whole expansion was based on this. (expensive, most pacts are not worth having them, etc).
I want to see major gamechanging things in Sins2 (sequel game), with a new game engine allowing players to actually enjoy late game (no matter how good your machine is, the game will lag when there are many items on the map). If they put new races in the current game that wouldn't really solve anything. Just think a little bit, are loyalist and rebel factions that much different from each other? I don't think so, why not change this, before putting in that invincible enemy of the Vasari? Or making Diplomacy another useful means of achieving superiority? (currently it is a marginal thing only giving a slight boost to your empire, in reality diplomacy is a very important thing..) Or some other random stuff enhancing gameplay?
You fail to understand that what you want cannot be done in a simple DLC (as it seems to me so far, maybe I am wrong, may the others judge upon me). Look at Forbidden worlds, nice changes but not totally changing everything like the new race(s) would do. And it is not the same scale changing some things about planets and economy, and putting in a whole new race (and maybe with factions).. At least it would require an expansion (or a sequel game), not a DLC.
We don't need new ship types nor new capital ships, but I would be happy if the factions would finally get some different looking ships (even if they are only slightly different).
Longer techs? I don't iunderstand, maybe you refer to the late game when you are running out of researches, maybe yes, but it shouldn't be the focus of the DLC
Not going to happen with current 32bit engine (no room).
Most likely not going to happen with current 32bit engine.
Ugh! The TECH trees are so huge now. A lot of the TECHs aren't even useful at their current tiers. I'd hate to see even more added...
Idea: reduce damage output from ships that have taken damage. This will make repair ships more useful and reduces the advantage of focus fire.
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