SOASE 2 Suggestions:
i know that there have been several threads on the forums about suggestions but in this thread we are going to try to illustrate and write about a suggestion we make for soase 2, so that our suggested concept can get through and inspire StarClad
I'd have to agree that a better UI is needed. It will be needed even more if the game is s 64 bit and the unit caps are increased.
Let's say that the game remained real time and most of the wishes remained true. Scale of Sins 2 will be larger because it's 64 bit and unit caps may be higher.
- The problem is, you've got multiple star systems, multiple fleets, and multiple battles of several thousand units.
- In fact, there may even not be a unit cap (like other games, it may be a function of empire size)
- If the scale goes up, then the difference between Titan to say, Strike Fighter would be even bigger, which would introduce complexity in other ways. Tech tree, which units to allocate to what, etc.
Other ideas include:
- Customizing your own weapons per ship (should be limits, otherwise for example, everyone would choose the best weapons, like everyone using Phase Missiles)
- Designing your own starbase or Titan
I agree that the game could be made good if there's a better UI even in real time.
To be honest, at this point, lack of ideas for improvement is not the bottleneck. Perhaps neither is hardware. The real problem right now is that there's no indication that Sins 2 will even be created or is in development.
Multiple massive battles is a function of playing at ultra large scales. If you don't like it, don't play maps that big.
What we do know...
1. Brad founded both Oxide and Stardock.
2. Stardock published Sins officially, but unofficially helped a ton with development.
3. Oxide games produced the Nitrous Engine which had an RTS-like tech demo. I think I heard something about the Fraiser brothers helping out in some capacity as well.
4. Its premier game is an unannounced Stardock game
5. Brad said there would be an announcement this month that would make Sins players happy.
6. Development on Sins of a Solar Empire: Rebellion has ceased.
7. The Nitrous Engine fulfills the dreams of the Sins players
Given the above, belief that we'll hear about Sins II soon isn't terribly unreasonable.
The only other things I would add to that list is that Ironclad is working on their MOBA, and their team is too small to be working on 2 games at once (or so Stardock says). From what I understand, they own the IP to Sins. That means they may have, assuming you are right, transferred those rights to Stardock.
It's likely that if you are right, then Sins 2 will have more limited Ironclad involvement than Sins 1.
I suppose that we will know at the end of the month. Let's hope you're right.
I think the option for ground invasion would be nice. Maybe have ground invasion work by attacking the population and decreasing that until it is 0 (this could be used in conjunction with bombardment).
To try and clarify:
Honestly, I think it would be better to just give planets a "standing army" stat. Invading would do a DoT to it and it could be upgraded like other planet stats. I like the idea of invasion retaining planet upgrades, though obviously standing army would not transfer.
Bombing followed by capture should perhaps retain everything at one level below the previous except for defensive facilities.
Glassing should wipe the slate clean and perhaps even change the planet type.
A new stat would definitely be better. I never even thought to add that, instead I was thinking way to complicated. But yes an Army value for the planet that could be upgraded would work quite well and keep things simple.
Ultimately, I think Sins II should just handle planet classes and fleet upkeep differently. Terrans should be incredibly rare. Gas Giants should be far more frequent and while not being able to be colonized, we should be able to do something to harvest their gases. Also, gas giants should have up to several moons, all of which should have a phase lane connecting them to the planet around which they orbit, making Gas Giants hubs to be defended.
By default, desert worlds should have lower population caps than they currently do and we should also have greenhouse planets like are found in many mods. Desert and Greenhouse worlds should be terraformable. An expensive process that takes a while during which the planet will not generate tax income, terraformation ultimately results in the planet becoming a Terran. Terran planets then could be upgraded into Agricultural worlds (major bonus to trade) or Urban worlds (major bonus to tax). Agricultural worlds can then be upgraded to Paradise worlds (bonus tax as well) or Hyperculture worlds (huge trade bonus and reduces fleet upkeep). Urban worlds could be upgraded into Capital worlds (increases fleet efficiency and globally increases trade and tax), Research worlds (globally reduced research speed), or Trade Exchange worlds (trade bonus to planets within two jumps).
Glassing a terran or post-terran world would convert it into a new planet class called "Scorched" which has severely limited population. Scorched planets can be terraformed. Glassing a Scorched or Baren planet converts it to a Lava planet. Lava planets can be upgraded into Mining worlds.
Killing a planet via Novalith, Final Judgement, or Raze Planet counts as Glassing.
Fleet upkeep would be proportional to the number of ships that exist where each ship incurs a constant cost proportional to its purchase price. What are currently fleet supply upgrades would be converted to "fleet efficiency" upgrades which would decrease the coefficient on all ships, making their constant drain less but with the tradeoff that it reduces all income by a percentage as it does now. These could also be deactivated later, though requiring twice as many resources as it took to upgrade in the first place.
I like the idea of fleet supply being determined by the amount of ships. Giving each ship a different upkeep value would be good.
Also means if you're fleet gets wiped out, you no longer have the upkeep and can attempt to rebuild a bit better.
I also support the idea of expanding planet development/interaction and adding more 4X features overall.In fact, I would actually like food to be added as a resource. So then you need agricultural worlds to supply food to your other planets. If you don't have enough food, allegiance would fall and you would incur tax penalties.
There should also be the ability to destroy planets by repeated glassing/novalith/etc. Like, maybe in stages. Terran might turn into a desert or barren, then you blast it into a volcanic, then finally into a shattered world or asteroid field or something.
I'd also like more random events like in the DLC but going further. similar to the stuff you got in MOO2 and such. Like a planet might come down with a plague, making all research stations orbiting that planet focus on a cure (and thus unusable for research)
Also, I think research stations should instead of being number/tier based, have a research point system where each station generates a number of points per second. So then a lot of labs would unlock low tier tech faster and so on.
I still think they should have tiers, but I agree that more should equal faster.
I disagree about food, but perhaps if you don't have the resources to pay for your fleet, passive hull regeneration gets disabled. Starbases, titans, and capitals would get prioritized naturally so that even if you can't pay to regen your frigates, you can regen your big things.
EDIT: now that I think about it... letting players choose to pay less than the official amount would actually be pretty cool. Perhaps overpaying increases regen?
EDIT 2: also, I feel that glassing a Lava should probably turn it into an Unstable world that cannot have any population just like a dead asteroid. Glassing an unstable planet then would turn it into a Asteroid Belt with the additional buff that the molten fragments deal DoT to all units in the well. After six minutes, this buff would vanish and it would be just like any other asteroid belt.
That's not a bad idea.
I guess my love of 4X games makes me want more resources, but I suppose not everyone thinks that way.
Also, I feel that glassing a Lava should probably turn it into an Unstable world that cannot have any population just like a dead asteroid. Glassing an unstable planet then would turn it into a Asteroid Belt with the additional buff that the molten fragments deal DoT to all units in the well. After six minutes, this buff would vanish and it would be just like any other asteroid belt.
I think most people agree that more capitals would be good, but what are people thinking in terms of type? Previously, I've suggested Destroyers (AoE glass cannons) and Lancers (snipers). What are the thoughts of others?
Likewise, most people seem to want more frigates. What roles should they fill? Previously, I've suggested Defense Cruisers to counteract bomber spam. If we're having invasions, should we have a dedicated unit for that or should existing Siege frigates get that ability (I vote they get the ability). Any other ships?
Having too many ships is a sure fire way to ruin the game. Keep it nice and simple like sc2.
Star Craft 2? I really do not want Sins 2 to be anything like SC. That is the wrong end of the spectrum of RTS in my mind.Sins is meant to be a 4X RTS hybrid.
Destroyers would be good. Something akin to a Cruise Missile ship would be good too, though I guess that could be a type of 'lancer'/sniper ship like you suggested.
I would like to see mobile factory ships. Something that can say build only frigates but also is capable of fighting and phase jumping.
Here is another thought. If Invasions was a thing, you could also include boarding actions. Nothing too crazy, but something akin to the boarding ships in Homeworld would be good. You could even give ships a 'marines' stat (similar to the planets ground forces stat) and when depleted the ship is disabled and/or captured?
Sins is an rts. Those that cant see that obviously aren't that knowledgable about the game.
? Not sure I follow ur logic sir. The more ships the better, the more options you have.
Volt I like ur planet ideas, im away from my computer but tomorrow ill post some new ideas. I also think they should make an option for a specific race (tec) to be able to temporarily evacuate population from a planet. (Make several small ships that travel only in a swarm, cant just sellect one..) tgey can travel only fora limited time, say 5 min you can keep population intact. Ofcourse you will not get any taxes from them while they are in those little "colony" ships but you will save the population.
As for vasari make a new special cap. Ship call it the enslavor and have on it room or an ability level 6 so that it can enslave all population from the planet and get taxes from them for a limited ammount of time.
Presumably, they'd have different trade-offs for different roles.
We might end up with multiple combat frigates, multiple types of heavy cruisers. Some would have fewer hp and more damage. Others would have less single target damage in exchange for AOE.
Among the support frigates, each frigate would have 2 very different abilities.
As for the advent have them be able to mind control the population off the planet somehow.....
And in order for this to work they should make the population to matter more...
Thats because more ships inevitably means role overlap and certain ships becoming useless. It would be fine if sins was a strat game like civ buts its not. Its an rts. That means each unit has to be unique and not just a cookie cutter model of another with better stats.
Destroyers would be good. Something akin to a Cruise Missile ship would be good too, though I guess that could be a type of 'lancer'/sniper ship like you suggested.I would like to see mobile factory ships. Something that can say build only frigates but also is capable of fighting and phase jumping. Here is another thought. If Invasions was a thing, you could also include boarding actions. Nothing too crazy, but something akin to the boarding ships in Homeworld would be good. You could even give ships a 'marines' stat (similar to the planets ground forces stat) and when depleted the ship is disabled and/or captured?
I remember back to O.R.B. where you could build cruise missiles to destroy enemy bases. Those were awesome. I question the need in Sins II though with superweapons being a thing. Maybe the Chasers would get missiles as their superweapon? Idk. Of course, a missile seems a bit anti-climactic for something that brought a galactic empire to its knees. Then again, there is Martyrdom in the game already.
I can see the value of a titan producing frigates (Chaser Titan?) from a balance perspective, but a frigate or capital that can do it... I'm hesitant to go for it. Sure, it's cool, but for the sake of balance... Maybe if its build rate was dramatically slower or its fleet supply cost was in the 35 range.
1. The new capship the enslavor for vasari enslave planet population, when in friendly gravity well, it would boost the production of ships and make additional taxes for a time
2. A ship between a cap ship and a titan. That can produce a limited ammount of its own heavy support cruisers (2 -3 of tthem) that will have support abilities directly correlating toward their "mother ship" probably for TEC
3. A new Titan option for tec loyalists that can spawn 4 addioional support cruisers. Their main ability would be to generate a front shield through their links and the titan in order to take all the damage and direct it towards the titans armor and shields
4. New vasari heavy cruisers that can link up to one another (max 2) and form something like a small cap ship for a limited time.
6. New type of gas processing ship (the size of trading ships) that would get gas from a gas giant and head back to the special gas refinery in a friendly gravity well.
7. New Titan for the enemie of the vasari. With a level 6 ability to disrupt planet nodes for a time and totally black out a planet for a time, so it looks to a player like an undiscovered planet, you will not be able to control your ships in that gravity well. They would automatically retreat. Further ur ships will have 50%of armor gone and 100% of shields gone. They will keep uncontrollably retreating from gravity well to gravity well for 7minutes. I know its harsh
Further STARCLAD should give the fans of soase the ability to influence a new ship look. Maybe a new titan or a new cap. Ship.. Just like chris roberts did with star citizen. If this were to happen for soase2, it would be a great marketing opportunity and a great way to bring fans together and hype up the community for soase 2. I would highly reccomend that
I just hope they let us be somewhat involved in the ship designs and stuff, if they add new ships. Also i would really like a campaign
Can someone PM yarlen or redskittles ? Or twins or Mr. Brad about these ideas ... idk if they look at this section...
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