Ok. I think the idea of rotating planets is a really cool thing and all. but. I have a note which I would like to mention.
Sins of a solar empire has historically done a good job with preemptive commands. To explain: queuing up one technology after another... or telling a StarBase constructor to build a StarBase, even though you don't have the money for it quite yet. This is a million times better than say, starcraft 2 which will tell you 'not enough minerals' and will have you button mashing the build button until the command finally goes through.
In order for Sins 2 to be the best it can be, I want request a sort of extension upon this idea.
One of the major failures of the top RTS games currently, even Starcraft 2, and AOE4, every time you create a unit, you have to add it to your control groups. I thus ask for the ability to tell a factory or group of factories to output its 'output' to control groups automatically.
This will be even more important when those factories are moving. I don't know how it will be in sins 2, but in sins 1 I would always have something like, filler ships on 1, capital ships on 2, support ships on 3, factories on 4 and 5. A good portion of my game time, was zooming away from the battle to select freshly made ships all spread out along their waypoint path, and add them to their proper groups. If those waypoint paths are now even more chaotic with moving planets? I hope you can imagine how it would be very easy for ships not yet a part of hot key groups to get a bit lost.
Thusly, please, on the factory or planet, have a button, when you click it, you are given the options of 1234567890 and whichever ones you select, ships created by that particular factory instantly are part of those control groups, and can instantly be selected upon their creation by those hotkeys.
This would effectively give the player the ability to have a 'all army hotkey' and a custom 'all army hotkey of all old ships and all new ships, except the specific ships I told to do something else' which i think would be a literal game changer for the RTS genre.
If you want to do something very similar to Ashes, with its ability for groups of units to automatically request reinforcements to their armies, then again those reinforcements should both join the army and its control groups. The main failing of the ashes army system was if the commander unit died, and the main failing of the sins fleet system was ships focusing too much on maintaining formation, but all that is a completely different can of worms .
Agreed. On the topic of better factory user experience, I think Sins II really needs a Supreme Commander type repeat order for shipyards. So you can tell a factory to build light frigates until you tell it to stop, pausing if you run out of resources. Or, a ratio like 2 LF, 1 Siege, and 5 Corvettes, the repeat.
The Empire tree helps with production orders while in battle in Sins 1, but if Sins II is upping the scale even more, this might be a must have.
A great idea. A slightly different implementation, which I believe is similar or even the same as Ashes, is the way Stellaris has the Fleet Manager. That would be a great addition. And adding on top of what GoaFan77 mentioned, preset fleets could be made and then created like that as well to ease the burden of fleet creation.
Oh, I like that idea.
Also, one of the features I would like to see is being able to set factories so that when a new ship is produced, it has certain behavioral settings right out of the gate such as "hold position" not "go find an enemy ship and commit suicide if the ship really needs to go sit near your starbase, etc.
I think some automation of units joining control groups, production assigned to fleets, fleet management and fleet orders is necessary innovation in the genre.
Meta units and production ordering from Ashes was great. The problem was that some random factory would fulfil the order, so often your eastern factories would be supplying your western forces, while your western factories would be supporting your eastern forces.
I also would love the ability to save a fleet template like Stellaris, and automatically replenish that fleet based on the mismatch between the fleet template and the fleets current status.
Another thing I would like to do is to be commanding semi-autonomous forces, rather than having to babysit everything. So you give the fleet a mission like destroy economic structures in this area, and then the fleet goes and executes that mission.
There are many great features available to you once you register, including:
Sign in or Create Account