Callum99

NEW THINGS YOU WANT TO SEE IN SINS OF A SOLAR EMPIRE

NEW THINGS YOU WANT TO SEE IN SINS OF A SOLAR EMPIRE

Hey guys

Sins is a great game but there are many think which are lacking in the game.

post your idea's of what you would like to see in the expansion pack and/or in new patches which you think would add to the game.

thanks.

240,672 views 170 replies
Reply #51 Top

Wow thanks for all the comments guys, you guys have some great ideas, i hope soase devs read this lol.

Reply #52 Top

I thing there should be some kind of Mother ships for each race, i should be super powerful and need a new type of factory to build it. i thinking of something like these

think of 1 of the smaller ships being a normal capital ship and thehuge thing the mother ship.

I dont want them to copy EVE Online, i just want to see huge ships like these in the game. Maybe only 1 could be built and they have amazing abilities.

If you guys have played entrenchment, u will no its all based on defence and defencive structure, these ships could be in the next expansion which focuses on attack.

just a thought.:grin:

 

 

 

 

Reply #53 Top

 

One of the new things I'd like to see:

More single player people deciding to play Online Multiplayer (the Ironclad Online button).  Towards that end, I think this game could perhaps use some sort of an online multiplayer tutorial that would walk people through creating an ICO account and telling them what the chat commands are.

Reply #54 Top

 

(Deleted by user--sorry--double post)

Reply #55 Top

Quoting Agent, reply 19
New hardcore technologies, and new hardcore units.

TECHNOLOGY IDEAS:

Cloaking technology.  Could be applied to ships as well as structures.  Could differ among the races, to the point that some races might not even have it.

That's an interesting idea.  I always wanted a ship that acts like a submarine, one that remains invisible until it launches an attack.  Such a ship, of course, would then entail a destroyer vessel that can ferret out cloaked ships.  Together, they would add a whole new fleet dynamic.  

Reply #56 Top

i think it would be interesting to see a way in which you could choose a government form such as dictatorial, theocratic (mostlikely for the advent) republic, etc. And witht that the constant threat that there might be a civil war of some kind or other political consiquences. Adding politics to the batch of things to do would be interesting.

I like this idea. If advent get theocracy bonus, then I reckon Vasari would get dictatorial bonus and TEC would get republican bonus.

 

 

 

How about you can change planetary taxes incomes? If you increase taxes too much though, your citizens might rebel and overthrow your government. If you lower your taxes, then your citizens will love and be immune to enemy culture. however your economy will suffer.

Reply #57 Top

what do i want to see... hmm

well from what i've read so far on this thread, i like the idea of moons, a new race, mothership class ships, the idea of derelict ships/buildings that can be captured, repaired and then used (i know this can be done already to some extent with a mod), cloaking technology etc :D

but

what i would really like is the ability to have proper formations for my fleet other than the ones available at the mo. i'm talking delta, sqaure, defensive, offensive etc - remember homeworld anyone? it really bugs me when i have large battles and there is just a cluster of ships, it looks a mess.

Along the same lines as homeworld, there was a ship (scavenger i think) that could capture ships (it took 3 or 4 to capture a large ship for example). I realise there is research that can capture ships but most of the time during a battle i dont even realise i have... <_<

 

also i would like to see a gravity well that is larger and can have a couple more colonizable planets in it, a bit more free space to roam around in.

Reply #58 Top

I've really not played that much, but there are some things that I've had in my head now and then.

 

1.) Captial Ship Commanders and Fleet Commanders

This has been mentioned, but I find it really cool - it'd be great to have one's own Solar Macharius, residing in the best CAP, conquering entire systems.. and such a weeping when loosing the beloved admiral!

 

2.) Drop ships and boarding

Certain ships should have ship-to-ground and ship-to-ship boarding abilities, e.g. sending troops onto planets could give a chance to 'destroy' and instantly capture it, depending on the level of the boarding units. This would work similiar with ship-to-ship, maybe with the boarding units inflicting massive damage if successful.

 

3.) More diverse tech trees

The player should be able to really choose a path in the tech trees, building a militarily, economically or culturally strong empire. These paths should feel different depending on the chosen race.

 

4.) Being able to fortify choke holds, even when they are not colonizable

I've often had a tactically priceless choke hold on my maps, a needle eye for the enemy. Holding this point would give an immense advantage. Sadly, these are mostly gas giants and asteroid belts. It'd be great to be able to build defensive structures, i.e. an inhibitor and a repairing bay here.

Space Stations would be a great option for this role. Placed inside the gravity well and having an immense firing range as well as power, creating a barrier the enemy would have to pass.

 

5.) Being able to fortify or 'shut down' worm holes

Maybe this isn't that great, but it'd be an option. Give players the option to collapse worm holes. This could be really costly, but would grant security.

 

6.) Make defending viable

Right now, only the AI is a viable target for defenses. Players mostly just ignore them, so they aren't even built any more.

I, for example, like having a good defense up. I like to fortify nearly all of my planets - but I know that players would just sweep it away.

Make defending viable, so that a player can be successful with both offensive and defensive strategies when used correctly. Maybe Gauss cannons could be upgraded or another type of orbit weapon added.

It'd be great if a well-defended world could hold its own against a small to larger-than-average pirate raid or a player's small fleet.

 

7.) More and better commands for fleets

In my opinion, most ships behave quite well in combat. Sometimes, though, it'd be great to have been able to give certain commands before a fight, e.g. 'stay back and support' or 'guard / assist that ship / these ships'.

 

8.) Politics

This would be being able to choose a political system for one's empire - examples have been given -, giving certain boni and mali.

Maybe a player could interact with a neutral world when having the 'right' system or use political pressure to capture the world.

 

9.) Add a screen for the player to quickly view the last few actions and commands for his empire.

 

10.) After increasing the bounty, there should be a small break before the pirats start their raid. Sometimes, it all comes down to who had the lucky last click.

Reply #59 Top

Quoting Illriginal, reply 9
I've really not played that much, but there are some things that I've had in my head now and then.

 

1.) Captial Ship Commanders and Fleet Commanders

This has been mentioned, but I find it really cool - it'd be great to have one's own Solar Macharius, residing in the best CAP, conquering entire systems.. and such a weeping when loosing the beloved admiral!

 

2.) Drop ships and boarding

Certain ships should have ship-to-ground and ship-to-ship boarding abilities, e.g. sending troops onto planets could give a chance to 'destroy' and instantly capture it, depending on the level of the boarding units. This would work similiar with ship-to-ship, maybe with the boarding units inflicting massive damage if successful.

 

3.) More diverse tech trees

The player should be able to really choose a path in the tech trees, building a militarily, economically or culturally strong empire. These paths should feel different depending on the chosen race.

 

4.) Being able to fortify choke holds, even when they are not colonizable

I've often had a tactically priceless choke hold on my maps, a needle eye for the enemy. Holding this point would give an immense advantage. Sadly, these are mostly gas giants and asteroid belts. It'd be great to be able to build defensive structures, i.e. an inhibitor and a repairing bay here.

Space Stations would be a great option for this role. Placed inside the gravity well and having an immense firing range as well as power, creating a barrier the enemy would have to pass.

 

5.) Being able to fortify or 'shut down' worm holes

Maybe this isn't that great, but it'd be an option. Give players the option to collapse worm holes. This could be really costly, but would grant security.

 

6.) Make defending viable

Right now, only the AI is a viable target for defenses. Players mostly just ignore them, so they aren't even built any more.

I, for example, like having a good defense up. I like to fortify nearly all of my planets - but I know that players would just sweep it away.

Make defending viable, so that a player can be successful with both offensive and defensive strategies when used correctly. Maybe Gauss cannons could be upgraded or another type of orbit weapon added.

It'd be great if a well-defended world could hold its own against a small to larger-than-average pirate raid or a player's small fleet.

 

7.) More and better commands for fleets

In my opinion, most ships behave quite well in combat. Sometimes, though, it'd be great to have been able to give certain commands before a fight, e.g. 'stay back and support' or 'guard / assist that ship / these ships'.

 

8.) Politics

This would be being able to choose a political system for one's empire - examples have been given -, giving certain boni and mali.

Maybe a player could interact with a neutral world when having the 'right' system or use political pressure to capture the world.

 

9.) Add a screen for the player to quickly view the last few actions and commands for his empire.

 

10.) After increasing the bounty, there should be a small break before the pirats start their raid. Sometimes, it all comes down to who had the lucky last click.

BUY ENTRENCHMENT

Entrenchment give you the ability to build star based which you can deploy anywhere, you dont have to own the planet it could be a random ememy planet.

Reply #60 Top

Illriginal, half of what you want, will be coming out in the next two Micro expansion.

See this link to gametrailers.com, for more infomation

http://www.gametrailers.com/player/usermovies/289036.html

Also this link takes you to even more infomation form gametrailers.com

http://www.gametrailers.com/game/10426.html

Callum99 are you asking for the capital ships size or power to be increased to that of an titan? Because the titans in eve online are Weapons of Mass destruction.

the following is from eve online website.

Titan

The Titan class starship was introduced as part of the Red Moon Rising expansion in December 2005. Titans are a super-capital class of starship, the largest in New Eden. They are built by alliances, due to their massive cost and sovereignty requirements. Costs for the construction of a Titan are said to be around sixty billion ISK, without taking into consideration the cost of modules, including their Doomsday device. Titans can only be constructed in sovereignty level 1 or higher, 0.0 systems at capital ship assembly array, and require roughly a 1 month build time.

The first player owned Titan was unveiled on September 26th, 2006 by the late Ascendant Frontier (ASCN) alliance. Coincidently, the same Titan became the first Titan destroyed on December 12th, 2006 when it came under assault by a Band of Brothers (BoB) capital fleet. Most Titans have fallen to conventional fleets involving capital support, however three Titans have fallen to a non-capital supported fleets. The first one was F4ze, a Triumvirate. pilot, flying an Erebus who fell to a Pandemic Legion after being bumped out of the POS shields. The Titan was killed on the 6th of November, 2008. The second Titan destroyed by a sup-capital fleet was Shizah from Cutting Edge Incorporated, RAZOR Alliance, who got destroyed by a combined fleet of Triumvirate. and G00DFELLAS and various other alliances on the 21st of November, 2008. The third and last Titan to get destroyed belonged to Hurley of Black Nova Corp from Band of Brothers . This titan was killed early on the 4th of January, 2009. Pandemic Legion set up a trap and Goonswarm brought the necessary firepower to kill the titan.

Titans are hotly debated among the EVE community due to their influence in 0.0 warfare. Many believe their powerful Doomsday device and jump portal arrays make defensive gameplay, in combination with cynojammers, too strong. Many have also debated whether or not the ability to kill hundreds of battleships should be left to the activation of one weapon. But with great power comes great responsibility, and some Titans have fallen due to irresponsible usage of such a powerful weapon. The Doomsday device cooldown allows a 1 hour window for an opposing fleet to tackle and destroy the Titan before suffering another Doomsday. Additionally the titan pilot is unable to jump for 10 minutes after using the Doomsday device; this may allows the opposing fleet to scan down the titan. Because most Titans are not fit with capital class weapons, they are left defenseless after a Doomsday without a proper support fleet.

Because of today's changing alliance landscape, many alliances employ multiple Titans to wipe out entire fleets by using their Doomsday device simultaneously. Even the most hardened battleship can fall after two Doomsdays. There is estimated to be over 100 Titans in existence today, with many alliances having more than one.

 

Reply #61 Top

thats some interesting stuff you posted, ive something like the titan was in sins, it could not as powerfull or big unless they increased the grav well size. only 1 would be awailable to build and they could have weakneses aswell. this would make sure 1 of them couldnt go on a killing spre and wipe out an entire player.

Reply #62 Top

as for politics, I quite liked the system used in civ 4 and how it linked into diplomacy (we don't like you, because you don't have the same government type as we do, etc.). maybe something similar, but reduced in complexity could used. like government (tyranny, aristocracy, democracy), economic (free trade, state property, protectionism) and religious (monotheism, polytheism, atheism) categoires, where each brings different advantages in production, income, research, military and so on. different races could have different preferences.

Reply #63 Top

Someone had said something about officers? This could be a great idea for future mini expansions.

I just had an interesting idea of how it could work. I think that when you search a planet , you can sometimes find an untrained officer and/or an artifact. If this comes to pass then I'd also suggest that the maximum level of search be raised so that a planet could be searched 5 times & that the cost range be spread out a bit. The 1st few levels being reasonably inexpensive & progressing up to the 5th very costly level.

 

An officer could be a planet native that has been identified as having the potential to learn the ways of military strategy or perhaps higher science. Each new raw officer could then go through a training cycle/tech tree & then be assigned to a ship as an officer or to a planet as a researcher adding bonuses to the target & continue to gain experience untill a cap is reached.

Reply #64 Top

Quoting superstareddie, reply 8
what do i want to see... hmm

what i would really like is the ability to have proper formations for my fleet other than the ones available at the mo. i'm talking delta, sqaure, defensive, offensive etc - remember homeworld anyone? it really bugs me when i have large battles and there is just a cluster of ships, it looks a mess.

Along the same lines as homeworld, there was a ship (scavenger i think) that could capture ships (it took 3 or 4 to capture a large ship for example). I realise there is research that can capture ships but most of the time during a battle i dont even realise i have...

 

also i would like to see a gravity well that is larger and can have a couple more colonizable planets in it, a bit more free space to roam around in.

I like those ideas.  I think a big reason we can't control fleet formations is that Sins is largely limited to combat in a flat plane.  To have fleet formations, Sins will need to expand the Z axis considerably so ships can maneuver in all three directions.  This idea of formations also goes well with appointing admirals - the better the admiral, the quicker the fleet can assume a formation. 

I also like the idea of larger gravity wells.  It would be cool if you could take advantage of the "space terrain" around a planet better.  Right now, it is largely a place to just park your stuff. 

Reply #65 Top

I think that if we do change the capital ships into WMDs, then we need make so we use them, just like we do in Tom Clancy's Endwar.

Here is an link.

http://endwarboards.com/endwar-media/endwar-jsf-wmd

EndWar’s Weapons of Mass Destruction (WMDs) are part of the game mechanics where the losing side gains access to use a WMD, while the winning side gains an empty and loading WMD that he also gets to use after a period of time. These WMDs and the story of EndWar are based and inspired by the original Tom Clancy book Red Storm Rising, which imagined an near future non-nuclear World War III in the 80’s.

Reply #66 Top

Customized win conditions:

Allow players to select what the win conditions for the game will be.  Like "last two players standing", "capture and hold all pirate bases", or "get 1000 population between all your planets".  Obviously not all settings would work well on all maps, but more options would be nice.

 

Better Piracy:

Right now, pirates are too predictable and therefore more of an annoyance than a danger.  It would be nice if we had smaller, more erratic pirate attacks against all players, not just the one with the most bounty.  As well, more pirate options than just on and off would be nice ( "sporadic" pirate raids for weaker strength, and "rampant" pirate raids for stronger strength would be good options).

 

Late-game Money Sinks:

If a game goes on too long (especially if you have fast income on <_<) you can be awash with money, even with upkeep.  Moreover, once you've researched all your techs you can tear down those research centers and plot down trade ports, even more cash in a time you don't need it!  I think we need late-game money sinks that also give research centers a late-game purpose.  Basically what I'm asking for is a SoaSE equivalent to Civilization's "Future Tech".  Infinite number of research levels, each one progressively more expensive.

 

"Barren" Planet:

There really needs to be a planet type that's representative of Mercury and the Moon.  I threw together a rough model of our solar system with Galaxy Forge, but Mercury and several of the moons gave me a problem because they're way too big to call asteroids, but they certainly don't fit any of the existing planet types.  From a stylistic point of view, it's the only (known) planet archtype that isn't covered by this game.

 

Binary Gravity Wells:

I'd like to see a gravity well that comprises more than one object, like a planet and its moon(s).  This would have the effect of giving the gravity well a weird shape as well as enabling potentially multiple colonies in the gravity well.  It would also let the special effects of non-colonizable gravity wells be felt more often.  Currently, I feel stars (just because you're bound to run into other people making inter-stellar jumps) are the only neutral ground you frequently run into people, and this leaves a lot of interesting effects unused.  If they could actually be present in a binary gravity well, that would add much more flavour and individuality to different maps.

 

 

 

Reply #67 Top

@ kingofgreens, Reply #64:

 

Hey, I like that idea! How about the character becoming available automatically after the fifth search off the planet? That way it would actually make sense to invest money on planet search. Right now, I barely do it because the chance of finding a very good artifact (like the space ponies ^_^ ) are so low...

Reply #68 Top

It just occured to me that there should be a civil officer as well.

Reply #69 Top

Quoting homefleet, reply 11


Titan
The Titan class starship was introduced as part of the Red Moon Rising expansion in December 2005. Titans are a super-capital class of starship, the largest in New Eden. They are built by alliances, due to their massive cost and sovereignty requirements. Costs for the construction of a Titan are said to be around sixty billion ISK, without taking into consideration the cost of modules, including their Doomsday device. Titans can only be constructed in sovereignty level 1 or higher, 0.0 systems at capital ship assembly array, and require roughly a 1 month build time.

The first player owned Titan was unveiled on September 26th, 2006 by the late Ascendant Frontier (ASCN) alliance. Coincidently, the same Titan became the first Titan destroyed on December 12th, 2006 when it came under assault by a Band of Brothers (BoB) capital fleet. Most Titans have fallen to conventional fleets involving capital support, however three Titans have fallen to a non-capital supported fleets. The first one was F4ze, a Triumvirate. pilot, flying an Erebus who fell to a Pandemic Legion after being bumped out of the POS shields. The Titan was killed on the 6th of November, 2008. The second Titan destroyed by a sup-capital fleet was Shizah from Cutting Edge Incorporated, RAZOR Alliance, who got destroyed by a combined fleet of Triumvirate. and G00DFELLAS and various other alliances on the 21st of November, 2008. The third and last Titan to get destroyed belonged to Hurley of Black Nova Corp from Band of Brothers . This titan was killed early on the 4th of January, 2009. Pandemic Legion set up a trap and Goonswarm brought the necessary firepower to kill the titan.

Titans are hotly debated among the EVE community due to their influence in 0.0 warfare. Many believe their powerful Doomsday device and jump portal arrays make defensive gameplay, in combination with cynojammers, too strong. Many have also debated whether or not the ability to kill hundreds of battleships should be left to the activation of one weapon. But with great power comes great responsibility, and some Titans have fallen due to irresponsible usage of such a powerful weapon. The Doomsday device cooldown allows a 1 hour window for an opposing fleet to tackle and destroy the Titan before suffering another Doomsday. Additionally the titan pilot is unable to jump for 10 minutes after using the Doomsday device; this may allows the opposing fleet to scan down the titan. Because most Titans are not fit with capital class weapons, they are left defenseless after a Doomsday without a proper support fleet.

Because of today's changing alliance landscape, many alliances employ multiple Titans to wipe out entire fleets by using their Doomsday device simultaneously. Even the most hardened battleship can fall after two Doomsdays. There is estimated to be over 100 Titans in existence today, with many alliances having more than one.

 

Ah Titans, I really wish I could have witnessed that battle where a Titan was used for the first time. You can just imagine the shock and awe the opposing fleet probably felt when that enormous ship jumped into the system. :smitten:   The shock at seeing a ship that dwarfed the largest dreadnoughts in their fleet, that made the normal pilot's frigates and cruisers look like specks of dust. Then there would be the dreadful thoughts at what this behemoth could do. How many guns did it have, how long would it take to bring it down? All the while not having the slightest clue as to what was about to happen. And then suddenly, the Doomsday weapon is activated and 200+ enemy ships are destroyed instantly. The only surviving ships are the strongest Capital Ships of the fleet and those lucky enough to have been on the edge of the blast radius.

It would have been jaw dropping. :dur:

Anyway back on topic, I like the moon idea though I would be happy if it was just included as a visual thing. Better diplomacy would be nice too, but I think one of the mini expansions is going to take care of that though.

Reply #70 Top

I’m concerned about how long online games can take, and with the new Entrenchment release coming this will only make games longer.

 

So make some new and changeable victory conditions like:

 

  • You or Allies win if you control 65% of all stars.
  • You or your allies have 70% of all culture.
  • Blow up planets or make them Uninhabitable for x amount of time. that could speed up the game.

 

Stuff like that that could make the game length more manageable.

Reply #71 Top

What I really want to see is better AI such as dynamic flight path calculation

  • we know that the ships are basically moving on a grid, and ship movements even those of other players
  • so, we know the exact end point of the movement
  • then the computer will calcuate, based on ship speed and distance, plot an intercept course
Reply #72 Top

Quoting TheSAguy, reply 21
I’m concerned about how long online games can take, and with the new Entrenchment release coming this will only make games longer.

 

So make some new and changeable victory conditions like:

 



You or Allies win if you control 65% of all stars.


You or your allies have 70% of all culture.


Blow up planets or make them Uninhabitable for x amount of time. that could speed up the game.


 

Stuff like that that could make the game length more manageable.

good call. could make the values adjustable. though that might require more work on the ai.

Reply #73 Top

Prime irritation for me isn't the lack of items, per se, but the more 'gamey' aspects, as well as interface/micromanagement.

 

1- More refined damage model.  Ships that are nearly destroyed should be acting like it, not functioning at peak efficiency.  This is easier to properly model with ships that actually track individual components and locations, but having chances to afflict different systems with different levels of dysfunction would make sense.

2- More refined supply cost model.  Upkeep cost shouldn't increase just because you upgraded the productivity of your planets; that's backwards, if anything.  It -should- increase with more /actual/ ships and physically larger empire (larger distribution network required), and perhaps slightly with more distinct ship classes in use (more types of equipment and parts required, different training et al).

3- Option for finite resources.  That is, production slows and eventually runs out.

4- Ability to set a maintenance cost for facilities.

 

Interface/behavior:

5- Ability to turn OFF 'join fleets by default' on ALL new ship production.

6- Mouse-over on a ship in transit should indicate estimated ETA.

7- Estimated ETA should be given when selecting destinations.

8- Ability to set a waypoint with a desired arrival time (i.e. wait if necessary, *then* execute plotted orders)

9- More standing orders; it might be useful to be able to designate a fleet as a 'response fleet' which would, if not presently engaged in combat or executing other orders, and near a friendly system under attack and without any defending warships already present, move to engage and then return to its post (if it survives).  Handy if you're busy coordinating a major offensive and somebody's trying a small raid against you.

10- Damaged ships w/o existing orders, in a completely friendly system with repair facilities or ships offering same, should move to be within the radius of the nearest repairer.

 

Miscellaneous:

11- More variety of pirate ships.  Maybe even a weird-looking model whose ships have variable capabilities -- they're kludged from parts they can steal or salvage.  Perhaps they've kidnapped some more engineers and scientists.

12- TEC-sponsored rebels -- should they really be attacking any TEC faction?  Judgment call.

13- More thorough documentation.  Basic stuff like "you can move from star to star if you've researched Long Range Jumps", "ships work perfectly until they're destroyed", "<x> facility stacks / doesn't stack", "how do I increase my fleet limits", "your first capital ship is free" et al really should be in the manual.

14- Independent worlds immersed in nearby TEC culture, under threat (proximity) of non-TEC factions, should have a chance of flipping to the TEC culture -- seeking protection.  This would fit in with the storyline -- seeking protection from the invaders.

15- Different types of starts, like 'invader' setup (no planets, but some warships, some colonizers, and resources).

16- Pirate willingess to attack a faction based on results of previous pirate raids against that faction.  No use trying for a bounty if you're going to be turned into free XP instead of collecting.

17- Option for completely secret bounties -- e.g. total amounts unknown, not just who placed how much.  ;)

 

Reply #74 Top

This is kind of alot but I think they are all good ideas so bear with me.

I think that the rate at which population on a planet increases is too fast. Some more planet upgrades there like a commerce/corporate planet upgrade that increase trade income by a small amount. It would also be cool if there were orbital space stations that increase population (Logistics) and if all the orbital structures orbited the planet very slowly instead of staying still. It would be cool if there were orbital satilites that would shoot lasers at enemy ships. I also think that there should be some kind of hapiness mechanic where higher contentment means more productivity and income wheras having discontentment does the opposite and if ignored may even lead to riots where planet upgrades are lost or revolt where the planetary government is overthrown and if a planet belonged to another faction there could be some kind of underground resistance where discontentment could lead to the planet going back to its original owner, I also think there needs to be a corruption mechanic where the farther a planet is from the capital the less income it produces. Bomber strike craft should also be able to assist in planet bombardment but only do a very small amount of damage.

I think it would be cool if planets had a certain number of soldiers on the surface and after a planets health is reduced to zero a specific type of capital ship would launch ships to transport troops to the surface to terminate the remaining resistance and remove the previouse government and the number of troops would be a planet upgrade, the troops would battle it out on the surface using some kind of algorithm where success is not necissarily guarenteed, these troops could possibly gain experience making their chances of success much greater. You would not be able to see the battles it would just be calculations taking place behind the scenes, but I think that just knowing that they are taking place would add depth to the game. This would increase the amount of time it takes to take over a planet giving the previouse owner of the planet a better chance to save his planet, it would also stop planets from changing hands several times within several minute time spans (which has happend several times in my games). Since the purpose of entrenchment was to stop sins from being a game where a blitzekriegkrieg strategagy is not only possible but preferable I think that this mechanic could go a long way to acomplish that goal. There could also be a slider in the game options menu when starting a new game (just like income rates, ship speeds, etc.) that could ajust how long these ground assaults would take. the troops would come from a different ship like for the Vaasari they would come from the battleship, and this would be different for each race or there could be a brand new capital ship or cruiser that specializes in this function and each ship capital, cruiser or whatever woould only hold so many troops. Also having these troops could reduce discontentment.

I know this would be asking alot since it would mean radically changing how these systems work but I think it would be cool if the amount of supply you have to build ships and such was dependant on the number of planets you have and how developed they are population wise instead of being based on a research technology. It would be good though to have a similar technology system that would increase the supply gained per population point. Also if population was calculated as a much larger and direct representation of the planet's population, i.e. 20,000,000,000 instead of 20, and whenever you build any kind of ship this number whould be reduced by a certain amount depending on the kind and size of ship. Then take the total population invested in the miliary and multiply it by a number that would represent salery and thats how much money is lost due to fleet maintenance. Or have the supply technologies increase the maximum number of supply that populations can generate.

I think it would be cool if you could specialize your planets. like having planet upgrades that increase culture spread rate, or upgrades that add surface to space missiles/lasers or other such planetary defenses that cannot be destroyed unless you lose controll of the planet, or an upgrade that moves half your civilian population underground so they cant be killed during planet bombardment unless the government on the surface is taken out or some special ground invasion, or some special power generator that increases the rate at which planet health regenerates and orbital structures are built, or one that vastly increases the population cap on a planet thus increasing tax revinue. or there could be one where a planet becomes a corporate headquarters and drastically increases the money gained from trade route chains, or there could be a planet with heavy military presece. These upgrades would cost alot and you can only get one type of upgrade, but it would have multiple levels. Or I suppose they could function like the upgrades like the starbase but I think that would be too much.

Alot of these things fit togethor like a puzzle. like the population focus planet upgrade allows the planet to supply you with more population to recruit into your military while also provicing more tax income and the military presence upgrade would not only drastically reduce discontentment but also significantly increase the time it takes to conquor the planet. The orbital space stations that increase population also allows for more military rucruitment and increased taxes. They add another layer of strategy and tactics to the game. 

I think that there should be more upgrades for capital ships so that you have to specialize in some way, similar to starbases. I would also like to see more planet types and bonuses, I know that Sins Plus does this but I have a bias for things that are official over user player created content. Also Starbases dont have an appropriately sized explosion. I also think that there should be an upgrade/technology/something for starbases that allow them to act as a research lab, I know that they are out of button room but the buttons could be made smaller or there could be a scroll bar. I also think there needs to be many more technologies, the more the better I say because in the largeror sometimes even medium games you tend to have a ton more resources to spend and you end up with all of the techs researched way, way before the game is over. One tech idea is to have upgrades for all or most of the ships, not like weapons or armor I mean the actual ships themselves. 

Reply #75 Top

Quoting Onicrom, reply 25
... I also think there needs to be a corruption mechanic where the farther a planet is from the capital the less income it produces...

I think, this is already implemented. ^_^