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 #151 Top
  • They should add a campaign to Sins. I mean Supreme Commander is the same and I just get bored without a storyline.
  • It would also be neat if you could actually have a PERSON and be able to move around the inside of your ship and witness your crew in action.
  • And if they added being able to board an enemy ship, that would be nice.
  • They should also have escape pods so that you don't lose your crew when your ship blows up.
  • Also escape pod harvesters, basically your enemy is able to capture or kill crewmen
  • Your person should also have a weapon.
  • Has anyone played EVE? Your are able to search the enemy ship's rubble and find anything handy.
  • And like in Supreme Commander you are able to harvest matter from destroyed vehicles and i think it would be awsome if you could hrvest metal from the destroyed vehicles.


P.S. You guys spell horribly!

Reply #152 Top

i mine layer type ship that lays missle pods similar to those the sova deploys. single or double use pods to thicken opening salvoes

Reply #153 Top

What i think would be interesting, would be some kind of super enemies.  They could show up after a certain amount of time has elapsed, and attack anyone and everyone without prejudice.  These enemies should be something along the lines of the Borg from Star Trek, as in they are so immensely powerful that you need an ENORMOUS armada just to take on one or two of them.  They could be what has been wiping out the Vasari, has been chasing them across the galaxy.  Maybe they could have some kind of grudge against the Vasari, and attack them more ferociously, but to be more even, they should probably just attack everybody equally.  Naturally, most of the fighting between empires would slow or even stop, as everyone musters their forces for a desperate attack/defense.  I can just hear it now, "Comsat has detected a massive unknown energy signature" "The Unity senses an evil presence" "They have found us!!"  The option to include them in your game would have to be there, as not everyone would want to have to deal with them.  It would also include a way to determine when they attack and in what numbers.  Their inclusion would add an interesting challenge, especially if they attacked completely without warning, or if they attack before you are fully equipped to deal with them.  Another interesting option to include would be that no one can win while they are around, so if you are close to winning, you can't just ignore them and finish off your enemies.

Reply #154 Top

How bout a campaign? Don't get me wrong, I absoultly love this game, but the opening clip gave a great back story and then they just left you hanging.



As for otherthings to add, how about a fourth race, namely the race that's been chasing the Vasari, we can say they finally arrived and now we can fight them.

Reply #155 Top

more openning sequences

less hardcodding and more based on .entity files including jump abilities

Reply #157 Top

To be honest I think the game would be perfect with three major additions.

1. Real moons that orbit planets and can be upgraded like a normal planet only the moon provides only credits, not resources (since the moon is in the planet's grav well it doesn't really need extra resource asteroids) and the moon can also increase other rates of production such as ship production (once the moon is colonized).

2. A redone scale of everything, make stars 5 times bigger than they are now, gas giants 4 times bigger and planets 3x bigger and asteroids 2x bigger.  All ships and structures should stay the same size they are now.

3. A new race or two, since three is grate but I think most games should have four minimum since many people play four player maps and it's nice when everyone is a differant race.  The XIN last stand mod may fill this problem but making it official would be great and the XIN look VERY official, maybe the devs will incorporate the XIN into the game so it can be played online.

Reply #158 Top

What i personally would like to see would be:

1. A campaign for each faction. A game like this and the sci-fi genre rely heavily on story and background. Personalizing and adding character to each faction would be fantastic and make this game much better.

2. More involved planetary upgrade process. Ability to specialize or go in different directions. For example you could have terran planets built with massive hive cities (in the vein of warhammer 40k) which gets you more population but increased vulnerability to bombardment. A desert planet could be a fortress world used for military training and housing giving bonuses extra fortification faster ship building but less logistical structures or population.

3. Bigger diversion in fleet types for each race. Even though the abilities and research for each faction makes gameplay rather different and no two races play the same I would like to see more ships or structures that have no analogies. Instead of each getting a different ship of the same theme such as long range frigate or short range heavy frigate why not make new ship types for each faction that do not have analogues in the other race. TEC could have a long range heavy cruiser gunship for example where as the Advent develop something different like a fast suicide ship with Electronic warfare capabilities to paralyze their enemies and close in for the kill.

4. Planetary invasions and ship boarding. It doesnt make sense to bombard every single planet especially with Nuclear missiles or kinetic rods wohich would have the same effect. Planets would become unlivable after a while. A planetary invasion with troops makes more sense most of the time. Also ships should have the capability to try and disable enemy ships rather then outright destroy them. Also i would like to see ship boarding it would be rather cool to send marines into a ship to try and take it over.

5. More detailed and realistic ship damage. When a ship takes damage it doesnt retain full functionality until it simply explodes after enough damage. SHips should lose functionality after taking damage. It would be cool to add locational damage. A ship can have damaged engines so it cant move until repaired or weapons destroyed so it cant fire as much. Or crew and marine quarters with along engines so you can use troops to board the ships and take it over.

Besides these things i cant think of something right now that i would like to see otherwise besides simply more ships and general features.

Reply #159 Top

The ability to Militarize a planet, changing it's infrastructure from Civilian to Military, giving the planet Surface to Orbit defensive weaponry able to strike throughought the Gravity well.  The power is based off Population cap, and it could work in reverse of Tax income, where high population militarized planets would cost a lot to maintain.  This would have been great for Entrenchment, since really the drawing of battle lines doesn't quite exist as you can just fly around starbases.  Also it would give the Superweapons a little more strategic value beyond just setting it to auto-kill.  Since a Novalith shell would annihilate 90% of the defensive power of one of these "Militarized" Planets.

 

New planet types, as that's been said a lot.  But here are some examples

Reskin particularly the Volcanic planets.  Though every planet type could use 2-5 more skins to give some diversity.

HDA(High Density Atmosphere) Support very limited Colonies.  Large amounts of resources and common planetary bonuses (Such as trade value increase)

Barren Rock.  Low Population, High Tactical points.  Few if any Resource asteroids.

Liquid World.  Varies greatly.  Always has a bonus or detriment attached to it depending on what it's substances is (Liquid water would support massive population, while Liquid Ammonia would restrict the population, but grant trade bonuses ect)

If completely new planet types escape, at least subcatagory planet to add a little more spice.  Generally this means more planetary eccentricities and skin changes.  Just anything to escape the Terran, Desert, Ice, Volcanic, roids rigmaroll.

More varied random missions, such as specific planets to attack.  A specific Capital ship to destroy.  Destroy a Starbase, ect.

Reply #160 Top

Well above all: I want to see Flak Frigates buffed/All Cap ships get some kind of Flak, and Strike Craft no longer instantly replacable.

After that balance, I really want to see random events and several new ships added to the game such as: (for all three factions of course)

- Destroyer class ships (the missing link between Heavy Crusiers and Light Frigates) weaken than a cap ship but better than a HC , sort of a mini-Cap excelling at combating larger ships like HCs and equal against Caps but losing to Strike Craft and LFrigate spam.

- A anti-strike craft Capital Ship. The bane of all light carriers anywhere. Moderate-weak ship to ship guns like the Dunov, but carries 12 Flak turrets and has the Flak bust ability and an ability to slow down strike craft. Absolutely hurts strike craft but is only marginally useful against everything else. (possibly only the TEC should get this due to their inherent disadvantage against other faction's strike craft)

- My suggestion about adding a "Super-Capital Ship type" in the bigger capital ships thread. E.g. a Super Star Destroyer type that would cost 5000 credits, 600 m/crystal and cost 90 logistics. That is unspammable but is useful as a tank to soak up dmg while other units fight. It will only have marginally more firepower than a regular capital ship (15%) and about 20% more hull points, 10% more shields.

- The Science Vessel, remember StarCraft? The awesome Terran Science Vessel unique design. It will be a mobile Civic OR Military Lab (you get to choose, and it will count towards your total lab count) costing slightly more than a regular immobile science lab 900 credits, 125 metal, 125 crystal (it'll be quite expensive, hence non-spammable). It should have decent shields and hull points considering this thing is massive more than the protev colony ship, but it does not have any weapons. 

All Science Vessels (regardless of Civic or Military) will get:

1 - Sensor Outpost. An small station able to be constructed, 1 per max system, regardless of any logistics, thus allowing it to be made in uncolonizable asteriod belts or nebulas allowing permanent line of sight in the entire gravity well and letting you see what ships are jumping in and out of that gravity well. (Cost 50 credits, 25 metal, 25 crystal) with about the same hp as a obital mine.      

In addition, the science vessel becomes specialized depending on which type you chose to construct.

The Civic Science Lab Vessel would get: (Note all abilities would cost anti-matter)

   1 - An ability named "Planetary Exploration" that can get the "Explore Planet lv. 1" (still need to get the planet upgrade for lv. 2) on your planets to find artifacts/planet bonuses with its special ability. No cost.

   2 - a special ability "Detailed Planetary Anaylsis" costing credits (125 credits, 25 crystal) each time you use it to allow a volcanic/ice planet to be able to be colonized without having the civic research. The cost each time would still make getting the civic research better in the long run.

   3 - Ability:"Trade Route Analysis" that costs credits (150 credits, 50 crystal) allowing the planet to build 1 Trade port despite having it logistics slot maxed out already. This means a trade port can even be created in uncolonizable asteroid belts, dead roids, and nebulas, solving that trade route connecting problem! Obital Commerce must have already been researched to unlock this ability. The each-time cost, and being limited to only building the Trade Port makes logistics slot purchase more attractive in the long run.

   4 - Ability: "Deep-Space Mining Analysis" ability that costs (100 credits, 75 crystal) allowing a Orbital Refinery to be made regardless of logistics slots available, even in uncolonizable asteriod belts with metal/crystal mines.

The Military Lab Science Vessels would get:

   1. - "EMP Shockwave" Drains the anti-matter (-50%) and a portion of the shields (a flat -100) of all enemy ships inside the targetted radius. Devastating against Advent and Vasari whose Shields are high and advanced. Only costs Anti-matter. Targetted ships that were hit in the shockwave radius cannot phase jump for 25 seconds.

   2. - "Projected Defense Shields" Targetted friendly ship will receive -75% less dmg to its shields and hull points for 50 seconds. This is very similar to the Kol battleship's Adaptive forcefield and can complement the Dunov's Shield Restore ability.

   3. - Magnetize, Same as the Dunov's ability, causes all enemy strike craft to inside a radius violently crash into the Science vessel with strike craft causing 15 points of dmg upon impact. 

   4. - Anti-matter restore, same as the Dunov's ability for Anti-matter instead of shields. It restores 180 points of Anti-matter to 1 targetted ship. 

Due to the prohibitive cost and fact it is unarmed, they will be limited to a small number. Also all their abilities take micro-management rewarding good science vessel management!the military SV will be very very useful in a battle complementing other capital ships, while I know I want a Civic one as well. SV will be a support ship fan's dreamboat.

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Reply #161 Top

If not capture planets (which would involve new unit types and perhaps mechanics) how about having planets surrender?  Surrender would depend upon several factors: level of allegiance (lower=greater likelihood of surrender, 100% allegiance= resist to the last man), strength of attack (larger and more powerful enemy fleet= greater chance of surrender, single ship attacking= strong resistance), and relationship between enemies (some relationship= more likely to surrender, hatred= strong resistance).  This would have the same effect as capture without the mess.

 

Reply #162 Top

On an Aethetic side.  Full asteroid belts.  Not the lame ones used as uncolonizable filler.  A simple particle effect kind of  I just think it would make the maps a lot more immersive. 

Reply #163 Top

Quoting FrostMage, reply 3
I like the idea of the burnt out shells of former space stations with an option when the planet is recolonized to scuttle them or restore them if they are of the same tech. For scuttling them you would get a minor amount of raw materials back. And to restore them it would cost like 5 or 10 percnet less than normal.

As far as dead ships floating around... I think that would probably take up too much processor power... unless... I got it!! They float in the gravity well for a couple times getting closer and closer to the planet or asteroid before burning up or crashing into the planet.

Just an idea

And useparticles!!

 

:grin:  

 

Reply #164 Top

I like to see booster trails (whether of different colors, or one color of different intensities) which could help us distinguish one class of ships from another. It would help a lot when using cinematic mode, particularly when we have dozens of ships on screen and we would like to prioritize destroying specific ships of the opposing team.:grin:

Reply #165 Top

Have a cinematic mode like Star Wars: Empire At War. Have all your planet lists disappear. Also, flak guns and light lasers on light carriers. More cruiser and frigate classes, and some super-capital ship. Higher fleet cap with the TEC hving the largest possible fleet and the Vasari the smallest possible. Say 8000 for the TEC, 7500 for the Advent, and 7000 for the Vasari.

Reply #166 Top

I'd like some form of end game mony sink, be it technolgical victory or something more appropriate for each race.  Considering we can already delay a phase jump maybe even delink planetry systems or make them one way (i.e. you WILL stay where I put you and eat my super weapon fire).

"Titans" Why yes, yes I would like to see "super capital ships" possibly much like the ones from EVE:Online where they're just big dumb logistics boats giving bonuses to fleets (and as a bonus you get a money sink in firing it's planet killer weapon), could even be the counter to the above idea.

Ship animations.  Radar domes rotating, gun turrets tracking and gun recoil for the TEC's kinetic systems that sort of thing.

Ship textures. Want shiny.  *paws screen*  I fully understand that the TEC were the first race designed, models built and textures created.  They are showing their age. Doesn't affect gameplay but... well you know.  Also considering cap ships are the big thing in Sins i'd like to see them reflect  damage taken better, possibly even looking more beaten up and meaner the higher their level is. 

Debris trails.  Something left behind temporarily by damaged ships transversing a gravity well.  That way if I'm paying attention I *KNOW* their is a wounded cap ship somewhere nearby and can start hunting for it :)

"campaign mode" Give me a tick box that allows me to bring a percentage of cash and some low level ships in to the next map in the list.  Same for the AI obviously.  Although AFIC that the 3rd expansion is single player overhaul? 

"Capturable items".  Some of the maps say their is something important in a start system and you've got to capture it for the good of your people blah blah blah.  Add something so it's not just a planet with an artifact.  Maybe an alien starbase (mysterious 4th race music) or similar.

Reply #167 Top

ways to move the tec/advent starbases, like using cap ships to tractor it to a new place

Reply #168 Top

Good point vunda : tec/advent starbase without moving capability are pretty easy to avoid for a opponent fleet. Maybe a special upgrade of starbase and why not using a deploy option like siege tank in starcraft..:D

 

Anyway good graphical addition would be direction jets. Indeed in space you can't direct a ship with a lone reactor like on earth. To due to void you need to orientate your reactor or have some direction jet : it's mandatory to stop a ship indeed..:D This addition could be supported by physx..:D

Other addition that could be great are COLLISION : when two or more ships bump themselves...there is nothing happening. In fact they should bump but get also strong damage...especially for small frigates/strike craft against structure/capital ships...that could an excellent additional power to capital ship..:D

Reply #169 Top

a "copy paste star" star option in the map designer

advent weird starshaped crusers that work

longer chars limit for names