Arthanis

5 things you wish to see in Rebellion

5 things you wish to see in Rebellion

Just list 5 things you want to see in upcoming SoSE expansion. I will sum all suggestions in main post, including luding number of people supporting  Rules:

1. Only one list/person, no more then 5 suggestions

2. Do not list things already announced by Ironclad (Titans, subfactions), unless you want to add extra features to these items (like "please make titans mobile factories")

3. Before you write something new, make sure there is nothing very similar to your idea already on list (like writing "more vasari upgrades please" when "more upgrades to all factions" already exist)

 

Ok, let's start:

1. More types of planets/gravity wells                                                                                                         [3 votes]

2. New upgrade(s) on each of 4 already existing  tech trees of every race (including deadlier tech)                  [3 votes]

3. Better unit and faction balance across all stages of game                                                                        [3 votes]

4. Capships max experience level increased                                                                                               [3 votes]

5. Lategame Lag reduction                                                                                                                       [2 votes]

6. Multiplayer support (better ranking system, in-game voting, anti-smurf etc.) and fixes (minudumbs, lags)    [4 votes]

7. Maps/Mods autodownload [including forge-made maps]                                                                          [3 votes]

8. Better and improved Forge and Map Designer                                                                                         [1 vote]

9. Better, less exploitable AI                                                                                                                    [4 votes]

10. Capturing/salvaging of enemy capitals                                                                                               [3 votes]

11. Way of relocating TEC/Advent Starbase in gravity well                                                                            [2 votes]

12. Improved and deadlier superweapons                                                                                                  [1 vote]

13. Fixes to Empire Tree                                                                                                                        [1 vote]

14. Terraforming, moons and other planets system improvements                                                                [1 vote]

15. Improved role of neutral systems and pirates                                                                                     [1 vote]

16. Cloaking fields                                                                                                                                 [2 votes]

17. Naming fleets and longer ships/planets names                                                                                   [1 vote]

18. Ability to queue structure while other structure is being scuttled to give free slots                                    [1 vote]

19. Non-capital ships able to level-up by gaining experience (at last few levels)                                          [1 vote]

 

155,910 views 196 replies
Reply #176 Top

Quoting Joccaren, reply 159
Large Address Awareness, or something to enable more than 2Gb of RAM to be used. It would reduce lag, prevent crashes, and allow more to be added without sacrificing performance. These days most people will have at least 4Gb of RAM. I personally have 12. I see no reason why we should be limited to 2Gb and the problems associated with that.

Also, an optional Dynamic Movement system - as I can not find one that is updated for Diplomacy, let alone Rebellion when it comes out.

I say optional as not all want it, and it would preferably be able to be set in the 'Create Game' menu. It would allow for more cinematic and interesting battles for those that want them, and the optional part would allow those that don't to stick with the 17th Century Military lineup.

Also - a better cinematic mode. Make it remove all UI entirely when activated. It should make it so that you can take screenshots without having game stuff in the way. As is, to get it with only the basic UI in the way is a bit of a Hassle, as I have to unstick everything from that box on the left, then resticky it afterwards, all to take a nice screenshot.

I agree.

Reply #177 Top

Quoting Joccaren, reply 159
Large Address Awareness, or something to enable more than 2Gb of RAM to be used. It would reduce lag, prevent crashes, and allow more to be added without sacrificing performance. These days most people will have at least 4Gb of RAM. I personally have 12. I see no reason why we should be limited to 2Gb and the problems associated with that.

The issue isnt how much RAM you/most people have, but how many have 64-bit windows vs how many have 32-bit. I think LAA is great, but it isn't for everyone.

Reply #178 Top

I want s/c to autodock. Not pretty standing by motionless with no enemies in system.

Not to mention all those s/c out of the bays needlessly has to eat clock cycles.

Reply #179 Top

Just popping in to say that the entire movement system in Rebellion has been re-written. ;)

Reply #180 Top

Quoting Yarlen, reply 179
Just popping in to say that the entire movement system in Rebellion has been re-written.

 

Wait... WHA?!?

So no more colliding with asteroids, or making HUGE circle turns into a minefield?  Oh happy days :)

Reply #181 Top

He said re-written, he didn't say for the better.

Caps now try to fly through planets.

Fighters spell out the dev names when doing attack runs.

Asteroids now move, but only in lightning fast circles.

Mines bounce with glee.

And last, but not least, frigates spin on their nose when approaching the edge of the grav well to phase jump. We call it 'the tipsy vortex'.

Reply #182 Top

1. More types of planets/gravity wells, maybe have someplanets inside

Mainly to make it more realistic as if you look a solar systems there arn't just terran, dessert, ice, vulcanic and gas planets.

there would be for example, water, urban/industrialised, forest/swamp, baren (no atmosphere) planets. and an even greater amount of planetary bonuses

Another idea is having some planets surrounded by asteriods belts, plasma/magnetic storm and orbiting moons to add more complexity to each planet

for example a planet surrounded by a magnetic storm would not be able to build any space structures leaving it very vulnarable to attacks meaning you would have to leave some ships behind to guard it if it can be attacked.

moons could expand the gravity and well of a planet and well could either act like a planet but would require a technologdy (low gravity colonistaion) to colonise certain types of moons (as if you look in our own solar system there is not just one type of moons orbiting planets, they could range from terran planets to volcanic) adding bonuses the planet it orbits either through the same planetary mechanism (Civilian Infrastructure, Emergency Facilities, Explore Planet,Logistics Capacity) but obviously limited. The other option is that through research planetary benifits of the moon are unlocked things like increase mnufacturing capacity or increase in population etc..

2. New upgrade(s) on each of 4 already existing  tech trees of every race (including deadlier tech)

8. Better and improved Forge and Map Designer 

11. Way of relocating TEC/Advent Starbase in gravity well

15. Improved role of neutral systems and pirates

Maybe have the neutral planets act like independent planetary states constructing planetary structures and defences to a certain limit at a adjustable rate at the start of the game, in order to make capturing a planet later in the game a harder/costly task to perform, as well if planets are being captured in your system wouldn't you build defences to help keep your idependence from an agressor.

 

these are the main 5 for me, but mainly number 1 to add even more complexity to the game and 8 to well have fun.

Reply #183 Top

it's not tough to mod a starbase to move.  Dev.exe hates it, but the game does just fine with mobile fortresses.

 

Reply #184 Top

Quoting Draakjacht, reply 181
He said re-written, he didn't say for the better.

Caps now try to fly through planets.

Fighters spell out the dev names when doing attack runs.

Asteroids now move, but only in lightning fast circles.

Mines bounce with glee.

And last, but not least, frigates spin on their nose when approaching the edge of the grav well to phase jump. We call it 'the tipsy vortex'.

That's not a "bug", it's a "feature".

Reply #185 Top

Taken from another forum:

 

One thing I’d love to see is a major overhaul of pirates and neutral colonies. Pirates I’m largely happy with under most circumstances, though I’d like an options settable timer. But what I’d really like to see is A) Pirates getting shields, more of a minor thing but it just feels wrong to me, B) some form of capital ship for pirates, it should only show up in the largest attacks, but I’d like the challenge of taking it on, not to mention the potential for a starbase/cap ship killer. C) Again I’d like to see the neutral colonies getting cap ships in some cases, maybe even one or two really powerful ones with their own starbases, the effect on your colonization route would be significant and interesting. D) pirates launching multiple attacks, when large bounties are placed the pirates quickly hit their cap as far as attack size goes, and well before that they're able to overwhelm all but the best defended planets, I’d like to see them launching multiple fleets when the bounty goes that high. I'd also like to see them launch attacks against everyone with bounty on their heads. But the ones against the targets not at the top of the list would be like 50% the strength they normally would be with that amount of bounty. Helps make bounty placing more than just a race to the top. E) Greater verity in neutral and pirate ship design, by this point they should have had the opportunity to get their hands on things like support cruisers and there's time for non-TEC factions of these to develop.

Don't get me wrong, I don’t want full factions here, but I want to feel like they're more than an idle nuisance to be brushed away and to feel like they can throw me curveballs and difficult decisions, rather than being something I simply waltz right over the top off.

Hmm, what topic to touch on next. Starbases I guess.

IMHO these need a huge overhaul. For various reasons your upgrade choices always feel hugely constrained. First and foremost, unless it's in a back area for some reason you really cannot afford to forgo the health upgrades, starbases without at least a couple of these just cost too much and are too vulnerable to being destroyed to bother with. In the same vein, because of the whole standoff and bombard/bomber swarm, mentality about them for everyone but the Vassari the hanger upgrades become really vital. This often leaves the offensive weapons upgrades and many of the other upgrades feeling a littlie redundant. Sure you can sacrifice some of your durability or strikecraft to get more utility bits but I’m honestly left feeling like they're value is severely underwhelming, the combat upgrades are just too vital to making it worth putting one down to easily justify using much of the rest of the stuff.

Personally I’d suggest a few idea's. A) Start by adding a significant chunk of default SC squads to the starbases, say a dozen or so. It makes picking up those hanger upgrades much more optional for the advent and TEC, and at the same time adds a bit more un-upgraded power to the starbase, (another much more minor complaint of mine is how weak for cost they are starting out). B) Possibly instead of rather than in addition to A, make it so that the health, weapons, and hanger upgrades don't count towards the limit on upgrades, but reduce the number of upgrades to say between 2 and 4. (Probably less for Vassari than others since this would otherwise be a major buff to them). That way your free to pick up and choose the secondary upgrades without leaving yourself with a starbase too weak to actually make any realistic use out of them. C) Overhaul the abilities somewhat, the Advent don't really have a single dud, but the Vassari aren't great in a few places, and TEC are loaded with them, mostly it's minor things with the upgrades, but it still leaves a lot of dodgy options.

Reply #186 Top

What i dont understand is.... why are ALL the ship protecting neutral colonies are TEC ship? Why not advent and vassari? Mix it up a bit.

Reply #187 Top

Quoting sporemaster, reply 186
What i dont understand is.... why are ALL the ship protecting neutral colonies are TEC ship? Why not advent and vassari? Mix it up a bit.

 

I've wondered the same thing. I imagined it is because the game is supposed to take place in TEC owned space but changing up the miltia wouldn't be a bad thing.

Reply #188 Top

Quoting sporemaster, reply 186
What i dont understand is.... why are ALL the ship protecting neutral colonies are TEC ship? Why not advent and vassari? Mix it up a bit.

Lore wise, it's becuase both the vasari and advent are attacking tec space so all of the worlds you see are governed by a planetary government of human (TEC) origin. Advent are here for revenge and left their own worlds far behind, Vasari are here to escape and left their empire for dead.

Reply #189 Top

Quoting sporemaster, reply 186
What i dont understand is.... why are ALL the ship protecting neutral colonies are TEC ship? Why not advent and vassari? Mix it up a bit.

Real reason...cost.

You have to pay someone to make new ship designs.

 

Reply #190 Top

Quoting wbino, reply 189

Quoting sporemaster, reply 186What i dont understand is.... why are ALL the ship protecting neutral colonies are TEC ship? Why not advent and vassari? Mix it up a bit.

Real reason...cost.

You have to pay someone to make new ship designs.

 

 

It's also a logical standpoint.

1.  It's a galaxy primarily made up of humans.

2.  Any humans in the galaxy in free roam are going to consist of offshoots of the TEC.

3.  The Advent prior to venturing out (as per the lore) were exiled and are now out for revenge.  So as a logical perspective, they will be a very tight nit group, staying primarily with each other working closely together towards their goal of revenge against the TEC.  Their very strict religion would also play a huge role in the logical standpoint.  So very few advent would be likely to venture out on their own to "seek their riches" so to speak.

4.  The Vasari are also very tight nit.  They have a singular goal of getting as far away as possible, as quick as possible to get away from whatever ran them out of their galaxy and is continually getting closer and closer.  They know it's coming.  They're deathly afraid of it.  They just want to get away.  So they are also going to be closely nit, working towards the same goal, of running away.  Stopping only to harvest materials, and then getting back on the run.  That's why they are unlikely to run off and settle to "seek their riches"

5.  The TEC are the only ones without this driving force.  They are settlers.  They are capitalists.  They expand, settle, develop and trade.  They are the most likely to have citizens venture out to unknown regions to seek their riches.

 

While I can agree, from a gameplay variety perspective, you would think to add variety by changing up the ship race types in neutral systems.  But from the perspective of coding, development, and most importantly, from a game lore perspective, it makes sense to limit the ship types found in neutral space to TEC variants.

 

Reply #191 Top

Actually it dosen't make sense from a lore perspctive. As we know from diplomacy and rebellion the war has been going on a long time and the factiosn have begun splintering, plus it's just aspossibble now that the TEC is pushing into Advent or Vassari space as vice versa. Where no longer day one with just the TEC and 2 attacking enemies. There's been a long war goig on with the inevitable changing of hands that will occour in such a situation. Assuming no one side is winning the milita should be split evenly between all the factions at this point.

Reply #192 Top

Lore is something I don't bother with.

The advantage of a skirmish game is every game can have a different story.

Sides can switch, good guys can be bad guys......

Reply #193 Top

In the Distant Stars mod we have Advent, Vasari and TEC militias at planets ...

 

Reply #194 Top

Quoting boshimi336, reply 193
In the Distant Stars mod we have Advent, Vasari and TEC militias at planets ...

 

In the Sins of a Fallen mod you can have ANY race as the militia  B)

Reply #196 Top

CAMPAIGN/SCENARIO EDITOR!

 

throw that in with ship/visual mods and you could recreate so many universes from popular culture @_@

 

simple trigger/effect system, options for ingame dialogue, maybe even cutscenes/sound files, editable unit/planet stats and names....

 

or has this idea already been addressed? =/