Rebellion Content Wishlist for Requiem mod
Hi Ironclad,
Here's my latest wish-list from the Requiem site in addition to pre-committed Rebellion content. These are the things I'd really like in order to make modding as fun as flexible as possible.
Thanks for listening.
- Single and multiplayer campaign mode and player-customized campaigns. This is the biggest gap in both single and multiplayer modes. Even if it was simply a bunch of maps linked together with a storyline that you had to do in a set order would be a win. Having your top 4 capitals be transferred between maps would be nice also (you'd need to be able to level cap them per map though)
- Scripted triggers, e.g. something like this
- EventPlanetCapture
conditions 1
newowner=player2
actions 3
eventmsg icon=4 duration=10 "You've taken the enemy home planet, however they have reinforcements now"
GivePlayerCredits(player2,10000)
Spawn(capitalship,type 2,RandomPlanet(owner=2))
this could be used to trigger campaign modes and customized victory conditions (capture planet called "xxxx" for victory, produce y capital ships, etc. to move to next campaign map.
- EventPlanetCapture
- Random events that can be customized per planet
- e.g. earthquakes on a volcanic planet causing population loss
- e.g. social reforms on any planet result in boostd ship production times
- e.g. bad weather on a planet results in 50% reduced resource production
- e.g. random attack by local militia (spawned 3-4 frigates)
- Z-axis. Being able to go up and down and around the planet (like in Homeworld)
- A tool to convert Sins .mesh into .XSI.
- Bigger planets and gravity wells. Think of Freespace by Microsoft... ships should e dwarfed by planets and stars (this would also allow the introduction of super star destroyers etc.)
- 64-bit and multi-CPU capable. This would allow the increase of constant hardcoded limits and the infamous 2Gb dump.
- More modding capabilities, tools and resources, and less hard coding of things.
- More fleet formation options. The 4 rows and limited assignment options just aren't cutting it. In addition to locating ship classes into more locations, different formations should be selectable with different spacing options.
- Cooperative Multiplayer. Let me say it again. Cooperative multiplayer with LAN and Internet support. If you do nothing else but preserve this feature I will thank you forever.
and finally - PIRATES FIX. Seriously.. no more pirates bombing a planet into oblivion and killing 280 million people. Pirates don't do that. Here's the solution:
- No planetary bombing and kiling population.
- No gigantic fleets that wipe out entire planets
- Pirates raids should be small fleets of 2-4 frigates, 1 cruisers and an anti-module at most. Larger bountries might double or triple at most.
- They should strike randomly at any planet (sometimes 2 at once) and not have to traverse phase lines to get there (they are sneaky remember). The planet they pick should be the weakest that has decent trade income.
- A decent setup of hangar bay and 2-3 gauss guns should be sufficient to defend trade ports which should be the primary focus of pirates.
- Pirates don't destroy trade ships, they raid trade ports and steal credits and resources.
- Presence of pirates in a system reuce credit/resource production by 50% to 75% for that system.
- Pirates that take more than 50% losses should retreat/vanish. Otherwise they stick around forever until driven off.
- Each system that is infested with pirates should also trigger random bad events: possible destruction of an extractor, reducing population by 1m per 5 minutes, increased ship build times.. the usual stuff that would happen in a lawless system.