Game ideas and suggestions

Any ideas or suggestions for Ashes should go here

I won't make a habit out of this, but I decided to re-post these ideas in a separate post since the "suggestions and questions" post has turned into something else.

I'd like to add a few suggestions that I think would improve the game. As a preface to this I'd like someone to tell me if the mentioned feature is already included and I'm just missing it.

1) I'd like the ability to select all units of one type in view at the moment (e.g. select all bomber squadrons visible on the screen)

2) I'd like to have the blue movement pin (that's what I'm calling the order indicator) show up on the map even if the place I clicked on is in the fog of war (it lets me know that the order was acknowledged)

3) I'd like the blue pin to be red when issuing an attack command and maybe green for capture an outpost so I can tell what command my units think I gave them.

4) I think the units should have special abilities unique to the unit that use up some sort of rechargeable energy

5) I really liked the ranking system of capital ships in Sins (of a Solar Empire) that allowed more abilities to be added to the capital ship as the ship survived more attacks

6) I mentioned this in another post, but the ability to command units to move with the slowest unit in the meta group (I'm pretty sure that this is an intended feature of the meta group)

7) I'd like a stay command so that my units can stay near the outpost to capture it while fighting everyone else instead of moving around away from the outpost and making the capture time longer

8) The ability to destroy buildings (and units, but reading another post I think we can do that already)

9) I want to queue my research so that I don't need to worry about it during the game. That said I'd also like a lot more research items and a lot more tiers of research. I always liked the way that Sins had different ships be different levels of research and some required 5 research structures

10) Another research suggestion from Sins: I always liked the fact that Sins had Military research separate from Civilian research so you could work on building an economy while figuring out what new ship you want to research

11) Scout mode for the drone or scout unit that enables me to click a button and have the unit explore aimlessly all areas that have yet to be explored

12) Have the enemy units flash or something when I command my units to attack them (just once or twice to acknowledge the order was given and know you're attacking what you wanted to)

That's my list for the moment. I'll add more things as I think about them. I'm liking the game so far!

17,276 views 5 replies
Reply #1 Top

Nothing to say ,just big yes to all you post.

 

I think most what you say its think to the game.

Reply #2 Top

1) Good idea!

2 / 3) The current art is placeholder. We were actually talking about this subject today. :)

4) Tier 3 units do have this, but there's no real control over it at present (just fires off when it can). More refinements are coming, though!

5) Also planned for Tier 3 units; still in the early design stage.

6) We'll see how this shakes out based on the speed conversations.

7) Unit stances are being worked on, so this is coming.

8) You mean ones you own?

9) Agreed.

10) We'll need to discuss this one internally. We want to only have a limited number of techs.

11) Agreed. This will likely show up once we have an AI in place.

12) Yup, user feedback is a major focus for us and lots is underway! :)

Thanks for the feedback!

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Reply #3 Top

For an additional feature I highly recommend the template system from supcom.  I feel like so many of my suggestions come from that game but in my opinion their user interface had to many nice QOL features that really made it easy to do what you wanted when you wanted to do it.

Reply #4 Top

Quoting Yarlen, reply 2


8) You mean ones you own?

Thanks for the reply, yes I mean the ability to "scuttle" my own buildings so that I can move them other places or destroy an old factory that I'm not using anymore to give myself enough power for something else on the map.

Thanks again for commenting on all of my suggestions!

Quoting Sargeras77, reply 3

I feel like so many of my suggestions come from that game but in my opinion their user interface had to many nice QOL features that really made it easy to do what you wanted when you wanted to do it.

Looking at other posts there are a lot of suggestions from supcom so a lot of people agree. And I've had plenty of influence from Sins (my favorite RTS) myself so using these games for suggestions only adds to the forums.

Reply #5 Top

I agree with Shadow-with-too-many-ooooooo's :grin:

And.

Would like to add:

13) the SupCom dual screen setup was brilliant!  Screen 1 for close in action whilst 2 kept you informed of the whole map and big picture.  SINS would have done well to have this feature as well.

14) Rigth click options.  Something I felt was missing in Planetary Annihilation was right click upgrades. 

15) True Co-Op play rather than just multiplayer alliances.  Planetary Annihilation was quite good in this regard, but SINS is just friendly multiplayer.  Need to use the tech to bring people together as teams and units.

16) Modding needs to be open to the masses. Just look at what happened to SupCom2.

17) No console support!  Looked what happened to SupCom2.

18) Maps structures that can be seen.  SINS was the biggest pain in the butt not knowing what the maps looked like and worse, where the spawn points were for multiplayer setups.

19) RPG options.  SupCom allowed you to select different mods for the commanders, SINS allowed you to have all the upgrade in time and levels.  Its nice to have an element of RPG risk where you realise later you've chosen the wrong tech tree mod.   }:) evil, I know.

20) more 3D effects and feature.  The new terrain looks good but its not currently as nice as SupCom2.

 

Is there a brief somewhere of what this game's development goals are ? What's the story of why I want to win a battle?  Starcraft, SupCom, Warhammer, Star Wars, Star Trek and Homeworld all had great reasons within the game for why you needed to win, where as Planetary Annihilation missed a trick.

 

Current observations after one game.

1)  Zoom In/Out is clumbersome

2) Logistics buildings are clumbersome things to manage

3) Patrol mode is clunky

 

But I'm still coming back for more ...  |-)

 

Zarrex