Ideas for Sins 2

Hello, 

As a long time Sins player and modder, I would like to make a few suggestions for Sins 2. I haven't played the pre-release yet so I apologize if these ideas are already implemented in some form.

 

1. Titan death penalty

There should be a way to set Titan death penalties in the game options before starting a new game. The penalties could be customizable, for example the Titan could lose a user definable number of levels upon re-construction, it could cost more or it could take longer to build. From what I've read about Sins 2, Titans can be customized with various upgrades. This may be another avenue to implement a death penalty.

 

2. Late-game random events to shake things up

I would like to see some sort of diplomatic blunder or galactic war event occur late-game which torpedos relationships between factions or results in all factions going to war with each other for a while. In the original Sins, it seems like alliance changes occur very infrequently. 

 

3. Small fleet sizes

As a fan of classics like Freespace and Star wars, I like to see smaller fleet battles, where the tactics of each ship play an important role (instead of frigate spamming). In all of my mods, I significantly lower supply cost for capital ships while making the gap between capital ships and frigates larger, so that frigate spaming is less effective. The computer still tends to build fleets comprised mostly of frigates though. It would be nice if choosing "smaller fleet sizes" resulted in a change of tactics for AI players and a change in stats for the different ship classes to yield a different "feel".  

 

Looking forward to the finished product, which is when I will be upgrading my PC :)

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Reply #1 Top

2) This would be interesting. For an idea on a catalyst, any empire who controls a discovered artifact would find diplomacy difficult (would have to use resources as bribes to maintain alliances with the AI). In the off chance both empires control duplicate artifacts, their alliance wouldn't be threatened. (I've seen duplicates in large maps in sins1 & have seen a duplicate already in sins2 - so case is possible so far).

Other catalyst concepts include fleet size, planet proximity, AI type (Aggressive AI would be most likely to just randomly backstab)

3) From my replays. I've noticed that the AI doesn't use more than one fleet currently. I am fond of the larger battles typically, but I do wonder if it'd be possible/interesting to have the number of fleets used by the AI increase with difficulty? They wouldn't have to be restricted to just standard ones either. For ideas on small fleet concepts:

  • Bomber Fleet - a throwaway fleet intended to destroy an enemy player's planet (AI would do if no shield is detected by its scouts).
  • Assassin Fleet - a throwaway fleet intended to destroy specific player structures to disrupt things (research labs, trade ports, culture centers, phase resonators, factories).
  • Roaming Fleet - a small fleet intended to disrupt by jumping from planet to planet looking for a weak spot. Even if the owner doesn't actually get much damage in, other players can still cause issues when they attack border planets b/c the defending player's fleet is busy chasing a random roaming fleet. Can't be two places at once. (This "strategy" would be discontinued after phase jump inhibitors are detected within a player's territory)

As for determining the supply numbers for the mini fleets, that would depend on the game's balancing closer to release.
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Also as a side note to OP, I too am waiting for the finished product as the justification for a PC upgrade, lol..