It was a premature post, I had not finished my ideas. Will edit as soon as I have more time. [EDIT] Just added some more stuff. Please comment.
Brazilian_Joe
My idea is to have the capital management be based on an orbital structure instead of a planet button. Much of the game mechanics would be the same, with few differences. I will call this structure the Orbital Capital (OC). I think the Orbital Capital could have similar mechanics to a starbase. In other words, it would be a starbase with some notable differences. Suggested features: Every player starts with this already built on the home p
Game Mechanics 1. yeah 2. yeah 3. yeah 4. yeah 5. yeah 6. ? how would it work exactly? probably yeah 7. ? how would it work exactly? probably yeah Abilities 1. yeah 2. yeah 3. yeah 4. yeah, with restrictions. penalties would apply if the player tries to give planet just to jump in and rob it back.
SUGGESTIONS Add a 'GAME MECHANICS' to your suggestions categories ;-) GAME MECHANICS Each faction of the same race which researches one tech should make it cheaper (an incremental bonus) for subsequent empires to research the same tech. It can be an unlockable bonus with several tiers in the diplomacy research tree, 'technology espionage' or something like that. Note that the bonus would only apply to the same race.
I think an embassy could be something like an star base, with levels to upgrade. The diplomatic ship would be consumed as well. There should be also a requirement to build an embassy, like at least being at a truce. Once the embassy has been established, then it can be upgraded to perform certain acts such as the espionage and allegiance stuff.
Giving a planet to some other faction is not something to be done lightly. Reasons which would justify it: Streghten a relationship of allies Strategic importance Historical ownership (belonged to them before) Make peace Some reasons combined would justify an end-war and instantly good relationship, like giving back an ancient, lost homeworld of prophercy to another empire to end a thousand-year war. On the other
SUGGESTIONS A Diplomacy counselor which hints at the odds a rivel faction will accept a mission while I am designing it. By looking at his advice i can tell if my offer is reasonable or not. Unreasonable missions (kill 100 ships for 100 credits) should give negative diplomatic modifiers. Ability to make 'demands'. ex.: Give me 1000 credits; reward: and I will not attack planet X/your empire. Ability to set up a continued demand tribute/exchang
I found it strange that I could not properly engage in diplomatic relations with teh AI, now I see it's still a bit rough. Here is what i did: started a large random single star map with all easy AIs, just for testing the diplomatic stuff. I noticed there is already an initial friendliness modifier, which gives 10-30% relationship to boot. Since the AI was easy, I could build up a reasonable number of planets and entrench my empire without fear of being steamrolled by
Yeah, resources completely drying up is bad, but I'm ok with them petering out to a trickle. I think each asteroid could have traits like planets do, like porous core etc., but tailored to what they are good for: mining crystals and minerals. Like the planet traits, it would require a survey to uncover the trait (if it exists at all). The player would click on the asteroid and there would be a 'probe' button just like the planet, with 1-2 levels. Afte
I vote for this too. [e digicons]:grin:[/e]
Except that it costs LOTS of unit slots and is supposed to be of strategic importance, we shouldn't give our diplomats dinky ships which die like , ahem, siege frigates. They should be able to get out of trouble fast, if need be.
To expand on my own idea, I think it could be a dual slider, to set minimum/maximum strength. This would make it possible to replicate current model, where some planets are stronger than others.
I think neutral planets should have a settable strength in the game parameters. This way SP players can have more of a challenge. Perhaps like this: Puny: a few ships, perhaps few turrets Normal: some ships, probably turrets, maybe hangars and a frigate factory Strong: ships, turrets, a factory, probably hangars and repair bays Very strong: many ships,, factory, hangars and repair bays, maybe a capital ship Super strong:all that, plus a capital
My idea is that there is a difference between having your stuff destroyed, then rebuilding them (which takes time) and paying the pirates to save your stuff. Monetary damage is still there, and (unless the bidding mechanics change) if the attacked player has lost the bidding war, odds are he won't have much money in the coffers. An alternative could be having a 'bribe' button show up on each pirate ship - as long as some 'pirate ties' tech is developed, for them to be mo
Lvl 6 Domination = all your caps are belong to us.
I would like to be able to engage a negotiation with the pirates to avoid having them wreak havoc on my system. It may be dependent on the presence o a diplomatic vessel on the gravwell, or simply enabled by technology. If I just want to avoid the fight, I would like to be able to convince the pirates not to attack by either paying credits/metal/crystal, or by giving ships. The amount would be dependent on the size of the raid (of course), and should be cheaper tha
Whohoo! a post from a dev in a thread started by me! I am feeling all warm and fuzzy inside... [e digicons]\o/[/e] About being on the fence on Capital ships for pirates: I am favorable to them, let me throw in my arguments: This is the future. Ships may not be *that* much harder to pilot from a flight stick. Presumably education would be pervasive, and what we assume to be university-level education would be available to everyone. If they look back at o
"Wow Canadians rock !!" WTF... The name of the game is Sins Of A Solar Empire dude, not WoW. Wrong game forum. About Canadians rocking... well at least they are cool. With all that snow and ice, you know. Soo close to greenland (which is not green at all, but white. WTF?).
Detrimental? Maybe, if badly thought out. Selling your own scouting info to the black market is already a good way to counter useless-ization of scouts. Purchased info would also not be real-time, it would only refresh the information about the state of a gravwell as the pirates last seen it / bought it (from a selling faction). Pirates/black market could also have 'bounty scout' mission: Pirates request info about a gravwell. Players who click on 'accept missi
Pirates should be constantly scouting the planets, and have the option of selling intel reports so that the players can have up-to-date-information about a planet. A not owned planet where I have no ship scanning the area could have a button to perform the purchase. The older the info, the cheaper it would get.
The Advent already possess a form of this - increased shield mitigation when fighting under own culture. It is also known that, in sports (soccer for example), when a team play in its home field, the odds of victory are increased, because they feel more obliged to protect their turf. Similarly, this effect could be translated to the game, Having the planet owner having a upper hand (a small bonus initially) by virtue of being the defendant, and having this effect increas
I think it is pretty much consensus among players that it is a Good Thing® to have a single lobby, and pleople with Entrenchment being able to join both Sins and Entrenchment games. Same goes for the upcoming Diplomacy expansion. I believe that Diplomacy will require Entrenchment to be installed, and will not work otherwise, but I have never read any statement confirming or denying it. If any dev can please comment on those questions, I would like very much to hear.
A few good ideas by milo896. Expanding on pirate raid types: Pirate raid - destroy/capture trade and refinery ships. Destroying metal/crystal asteroids should also be a target for the pirates. Terror raid - Bomb the planet. Besides the economic damage, another side effect would be reducing culture spread (popularity) temporarily, because the government failed to properly protect their civilians; while also boosting culture spread for revolutioni
Pirates should get stronger over time, have capital ships, maybe even one of their own. Ships of any factions should be spawnable as pirate ships. I think pirates should be able to capture player ships - a channeled, interruptible skill. Say that, besides having the ability of spawning any capital ship, it has also one of its own, dedicated to capturing ships. Smaller pirate ships will be the support for this ship. Sometimes they would ask for a ransom, to give back the
Pirates would sort-of be a faction, with effects similar to the others in planet population. Diplomatic stances should be at least alliance, truce and at war. Any negotiations besides truce are severely penalzed or impossible while at war. Alliances should give bonuses, especially economical. I should have to weigh the advantages of leaving my neighbour alive and improve my income by doing commerce with him. Culture should be a pie divided among all