There are a few points I'd like to see included, some of which I know have been said before me (which I won't repost), some which have likely been said before and some which I'd like to add...
- I think the research tree should 'grey-out' fully researched techs. When I look for new techs to research, I have to mouse over each one to ensure that I have researched them fully already or if there is more research required. It would be much easier to do this if the fully researched techs were grayed-out, as with future techs that lack resources or prerequisites.
- I'd quite like to see player-contructable jumps available to research and build. They'd probably require an outrageous number of tactical points (18/20?) and thus could only be built on certain 'worlds' and then, only if that world didn't use its tactical points on defences. Obviously you'd need to build 2 or more (on different planets) in order to set up a new 'jump'. Also, I think that the construction should be semi-permanent and by this, I mean two things: 1) it should take a great deal of damage to destroy and should not be scuttle-able; 2: If its orbited 'planet' is destroyed or changes allegiance, the jump should remain open and useable (still connected to the original owner's other jumps) for a short period of time (about 5 mins?).
- The ships move very slowly. I am often a little bored while I wait for things to happen, especially in the beginning when I have to wait for resources to trickle in and thus can't spend the extra time building things. I'd quite like an adjustable passage-of-time slider or something more to do while I wait. More research possibilities into things like sub-light engines would also be appreciated (actually, I'd like to see much more research across the board... research is fun).
- Perhaps the allegiance switch problem could be averted if sufficiently large fleets are in orbit around any planets that might switch. Perhaps linking the size of the planet's population with the number of ship slots required for the current fleet in orbit. For instance, a 200 population terran world would need 5 Captial Ships in orbit, until the planet's allegience can be brought back under control.
- The threats from dying nations becomes very irritating. I'd like to see them offering vasselage or something but most importantly, I'd definitely like their threats to stop.
- I'd like to see the pirates stealing resources ('money' in particular) during their 'raids' and I'd like to see them more concerned with escaping with loot than with sacrificing themselves for a little bounty. I'm not sure about them bombing planets either... it doesn't seem very 'piratey'.
- A long time ago, I played a game called "Conquest, Frontier Wars". The game was -in some ways- quite similar to Sins (not as pretty but definitely fun). One thing I did enjoy about the game was its admirals. I'd quite like an option to assign an admiral to my fleets when I make a new one using CTRL#. These admirals could then be given instructions in a seperate menu system allowing the player to set the admiral's general strategy. For example, Fleet 1's admiral could be told to await my instructions but engage enemies if they enter their current gravity well, while Fleet 2's admiral could be assigned to protect his Homeworld and the nearby worlds. If an enemy force is announced to be arriving in a nearby gravity well soon, the admiral could automatically move his forces to defend. An other general point that I'd like admirals to be able to attend to would be target assignments... It's far more efficient for my fleets to target individual ships, killing them one at a time, rather than damaging each enemy ship a little. I can do this target assignment myself of course but I think that the game should do it for me... Fleet admirals could be resonsible for this and for determining which target priority, too.
Additionally, something else that I do when I play but which an 'Admiral' could do instead would be the disengagement of ships when it becomes clear that they are taking too much damage and thus should use their faster engines to move out of range while repairs are performed (and while the other ships -with full shields and hull- deal with the aggressor in safety).
- I'd prefer it if the ships moved a little more spaceship-like rather than aircraft-like... so that they retain momentum until it is offset.
- Lastly (for now), I'd also like to see troop ships, allowing me to capture worlds (particularly so if the empire's race is the same as mine) rather than making me have to destroy them. Something about bombing innocent populations feels a little wrong *sad*.
Other than these points, so far I think the game is looking good and feeling great. I can't wait to see the other races and I hope they will play very differently to each other... I think that this is quite an important thing to consider in an RTS and something that made Starcraft and Warrior Kings:Battles great (maybe no one other than me will have played WK:B but I assure you, it was a great game... lots of fun to play and the 'races' were nicely balanced *sighs*).