criticalsystems0110

What we want in the Expansion Pack

What we want in the Expansion Pack

Great Game but can be Extraordinary with a few additions

Ok now first off i just want to say that Sins is already the best 4x RTS of all time. That said, there are a few additions I beg the developers to put into the expansion pack. Im sure you guys will have tons of posts to add but this is basically what im asking for:

1) single player campaign

One thing that really bugs me is that there is no drawn out story line to follow along map after map. I realize it saved money by not releasing anything but individual scenarios, but now that the game is making millions of dollars it only makes sense to add this much needed aspect to the game. This also gives the creators a chance to really show the players how to use every tech and unit to its fullest ability. their is so much more strategy in this game beyond economics and fleet sizes, but it is lost on the majority of players since we cant see those strategies play out in a single player environment.

2) battle stations and capital siege engines

a logical unit that races would want to construct to defend themselves from hordes of enemy ships while their fleets are light years away would be an extremely powerful battle station. like a castle in space, it would be designed to be nearly impenetrable to smaller units (strike craft, frigates, and crusiers). the enemy fleet would want to have in tow some sort of asteroid sized siege engine that could house a seige engine. perhaps a dead asteroid would have to be used as a resource to build such a weapon.

3) planet based defenses

with so much space on a planet, we should be able to construct some planet-to-space weapons that would be effective against large capital ships in orbit. the smaller ships would be too hard to hit with a weapon like this but huge battleships should be a welcome target. imagine building a mountain sized canon that could fire huge payloads into space to devastate a battleship. i can see the logistical problems of integrating this into the games graphics but it would be very cool.

4) moons and bigger gravity wells

hopefully we will see colonizable moons floating around our planets, with much more space to work with. too often an enemy fleet can phase jump within 5 seconds of hitting a fortified planet and begin bombarding it before the attacked player even know its there. it would be much better to have a few moons defending your planet so that you have time to mount a defense or recall your fleet from distant stars. the gas giant planets especially could have moon based societies, look at jupiter and saturn - they both have dozens of moons and smaller colonizable sattelites floating around them even thought the planets themselves arent hospitable for life.

5) more artifacts and anomalies

it would add a another dynamic to the game to make exploration more beneficial to your strategy. space junk should be able to explore and find something useful. there should be more artifacts to find, and not all of them should be helpful. imagine exploring your planet and loosing some sort of micro organism that is infecting your people and turning them against you. or finding a primitive culture on a planet that is hiding an ancient secret that they once ruled the galaxy. also, some artifacts should benefit one race over another, for example the advent would benefit from finding an ancient psi-amplifier on a distant world more then the other races. perhaps the humans would benefit more from finding an abandoned genetic research lab that can enhance their labor output. anomalies in space are also important to consider when moving your fleets around. radiation and cosmic ray belts around stars, blackholes that can suck in your whole armada, anti-matter draining clouds of dust. asteroid belts should also be possible places of hiding small ships off of the radar. The asteroid belts should be in motion around the gravity well so that they could damage a large ship that doesnt get out tof the way.

6) diplomacy with NPCs

almost every gravity well has some sort of NPCs defending them, it only makes sense that they could be bribed and manipulated just like the pirates can. they may not be much help but we shouldnt have to exterminate everyone just to get access to their resources. Rise of Legends has a similar feature where you can choose to kill the NPCs or to purchase their allegiance and build more of their units to fight for you. Its a nice feature this game could integrate somehow.

435,096 views 272 replies
Reply #76 Top
How about research choices?
Instead of the whole research tree being available, make only portions.
Such as:
Mercenary lasers - -20% Range -5% Hit +10% Damage
Scientist lasers - +5% re-fire +5% range
Make the player make tough choices about research. This will allow research build strategies that orient your fleet towards certain goals. Like, building a high shield regen short range DPS fleet, or building a high speed high range fleet.
Reply #77 Top
ya a deathstar/mobile planet ship is needed. that way endgames dont end so fast and you can have a mobile HQ/Capital.

we also need better cap ships.

they need to be stronger. im sry but this has come up lots but they do suk. just basically big strong tanks in space. but with less firepower.
Reply #78 Top
Yes to prefab solar systems and planets with moons (1-4 that are basically dead asteroids). This is space, don't be afraid of dazzling us with it.

Quick games with set tech levels. It takes a long time to tech up to level 7 and 2 in each area or even stage 4 in each research area. Being able to jump into a match starting at Tech stage 4 with a max of 6 and appropriate resources so people can jump into a fight would be appreciated.

Kill the idiot spawn rushing with planetary defenses that are worth a damn. Someone plows in with a crap load of basic frigs should have their rush fleet torn to bits by defensive systems. Or... set frig weapons as being 25% effectiveness vs structures, cruisers at 50% vs structures.

Capital ships whose secondary weapons are more effective vs frig/cruisers. 1 Kol at L3 or L4 should have a gauss L2 that obliterates a frig. 1 Kol teched to full stage 2 tech shouldn't take 4 minutes to take out a desert planet's militia garrison.

Please allow movement during combat. Add ship orbits and AI movement patterns so the battles don't look like WW1 trench warfare.

uberizing Capitals isn't all that great an idea, but improving their effects would really make them the anchor of the fleet.

NPC militia and pirate cruisers and capitals are a must.

Add more frigates, create destroyers, add battlecruisers. More variety. A lot playing SINS are/were EVE players, don't be afraid of adding ships.

Single player objectives FFS... just something more than "Go kill A, B, C, etc... player"

SP and MP campaigns please, or MP objectives. Even Team/Coop vs NPC would be nice.
Reply #79 Top
ummmmmmmmmmmmmmmmmmmmmmmm 1 problem with blowing up planets we need a counter ablity like remaking the remains of a destoryed planets into a planet.other wise there could be some major problems. btw i think that bomber/fighter garrions take up 2 much space
Reply #80 Top
Here is a summary of everything that should be added...(according to me), this post looks long but the ideas are condensed but I try not to elaborate unnecessarily...

-PLANETARY DEFENSE RING PLATFORMS (ever seen starship troopers, the moon has one of these), -This is a giant, super super expensive space station that surrounds a planet like a wedding ring, you can upgrade it as much as you like, adding more powerful lasers, plasma weapons, long range ballistic missiles, maybe tactical nukes for fleets entering the star system, long range ion bolts to prevent ships from leaving. You could also add science stations, trade stations, frigate factories, refineries, planetary shields, and whatever else you fancy, it would also increase your income and population cap for the planet. It would have to be SUPER expensive to build though, like 10,000 credits.

-DESIGN YOUR OWN CAPITAL SHIP/CRUISER -You should be able to create specialized units. For instance, maybe you want a stealth frigate that has only one weapon, a single nuke that rams an enemy capital ship and devastates its hull?

-BETTER DIPLOMACY -Need I say more...? Just take a hint from CIV IV and you'll do fine Mr. Wardell...and btw, ceasefires are usually made DURING a conflict when both sides sees the futility in continued conflict, then its an arms race, then its war... got it?

LARGER GRAVITY WELLS -Its kinda annoying how the AI just constantly sends devastators to your unprotected planets. This tactic gets OOOLLLDDDD....not to mention, when you do destroy their fleets, they just send another one to their doom, not learning from their mistake...also multiple gravity wells within one larger one, like moons.

ADMIRALS/LEADERS -With personalities allowing them to take over a capitol ship and give it bonuses it otherwise could not achieve

FLEET TACTICAL MOVEMENT - You should be able to move your fleet and have it target ships at the same time. Also, if your fleet has an admiral/leader, you could give it certain automa tactics like, the admiral has the fleet target only capitol ships, or evenly splits the firepower for the most efficient killing possible.


others that arn't so essential but would make it very very very fun

-a couple more races (make em really weird)
-Ghost ships, when your admiral dies, his capitol ship turns into a ghost ship that appears in gravity wells and random, uninhabited planets and attacks, maybe trying to destroy your admirals ship out of envy
-When you conquer a pirate base you should be able to build their units and use them like privateers to anonymously attack your allies
-Add some comic relief, like perhaps if you neglect your admiral (assuming you do put admirals in the game), he can get drunk and crash his ship into an asteroid or something fun like that
-Add missions unrelated to the AI, for instance missions to explore certain planets because some trillionaire on your home planet is obsessed with finding a certain artifact or something like that (make the reward super big so you'll actually go to war to find this artifact), then when you find it you have a choice of taking it for yourself, but then the trillionaire would take over your planet or something...who knows just imagination!!!
-Add interesting scenarios like maybe one where your star will die in 2 hours (gametime) and you have to retreat completely to another star system in that time, but you have to compete with other factions...
-Stealth recon ships

-(this is far fetched but) maybe the planets move around the star??? asteroid belts that are a hazard to get through?, etc..

I have so many more ideas but I don't want to bog down the forum.

Thanks Mr. Wardell for such a kick a** game!!! Hope to see some of my ideas in the expansion
Reply #81 Top
What I would like to see (even in the current version of the game) would be a revamp of the current system of acquiring ships. I do not think all capital ships should be available immediately and cruisers and even some frigates require research. In order to make this balanced, Ironclad had to significantly cripple the capital ships so they wouldn't overwhelm everything. But isn't that kind of the point of building a massive battleship? They kind of underwhelmed me when I built them...they should be extremely imposing and not just a nuisance I can send some frigates after to take care of, this would make them soooo much cooler. I think they should require a large amount of research to acquire and be as powerful as they should be. Almost all frigates should be available immediately, with the exception of the more specialized units, and cruisers should require minimal research (maybe requiring 1 or 2 research facilities). Capital ships should be your reward for developing your empire's military might.



I totally agree. We have to research to build a cruiser but start out with the ability to build capital ships? I wonder if this was done as a balancing issue.
Reply #82 Top
a lot of great ideas here! heres another:

Instant Fleet Game Option

while sometimes i really do enjoy the micro-ing of building the entire military-industrial complex that is the backbone of the fleet the traditional RPG way (and SoSE does this brilliantly) --- other times i just want to jump into a full scale all out battle, fielding my own full fleet against various enemies (also full fleet) in a battle for survival and control of the map.

i would love to see the OPTION of "Instant Action" (primarily for games vs AI) where the entire tech tree is unlocked with ample resources to fully configure your entire fleet and a 10 minute (adjustable) no contact timer. The idea is to jump right into the clash of war - FULL SCALE - from the beginning, rather than incrementally.

and, when you have a Fleet Config (your own selection of various units by type and in groups) you can save it to memory slots, making it easy to SPAWN one of your favorite fleets for use or experimentation.

granted, this isn't for everyone and skips much of the games depth, but sometimes and for some people it would spares us the lengthy tech ramp-up, when we either dont have the time or inclination.

thanks!
Reply #83 Top

Expansion of 4X/RTS Features - I'd like more diplomacy options, interesting artifacts, etc. In fact, I think there is a lot of potential for artifacts. Being able to buy and sell them would be interesting. As for RTS features, I would like a little more skill based combat but that might be too much to add in an expansion, maybe a patch or a sequel.

New Race/Units - I guess the mystery Vasari-related race would be easy enough to add...but that seems kind of generic. As for units, I'd like to see stealth ships, ships specializing in tanking, AoE damage, and maybe ships that can heal others. I'd especially like a unique cruiser/frigate for each faction. More capitol ships or custom capitol ships would be a nice addition as well.

Campaign - A reall kickass story mode. Make it good, that's all I ask. I have a strong urge for a game that has a story and isn't a Valve game that can really pull me in.

Scenarios - The guy above me talked about a star dieing. Great idea, do it Ironclad!

Planet Stuff - Moons and different sized planets. Have larger planets have larger gravity wells for more interesting combat.
Reply #84 Top
All I really want, and I will duplicate this in the update forum, is the addition of a clock. A real clock that pins to the top of the screen so that I don't have to look away (hard), to neurotically check the time (easy).Civ IV has one, why don't you?


I do - it's the LCD screen on my G15 :D
Reply #85 Top
we need an end game ship that costs like 100 supply and tonnes of credits metal and crystal. it should be a mobile planet. something that is exactly like a planet but on wheels. thrusters sry.


That's no moon...
Reply #86 Top
All I really want, and I will duplicate this in the update forum, is the addition of a clock. A real clock that pins to the top of the screen so that I don't have to look away (hard), to neurotically check the time (easy).Civ IV has one, why don't you?I do - it's the LCD screen on my G15


me too  :HOT: 

many great ideas!
on thing i really would like to see is the now often said issue with cap ships:
make reasearch needed to be done to get them, make them more expensive and with more firepower...

and i also agree with allmost all other suggest additions... although this would be quiet a huge change to the game...

whatever you do... don't rush it, make it good and make it fun  ;) 
Reply #87 Top


There are alot of good things here... My own "pet" projects...

-Planetary Defense: You can't protect every planet, but you should have the ability to build at least 2 or 3 serious defensive locations. Should be Tech enabled, and cost ALOT, not only to build but to maintain. Choose these locations carefully. If your enemy gets behind your lines you may end up without the resources or cash to keep them.

-Fleet Battles: An option that allows you to go into a strategic mode to handle the battle personally as it's Admiral. Choose fleet formations, Targeting sequences etc. The formations and target sequences can be preset 1-10, just push the appropriate number and your fleet goes to work. Would be no problem with the real time game mechanics. They should be modable to set up your own custom tactics.

-Spam reduction: A few examples... Trade centers. There should be only one per planet. Ship types should be capped as a percentage of fleet, with exception given to the initial three frigates for each race. Can't have LRM spam if you can only have %20 of them in your fleet. There are others, they should not exist.

-A Campaign CREATOR. Why waste time making one campaign that won't be played by 1/2 the people who have the game? Instead, use that time to create a Campaign specific editor. Anyone remember Rail Road Tycoon 2? It had the most amazing trigger system. You could create ANY conceivable campaign, including events, variables... It was really a nice piece of work. I'd much rather see the ability to create a campaign than just have one to play and be done with.

-Being able to make ships like in GalCiv would be the nuts. I open that game up just to play with the ships... to be able to create my own CapShip... Priceless!

-Moons, Asteroids, blue diamonds, green clovers... always after me lucky rocks... Moons would be nice... Not necessary, but nice.

-Start Game Variables: I'd like to be able to effect the random generation. I'd like to have input into planet type, resource availability, planet bonuses, Artifacts. Maybe even ship caps and types, fighter multipliers... Instead of having to create a map, I'd like a truly Random Map button at game start, Sm,Med and Large, and then set these and go. In essence, a streamlining of what's there with more control.

T

Reply #88 Top
I would like to suggest planetary invasions... make it so that invasions will ensure that the improvements will not be destroyed... the HP can be use to determind how many troops u would need to invade the planet
Reply #89 Top
in shows like startrek there were always some kind of mission for their own worlds that had to be taken care of. what if once in a while (random or set or 30 min or so) a planet had a problem and you received no resources from that planet till you put a capital ship in orbit for say 20 sec. could be an uprising, a medical problem, or a labor dispute. when you take care of it you could get a temperary bonus of some kind.
Reply #90 Top
I like the idea of powerful star fortresses or some such providing a serious defence to planets.

Also admirals with special abilities, perhaps one every few colonised planets or when a cap reaches a certain level.

A couple more cap ships per race, heavy ones that come toward or at the end of the tech tree and have to be provided with an elite admiral.

Alien planets with heavy fortifications, great artifacts and novel ship designs unavailable anywhere else. They would be difficult to conquer but can also be aquired via culture and diplomacy and the new ships could only be built on said planet.
Reply #91 Top
You should be able to enslave enemy planets with big red shields that keep them from leaving the surface or force them into joining your armada for galatic conquest!
Reply #92 Top
I haven't seen much said on the subject so I'll throw my hat in the 'espionage' ring.

I'm picturing cloaked agent/counteragent-ships. They either sit in orbit or 'attach' to a planet in some fashion and can have one of several effects. Things like:

- Information-gathering (what's being produced at that planet? What's being researched? What ships are currently queued up? Enemy culture/income rates? Etc).

- Slowing of production rates.

- Siphoning resources lost by low allegiance.

- Some degree of sabotage.

- Enhancing loss of allegiance through culture.

- Influencing diplomacy (if there's ever more to it than what we have now).

And all of these effects could be enhanced by having cultural influence on the planet you're attached to, giving players another reason to try and keep ahead in the culture game.

Pretty much your standard 4X espionage unit but I think this game screams for that sort of activity.
Reply #93 Top
Couldn't defence platforms be increased in defence simply by fire rate and squadron sizes?

Some weird artifacts would definatly be nice, something off the wall that though not giving a massive advantage would certainly tip the scales if on equal footing. Since an acient race left it behind, should it not be perhaps something we do not understand not improvements to our existing tech?

A new apital ship perhaps.

I dunno. just thoughts.
Reply #94 Top
These are some awesome idea's!

Thought I would throw my two cents in since the developers actually read this stuff (SO COOL!!!)


Stealth:

This would be such a cool addition to gameplay I think, but it shouldnt be done w/ a "cloak" device. That always seemed unlikely to me. Electronic Emmission Control however and a "stealth mode" should be added to all of the ships, but is very dangerous. As an example, in stealth mode a ship would not be detectable unless it got very close to another ship or station, but because they need to lower their EM output in order to be undetecatble by enemy sensors, high powered functions like shields and weapons would have to be taken offline. Meaning if the ship were detected & you were not prepared, it would obviously be destroyed. At any rate I find Electronic Emission to be a far more believable than a device that bends light around your ship.

Stations:

This is something that I think could use a little work. A planet shouldnt need more than one of each type of orbital research station. Instead, only one should be built & then upgraded to do more advanced levels of research. The upgrades to the reseach station could use slots if neccessary, so that it wouldn't be a hard change to do or affect gameplay mechanics. But what it will do is lower the amount of "orbital spam" that you see & increase performance. 4 players w/ 16 research stations each = 64 stations & lower performance etc... But only one per race makes them more valubale & harder to afford to lose & of course the upgrades could buff their armor or something to make them harder to kill as their upgraded... I am sure you get where I am going with that =P

Planets:

One thing I would like to see done here has already been mentioned, I am not so much concerned with moons or different size planets (though all of those would be great!) but with planetary events. It just seems logical... An example, your going along playing.... La La La.... & then you get a notice that a Super Volcano has erupted on your Volcanic planet, (go figure) & has caused massive devastion. But the events should be appropriate to the planet. A couple of examples, Terran: Virus Outbreak cause of high pop levels. Volcanic: Super Volcano eruptions Desert: Sandstorm All contact w/ planet loss for x seconds due to interference (meaning it could get attacked without you knowing) etc....

Another really cool aspect to see involving planets, would be how you decided to develop them. An Example, the choice to go industrial with the planet but at the cost of global warming & other similar issues OR Eco-friendly development, but at the cost of planetary defenses & output. Just an idea.... =P

Ships (Most important to me):

So many fantastic ideas flying around about this, but for me, an improvement on the existing ships is desperately needed. Without going through the trouble of getting the actual pictures for comparison, you guys (dev.'s) know that one of the advent ships looks like a giant chili pepper in space right???? Lol, I dont mean to critize, cause I love this game, but you had to know right?? Anyway, IMHO some of the ships are just 'Sinfully Ugly' (I'm so punny...lol)

I MUST say though, that the idea of a 'Ship Creator' is the coolest idea I have heard & if I could design my own cap ships (apperance, weapons etc...) I think I'd pass out!!! =D


I think the most important thing to say however, is that you guys have made ONE HELL OF A GAME here & your unbelivable devotion, candor & willingness to improve your product, not only for profit (of course) but out of concern for your customers & their gaming experience is not only incrediably rare, but is well.... just a "breath of fresh air" for myself & I think the rest of the gaming community as well.

Kudos & good luck!!

Reply #95 Top
One thing that I wish to reiterate is that the game needs a better diplomacy system. I would like a better reason to go to war with one of my neighbors other than to expand my empire. I want to feel insulted, I want to feel desperate. To add to this, there should be greater options in the diplomacy menu to allow you to better interact with your AI counterparts. Moreover, I also feel that by adding in more resources, such as strategic metals or some other strategic resource, it would add a new dimension to why I'm attacking another empire (to gain resource X so that I can build ships A or to gain resource Y so that I can turn out product B).

Political states don't usually go to war for the sake of war, there's a reason for their belligerency and that usually is the result of their nation state needing greater economic resources, needing some sort of buffer between their core territories and their enemies or needing to gain a strategic position of some sort. Japan only went to war with the United States because the US cut off their oil supply; Prussia invaded Silesia because it needed more economic resources for its industries; Germany invaded Russia because it couldn't sustain its economy; Russia went to war with the Ottoman Empire to gain access to the Black Sea; Israel went to war with its Arab neighbors to gain buffer territory around its core civilian territories.

We need a better reason to start a war with our AI neighbors. A very simple adjustment to the game can easily add a whole new dimension to the game. Paradox games, in particular Hearts of Iron, have been able to implement these ideas quite beautifully into a very dynamic gaming experience and I'd like to see a greater depth in Sins in terms of diplomacy, allegiance and war.
Reply #96 Top
More ship Classes! and AI Improvement
Reply #97 Top
Okay here, goes, to date I agree with a lot of these ideas.
Though for an expansion I'm more interested in seeing more subtle add-ins, as significant changes mean it'll take longer to be released as there'll need to be lots more new code written. Some of the ideas to date suit Version 2 better than a revision, but they're all good.  :) 

MINES MINES MINES
It's all about the mines people. Its been said before, but I'll go into greater detail.
These are laid by a new class of ship.
They can be laid anywhere in a grid.
So the idea is you mine the entry/exit points to the area.
Each mine takes time to lay, but you could go into an adajcent empty asteriod belt and mine the *@W# out of it, nice little "welcome to my neighbourhood".

ONE MINE TYPE per GRID square.
CLUSTER MINE, auto triggers, has a bunch of small mines that cluster and attach to the first ship that enters the grid.
GRAVITY MINE, auto triggers, increases the gravity in the grid for a short time. Mine burns itself out eventually, but during that time decreases the speed that units move by 2 or 3 times
NUCLEAR MINE, auto trigger, manual trigger, goes off and takes out everything in the square below captial class, captials are heavily damaged.
How do you counter mines? Either with a shield ship, that takes certain damage, or with electronic counter intelligence, which only lasts so long, before the mines adapt and you can't. Result is you can make your way in to a certain size field.

MISSILE BATTERIES
We've got "gun turrets", why not have a tactical structure that is essentially a bank of missiles. Fires until its empty then auto recharges. Capacity, Recharge time and missile range are upgradable. Increased range on the gun turrets.
Perhaps different types of missile. Faster straight or homing missiles.

MASS DRIVER CAPTIAL SHIP
Idea is it recharges at an asteroid belt. Takes time to "fill" up, has a limited capacity of mass, say 3 asteroids.
Jump in to target system, as soon as it comes out of phase, targets the planet and starts firing its "rocks". So this occurs from way out in the system.
The rocks cannot be shot down, but travel SLOWLY on a direct line to the planet.
Any structure in their way is destroyed and in turn destroys the rock.
You can intercept with a capital ship and the collision destroys both.
Planetary shield will take the impact damage till the shield is exhausted.
Mines can be used to damage the rock and if enough is inflicted will destroy them.
After that, they're very heavy in damage they yield.
I was thinking that 6 consecutive collisions with an asteroid colony DESTROYS the asteroid, the result is a new asteroid belt, maybe as a side effect you get extra resource deposits seeing you've lost the colony and the tactical/logistic slots.
You cannot destory planets.

SOLAR ACCELERATOR ABILITY
Capital ship ability.
Fires a payload that accelerates the life cycle of a star.
Effect is near immediate once payload is delivered.
Result is one of two.
SUPERNOVA - which goes off initially and destroys ALL craft in the area. You and them both go up. After the initial firestorm, the result is that the grid now has super charged plasma. Think ion storm, but with some of the things people mention earlier.
NEUTRON STAR - an initial shock wave damages ALL craft in the area. Then there is an intense first period in which the effect is the same as a gravity mine, but much greater. Then it decreases and becomes a permanent field, but not as strong.

The idea here is that it's a gamble. You're going to get one or the other. Either way it's a desperate move. It doesn't destroy the location, so you can still move through it, but there are lasting side effects to your solar vandalism, which BOTH players must live with. The idea is to inflict heavy damage on an in bound armada.

EMERGENCY PHASE JUMP ABILITY
Capital ship ability.
Capital ship can immediately phase jump out of the system, in a random direction. Any squadrons are left behind. Can be set to auto-emergency jump.
Has levels.
When you're 0 - 2 the jump will be in any direction, but there is also the risk that the inexperienced crew will foul up the calculations and you'll just explode.
When you're 3 - 4 you're not going to explode.
When you're 5 or above, there's an increased chance that you'll jump in a friendly direction.

GENOCIDE
A planet ability. In short, if I can't have this neither can you. Well, not for a time. Sets off a chain of planet wide nukes. Planet cannot be colonized till radiation dies down.

NUCLEAR SCUTTLE
Tactical and Logisitic structures can be rigged with NUKES. Side effect is the same as a nuclear mine. Upgrade to this ability.

Anyway, that's what I'm thinking.
Reply #98 Top
New ship classes, moons, and campaign would be great for an expansion pack, but has anyone thought of any really good ship classes or campaign ideas?
Reply #99 Top
O ya :SURPRISED: Maybe maurading asteroids that randomly collide with planets and wipe out their population!
Reply #100 Top
i would like to see some graphical changes like battle damage on the capital ships