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.

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Reply #101 Top

I'll add a vote for Mines... Completely slipped my mind when I was typing before. Would be very cool to lay them out at phase lanes, just far enough off to let your ships through. Being able to then have layers/sweepers/detonators on the tech tree and as ships would make for a quick add-on that works nicely. I'd have a toggle for it though, some people would rather not fiddle with it.

I'll add a vote for diplomacy too, but will not hold my breath for it. It's not really the point of it all in this game. I'll agree some added conditions would be nice, but I don't want to deal with it alot.

I want to take 100 votes AWAY from espionage. Every game I've ever played that's added it I have stopped playing. I hate it. It's not the thought of it, it's just never done well. It's always a bunch of babysitting mission bull**** and alot of money down the tubes for nothing but a pain in the you know what. If you do put espionage in the game, PLEASE add a toggle so it can be turned off, same as mines.

T

Reply #102 Top
I don't want the GalCivII style of espionage (at least, the style I saw when I last played GalCivII) where you just funnel a pile of money into agents that die almost instantly and rarely wind up doing anything useful.

I still maintain hope that it 'could' be done in a way that's worth using but not so hugely powerful that you have to constantly watch your planet statistics to avoid major setbacks. Something you can slip in under the radar and get some kind of return on.
Reply #103 Top
I would like more gameplay that's fun, just like it is now.

Thanks. :)

-- Retro
Reply #104 Top
How's this for a multi-player game mode?:

First, it would work with even teams, such as 1v1, 2v2, 3v3, ect.

Second, one team would have to escort an objective-type ship from point A, to point B. The other team tries to stop them from getting to their destination.

It would be similar to the fps gametype 'VIP'. Everyone on the defending team guards one ship, and tries to get it safely across the map. Everyone on the attacking team has the simple objective of blowing it up.

In order to stop the player who controls the 'VIS' (very important ship) from zig-zagging through defenses, and into the endzone, it should only be allowed to travel along a 'highway'--a connected line of jump lanes and gravity wells. The highway would be visible by both sides. So, in effect, the defending team will try and destroy the attacking team's fortifications, so their VIS can get through.

The VIS can move forward or back along the lane, but cannot stray from the 'highway'. Victory conditions are obvious--the defending team wins when the VIS reaches the other side of the map, and the attacking team wins if they destroy the VIS.

:) What do you think, Devs? :)

-D.T.
Reply #105 Top
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.


Nice fundamental idea, but a big problem is the fact that as a (huge) star nears the end of its life, a neutron star result is not an alternative to supernova - it's actually a result.
In other words, you can't have a neutron star without a supernova. Furthermore, a supernova would probably wipe out the entire solar system.
Reply #106 Top
I would love some sort of claning / competitive initiative via ICO...

I know its hard and it carries plenty of issues but my feeling is that online aspect needs to be boosted with couple of things:

1. as mentioned claning initiative that could take form of simple clan ladder to start with... (i know its not simple but hey...)

2. some sort of competitive mode up to 5v5 which kinda guaranties round to finish withing 45 minutes time frame... It could be shared resources idea mentioned in few previous threads or something entirely different - but in any case - an extra MP mode which would cater for competitive and faster play...
Reply #107 Top
A lot of games allow "personality" in the AI, ie: rude answers(My gandma offers better trades than that), instead of what the player's options are usually, "accept", "reject" options. Since the AI players get to offer missions to the player, we should be able to offer missions to the AI players, whether it is destroy tactical fixtures or kill ships. Anything the AI is allowed to do, we should be allowed to do.
Reply #109 Top
1. Planetary Invasion. and Defense each with there own Tech Trees.
2.Moons!!!!!
3.More Technology
4.More Ships.
5. New Faction.
6. Galactic powers
7.More Artifacts
8.Random planetary stuff. (Evil Zombie Plague of Doom!!!)
9. More Artwork for planets.
10.Maybe a few new planetary types
11. DEATH WORLDS!!!!!!!! I WANT SOME CRAZY CATACHAN JUNGLE FIGHTERS!!!!
Reply #110 Top
1. Dual/Quad/Multi core support.
2. More victory conditions. I.e. %of galaxy under control
3. Espionage/sabotage - Take a leaf out of Birth of the Federation's system.
4. Improved/deeper diplomacy, again take a leaf out of Birth of the Federation system.
5. Interaction with militia/minor races, another Birth of the Federation strong point.
6. More variety in planetoid types, shapes, sizes, appearance.
7. More artifacts and planet attributes.
8. Constructible outposts and starbases both in planets you own as well as neutral areas.
9. More space anomalies, like plasma storms, asteroid belts, black holes, perhaps space life forms? Something which blinds sensors so you can try sneaking fleets into position unawares.
10. Random events like comets crashing into planets and devastating the population, or Stars going supernova (meaning you have to relocate to another star system before it blows up). Solar flares from suns destroying nearby ships. Wealthy citizens on your planets die and leave you thousands of credits in their will. Random events ought to be a on/off game option like pirates.
11. Moons and binary planets.
12. Capacity to upgrade planetary defenses to really strong fortresses.
13. More races would be nice, as would expansion of the current races.
14. A deeper trade system, perhaps set up trade agreements, expand the black market system.
15. Some kind of destroyer class of ships, better than cruisers, less powerful than capital ships, but make capital ships stronger, perhaps have researches to get the combat capitals? Diversify the frigates and cruisers a little, have heavy/light variants.
16. Greater detail/animation on ships, i.e. swiveling turrets, shield effects. Some kind of movement for non fighter ships while in combat.
17. Capacity to destroy planets with superweapons.
Reply #111 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.


Or maybe just the ability to build a couple of end-game battleships. I think they should still be balanced. (eg. not unstoppable.) But a bigger researchable capital ship would be nice. It should only be about the same as 2 capital ships though. No "uber ship".


Reply #112 Top
I want the ability to give planets and ships to another player. I had a couple allies have to declare war on me to take a planet they were attacking and where I only had a colony ship.
Reply #113 Top
1. I would like it, if more back ground, was given for each of the factions. How do there econ., culture, and technolgy work, as a add on to the lore that we got with the game.

2. To make culture have a offence element for every faction. The TEC has a stong econ. part, the Vasari has some stong military elements, and the Advent have culture. But as it stands right now, it is almost impossibile to use as a offencive weapon.

3. fix all problems with the old sins of a solar empire.
Reply #114 Top
i reckon being able to add upgrades to capital ships on top to the special abilities, not through level up but by purchasing them with credit minerals metal. And if we have the option of choosing were they go would be awsome. so that not all capital ships of the same class look the same.

The amount of upgrades added to a capital ship should depend on what level it is on so you dont have a beefed up level one capital ship which can beat a normal level 10 capital ship. say like 2-4 added weapons per level or something like that.

so you'll be able to add extra say
- missile launcher
- laser turrets
- anti fighter weapons
- fighter and bomber bays
- planet bombardedmentweapons
- upgrade the armour or shielding it has
- faster hyper space engines
- more engines
- repair bays (so it can repair itself and other ship around faster)
- antimatter generators (quicker anti matter recovery)
etc...

obviously have some of the upgrades worth more then 1 depending on how powerfull they are. this should make it alot more intersesting as you it alows you to counter your enemys fleet easily if they have lots of carriers or frigate.
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Reply #115 Top
First post, love the game. It reminds me of my fav strategy game of all time Emperor of the Fading Suns. I think it needs a better scheme on resources though.

Metal and Crystals isn't enough for me, I play EVE so - you know where this is going.
1st I think a third type should be brought in "gasses" (for fuel and habitation use), and 2ndly breakdown the 3 resource types into subtypes (copper,zinc,beryl,helium), perhaps a good 5 major ones for each resource. When mining an asteroid or cloud/stream for gasses you would find a percentage of the major elements within and they would count towards an individual metal/crystal/gas count and towards the total. Then current and new units could be changed to require certain elements at higher levels while others pool from the resource types in general.

Beyond that, maybe 2 new factions and a little more to the tech tree. A couple new planet types would be nice, like oceanic and other skins to gas giants. Also would be nice to have some kind of harvest from the planets themselves.

Finally, I don't know what direction the game designers want to go in - but perhaps a little more to planet capture, like ground warfare. It may draw things out, waaaay too much but would work well in smaller maps. Plus you could then decorate the world itself with the various upgrade much like within the gravity well.

I'm gonna spend a bit more time just fiddling with the game, but this may be the first RTS I play online since Warcraft 2 (curse that name!).
Reply #116 Top
- More portraits for players to choose from.

- Defended special planets with that give access to constructing special units/research/items and more types of special areas,
more logistic type buildings, more research items + tons of more types of artifacts. ^.^

- More planet types and bonuses (just look at the SINS PLUS mod by Uzii!).

- More unit types for all races and more races.

- Moons, & perhaps "space stations" that people are talking about.

- 25+ levels on the research tree, instead of just 8 (^^).

- Orbiting planets if possible & more texture variety in planets of the same type.

+ - Make it so that you can only view stats after a MP game has finished, so players dont spy on each other when quitting a saved MP game.

- Alphabetic order for pinned planets (yeah!).

:CONGRAT:
Reply #117 Top
Orbiting planets if possible &

A planet in orbit around another,I think it's something called moon. ;)
Reply #118 Top
Some new planets, oceanic, and toxic planets like venus comes to mind

different kinds of stars and sizes, as well as mutiple star systems, Most star systems out there have more than one star, Single star systems like our sun are accuallty quite rare

Seeing the planets orbiting the star would be cool and add to the tactical edge, pehaps someone wants to attack a player but at this time there planets are on oposite sides of the system and if they launched now it would give the defender enought time to detect and but defences in place. But perhaps at another time the planets are quite close and a phase jump would not take any time at all and take the enemy defences by surprise
Reply #119 Top
I want a skill that spreads fire out. Maybe a new late game ship called a

"Deceiver" for Advent : skill called "Confuse the masses"

"SWACS" for TEC: skill called "Warn Friendly"

"Kujari Tanker" for Vasari, which does close to no damage itself but has immense hull and shield. Ability called "For Honor"

The ability should force all enemies after 5 to attack something else for a period of time or, in the case of the vasari, they must attack the tanker for a period of time. The radiance has something like this, but the radiance is what people would attack anyway, besides maybe another cap ship.

This would be a great late game unit because it could make healing viable.






P.S. If you can destroy planets, I'd like to be able to build them.
Reply #120 Top
I see a problem with the TEC idea. Any warned ship is already dead. Maybe the SWACs can warn for a period of time in an aura around itself though. I dunno. Make it work.
Reply #122 Top
Oh, and as a cool bonus to race diversification, the three ships could be a cruiser, a frigate, and a cap ship respectively. Obviously, the tanker would not be a cap ship built early on.
Reply #123 Top
Currently, a player's capital planet offers no major bonuses other than allegiance and tax collection. There really ought to be more that affects capital planets; is there an incentive to attack it? Attacking a player's capital planet ought to demoralize the enemy, it ought to shake up the confidence (allegiance) that the various planets under the enemy player has in him/her.

So my proposal would be to make capital planets actually worthwhile beyond what the game currently makes them to be.
Reply #124 Top
i want a flagship kinda like battlestar galactica something like that would be coolyou can only have 1 of them though
Reply #125 Top
There was more than one battlestar. Build a Kol battleship.