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.

434,763 views 272 replies
Reply #151 Top
With all of the wonderful ideas here the "starting game" options tree is going to be pretty impressive. Probably going to have a page that leads to second pages (SOSE Basis, SOSE Expanded, SOSE PRO) as examples. I wonder if the Full Monte' with all of the economic and alternatives strategic options proposed could be more than a single player game?
Reply #152 Top
Don't know if it has been mentioned before, btu something very simple.

when i double click a ship. like a Kodiak, it selects all in the viewable area or gravity well..

usefull when i want to tell all my lrms to attack one thing and kodiaks the other when i dont have them grouped..
or justs o i can select all ym bombers after thye have been replaced during a fight as you cant just drap a selection box aroudn them with normal ships in the same area.
Reply #153 Top
I find that the factions are just a bit too similar - each one has different versions of the same ship.

Techs don't do enough - it seems a bit futile to build loads of research platforms etc and end up only getting say a 5% increase in shields etc

Reply #154 Top
Ok, After playing the demo, and getting the game in a few days, and reading a few posts here, im just going to post my ideas. Moons-Moons not near all planets but a few here and there, they can have a varitey of upgrades, but it must remain, it removed = Blown up, very long demolish etc. Upgrades include, some kind of Rail gun, big defense gun, like on SW empire at war for the Imperials.

With an ever expanding empire, its logical not everyone is going to be happy, have rebellions, the rebels have demands like break alliances with factions, Heretics, you lose some on your smaller ships, or a bigger ones as they leave your cause, become like pirates and attack you, or offer one of your enemies and join them.

Space stations with guns for defense would be good, but have different types, Ones vs. strike craft, Caps, Frigs, or an all and all balanced one.

Different ships, new capships maybe.

Planets with a attribute in a particular area of effect, such as, Labour, Scientists, Advanced metal/ Crystal, Black Market world more creds made/ more likely to be attacked.

More diplomacy options.

Defense mines, but limited per planet so whole planet isnt a minefield.

I think i saw this somewhere here but, Guns of frigs, crusiers, caps, all rotate/ aim, see ammo fly out of something, simular to Homeworld.

And finally, Galactic effects such as, Comets striking places throughout the system, or solar flares striking planets, destroying ships or crippling them. Ion storms, disabling shields, weapons engines in an area of the planet.

Just some ideas i thought of, or advanced on from others.

Kalax
Reply #155 Top
If they add all these things the game will be way to complicated. so i just ask that they dont make the game to complicated. most the ideas are pretty sweet.

I really want a new campiagn new ships and a new race or 2. please make the map designer much easier to get exactly wat u want. I dont think we really need moons but i wont complain if they are put in.

And last that somehow make when u win the game make u feel like u did something great. I dont like how a little screen appears and says yay u won and then ur done and theres nothing rewarding about it
Reply #156 Top
More ships. Race specific "monuments/buildings" Kinda like a wonder from Galciv2, but race specific. Maybe some "Galactic wonders" that all the races can build. Maybe a few could give different things for different races. Moons. Space stations (if you could work them in like how they are in galciv2 that would be great). Phase lanes that can "move" and send you somewhere else. Better defenses, or maybe more to chose from. More ships. AI that will stand and fight. Galactic events. More space phenomena (wormholes, space debris, storms) and galactic effects like the person above, shield disabling nebulas. More ships. Maybe a End game capital ship? More artifacts. Maybe the ability to create planets from asteroid belts? Maybe the ability to open a "system" in between certain phase lanes? "Hidden systems" that don't become available until late game. More ships.


Edit: Please, better Diplomacy.
Reply #157 Top
I'd like to see a diversification of weaponry for Capital ships very similar to Dawn of War... it's be nice to be able to put a few flak turrets on at the cost of overall firepower if you're playing against a carrier spawner... could make the fleet much more adaptive. The ability to change between types could be limited with a 2 minute cooldown on scuttling individual weapons or something like that... I wouldn't mind if you could only pick for like 25% of total firepower, otherwise ppl will spam cap ships with every possible weapon type, but it would be handy
Reply #158 Top
SINS EXPANSION: NEW HOPE AGAINST MINIDUMPS!

SINS 2: MINIDUMPS STRIKES BACK

SINS 3: RETURN OF MINIDUMP!
Reply #159 Top
my wishlist:
1 one or two new factions
2 gravity we4ll expansion buildings so you can build right next to entrance from phase jumpo for defensive play
3 some (prob limited) form of land combat, or just sending down troops if planteray defenses are 2 strong
4 like SWEaWm maybe a corruption system
5 a spy system
6 a sabotage system
7 an anti-spy system
8 anti-sabotage system
and more
Reply #160 Top
If there were a Sins expansion pack with new content, I'd like to see more fairy stories about the police.

Additionally, I think capital ships should play a larger role in the fleet. Too often their presence simply isn't decisive enough. This is not to say that they should be too decisive, but I quite often feel that their presence is largely for the purpose of damage control. A capital ship should be something big and scary, that can take on a large number of smaller ships simultaneously - it shouldn't fight them off one at a time. Capital ships should fight other capital ships one at a time only, and they oughtn't to be treated as merely being larger, more durable versions of small ships, with powers.
Reply #161 Top
nebulas


...aren't implementable, because nebulae are huge. Really freaking huge. Think light-years across.
Reply #162 Top
1) I'd like to see a ramming frigate (a frigate that can push back enemy ships, the bigger the slower) It does some, not alot of damage, but more importantly can push it out of firing range for a while.

2) On move orders don't go to point a, stop, turn, start moving ot point B....Ships and people don'e fly/drive that way. Create a turning arc and near full speed when you approach the change in direction on the multi-waypoint move order.

3) A repeat waypoint order. Would be great for setting multiple waypoints on a scout and say repeat so it basically does a repeating sortie

4) Some kind of race that like HW Cataclysm, give the the ability to board and steal enemy ships. Nothing overpowered, but would be real fun.

5) Linked ship. Some class of Cruise that with 3 or more, can have their weapon merge together and be 2x more powerful than the damage of them individually (kind of like the death star shooting a planet with the "rays" merging together and firing

Reply #163 Top
Linked ship. Some class of Cruise that with 3 or more, can have their weapon merge together and be 2x more powerful than the damage of them individually (kind of like the death star shooting a planet with the "rays" merging together and firing


You're thinking siege cannon from Nexus TJI. Now that was a really good idea!
Reply #164 Top
But I would really like to see a custom ship editor like in Galactic civ. It would be great to design your own ships and put them in game with minimal fuss. Might be a bit to much to ask tho. I loved that about Gal Civ, i spent as much time designing ships as playing the game. I always wanted to attempt to mod but never really knew where to get the tools to do so.


Just want to shout out support for this idea and point to a link discussing it

WWW Link
Reply #165 Top
If they can't add a campaign mode/story line (Something they planned, or I least I read about it from ign) could they at least add more to the back ground story. As I'm still lose as to why the most adavance rase in the game, needs slaves, when thay have nano tech?


My theory is that the Vasari use Nanotech is because that may be what has been chasing them for the last ten thousand years. Think about it The Vasari Empire is doing fine one day until some planets Nanobots become sentient. The Vasari can't defend itself and some of them leave and later arrive in trader space. The reason why they use slaves is because they don't want the same thing to happen again.
Reply #166 Top
I sure hope devs will still read this. Respect yer work Ironclad.

So, here's couple of my suggestions:

- New ships. Yes, have been said many times but I actually thought about what kind they should be. All races (new ones included!) should get following ships:
- Advanced combat cruisers: High/late tech jack of all trade cruisers (mini-capitals) which have multidute of weapons to deal with different threats moderately. This ship is definetly needed as it would mess with spamming of certain ships.

- Siege frigate is now siege, but I think it should be something like siege/fire-support. So, give all siege frigates some kind of slow AOE attack against massed ships. AOE damage would not be big but still enough to punish frigate mobs. These attacks should not home in on targets, but to the point where target was in the moment of firing. This would give the enemy change to avoid massed "artillery" fire. I think this would make siege frigates a viable option in fleets.

- "Glass cannon" cruisers. Very fragile cruisers build around big guns that rip other cruisers to bits! Fairly fragile against anything. Ineffective against frigates because they are too nimble and small for the targeting systems of these cruisers; Targeting systems are finely calibrated against cruiser size ships.

- We have fighters and bombers, but I think we are missing something. Ah yes, the interceptors. Interceptors would be real effective ONLY against bombers (counter), and maybe moderately effective against fighters. They should be very fast and lightly armored; They would be ripped apart by flak fleets and massed fighters.

- Frigate/cruiser gunboats. (Maybe late-game) Ships with lots of guns covering 360 degrees around the ship. Could be used to perform "drive-by" and "dancing" tactics. Gunboats should be pretty fragile though.

- Late game caps. Yep, Advanced, high-tec capital ships that you get in the end of "prototype" research trees. Considerably more powerfull and expensive than normal capitals. There could maybe be two or three different "uber-caps" per race but you would have to choose only one of them. And you could deploy only one at time.

- Space stations. I mean big ones. Maybe each race could have their own versions of culture, warfare, and economy bases. These bases would give major bonuses for planet they are orbiting. They should be limited like caps, maybe to 2-3 of each in the empire. These would also be late games stuff.

Thats all I have to say about new ships and stuff.
And now to other things.

- I think that amount of research stations needed for techs should be adjustable like research speed. This would certainly give players more control over how fast/slow you get techs. Also, in big games you would not have all the tech before moving to another star system; you would not have enough planets for stations!. "Slowest" setting would increase the amounts of tech-stations needed by 3x or 4x, whereas fastest setting would 1/3x or 1/4x the amount of stations needed. BTW I think that all speed settings also need super slow and super fast extremitys.

- Culture needs some buffing. I wrote about the extra effects for different allegiance values in modding forums. Basically the idea was to make low allegiance more dangerous and harmful for planets and their functions. For example: If allegiance would drop to 10-20% some or majority of defence and logistics structures would cease functioning. These effects would make culture an efficient "softening weapon" against otherwise strong planets.

- About those new races. I sure hope the Vasaris nemesis (Not care-bears, though :LOL: ) will make appereance in the expansion. I don't know what you devs have store for us but I bet that Vasaris nemesis may bear resemblaces to Inhibitors or "Wolfes". I'm pretty sure that many of you know what I'm meaning (Conjoiners are Advent without religious impressions  ;)  ).
If you are planning more than one new races I sure hope at least other one are non-humanoid life-forms. 


Thats all I can remember for the moment. Hope these helped, in someway at least.
Reply #167 Top
Not sure if mentioned yet, i know we live in the age of Teamdpeak and such.. but VOIP in game! easier to communicate to allys! mutable, changable ofcourse but VOIP would be very nice
Reply #169 Top
I think the races are too linear. they need larger differences. what they need aresome ships or buildings that are completely unlike what the other nations have. a good example of this is in starcraft where the zerg have their hatcheries that enable them to build units three at a time.
Reply #170 Top
I also think there should be different races gaurding the astroids; like in Rise of Legends. Not just the TEC
Reply #171 Top
Kind of like an add-on to the boarding idea (which I think would be AWESOME!) there could be a whole new class of ships designed specifically for boarding parties. Imagine something along the Krosov model for the TEC that is wimpy and ineffective in combat but can dock with larger ships (capital ships are the only ones really worth taking, though frigate theft could add a whole new strategy, so it could be worth it to follow that line of thought too...) and swarm them with troops. Instead of randomizing the results, consider this: boarding frigates carry x number of marines. Other ships have x crews (we already have crew numbers in the manual, just run a fraction of that would be the number of people who could actually fight the boarders.) The boarded ship would be inoperable for as long as a certain number of boarders are on board. Simulate losses in a kind of tug-of-war kind of deal until the boarders are repulsed (in which case the frigates pull away and have to return to a friendly planet to get more men)or the ship is captured, in which case it simply reactivates on the other team.
Reply #172 Top
What I want to see is for the pirates to be able to jump out system to attack their targets. Makes life more interesting.
Reply #173 Top
First of all I would love to see moons as well. Heres a list of additions I would like to see in a future patch or expansion. Not in order of how bad I want the things in the game.

-1. Campaign Mode
-2. New Race = The race that was chasing the Vasari. It would blend great with the story and add variety to the game.
-3. More frigates, cruisers and capital ships to choose from. Maybe even the addition of a new class like; corvettes, battleships, gunboats. Those are just some names I thought of for the new class.
-4. More abilities to choose from for the capital ships. You can still only have 4 at one time but more to choose as once you have 16 capital ships and some duplicates of a certain ship with the same abilities it gets kind of repetitive.
-5. More planet types and textures for current planets, like for the gas giants add textures that look like Uranus Neptune and Saturn as the current ones look like Jupiter only. Please make these realistic. In the mod "Sins Plus" for example there is a planet called the "Forest Type." It is colored green but since trees are living things like humans I doubt we would see a Ceder or Oak tree on another planet in the future. That's like saying there is other humans somewhere in the galaxy. It's possible but highly unlikely. (HIGHLY) The plant life somewhere else might be red or purple for all we know. Great mod though Uzii for doing it on your own time with no pay.
-6. Moons and a higher chance of getting the moon bonus and rungs on a planet. Also be able to build on moons like a normal planet but with the number of slots in between the number that and asteroid and ice and volcanic planets have. Also the things you build on them like research centers should orbit around the moon as the moon moves around the planet visibly in the game so the buildings would too. Also raise the chances of having rings and moons on a planet by a fair bit as it is a pretty likely thing as far as our solar system is concerned. Maybe have moons go up to a 40% chance and rings go up to a 25% chance.
-7. A brand new graphics setting called "Extreme" for those with high end PC's and a new setting called "Poor" for people with very old PC's. Also support for an 800x600 resolution as resolution is a big factor in performance so being able to lower it further would help people with low end PC's. Maybe even raise sales?
- 8. More maps of course and new "special" planet things like the plasma storms or asteroid belts type of objects in the game. Such new ones would be like Black Holes.
- 9. The ability to have different sized planets in the game. For example if you had to neighboring "Desert" planets, one would be bigger than the other. This would make a better experience in the game and give us the ability to have planets like a Pluto or a Jupiter sized planet in the game.
- 10. A wider variety of stars. The different sized planets feature would do well here as if you added the White Dwarf star in to the game it would be "dwarf" sized and a Red Giant would be "giant" sized.
- 11. Once the graphics are set to the "Highest" or "Extreme setting on planets it would be awesome to be able to zoom in to the planet further so you could see a city on it.
- 12. Shadows = For example if you are bombing a planet and the bombs are being shined on by the sun then the bombs would cast shadows on the planet. (for the "Highest" and "Extreme" planet graphic setting only. Or make it a "checkable" like bloom and debris is.
- 13. A handicap setting for you so if you wanted to take on a harder level AI you could set your handicap to 100% and you would gather resources twice as fast. Or give you -100% handicap and you would gather resources twice as slow.
- 14. More buildings to build like a telescope for example which would allow you to use antimatter to use a senser ability and look at a certain planet for as long as you have antimatter available uses 5 antimatter a second and has a max load of 100 without any upgrades. Could have research to go along with it to allow it to use up less antimatter and see stars eventually once the upgrade has been researched. Would be a higher level building of course.

Certain things in this suggestion are my ideas like the telescope as far as I know and if used in a mod I would like some credit, lol. The stardock and ironclad team can use this without giving any credit to me at all and with no permission. Modders don't need permission either, jsut give me some credit lol.
Reply #174 Top
- 15. A new look for pirates as it is kind of Racist XD to make Humans the only pirates.
Reply #175 Top
ok i agree with most of the requests here, however the technical improvements should be kept to a minimum , after all one of the strong selling points of sins was that you could run it on a 5 year old pc without a problem, as long as the expansion maintains that philosophy then it should do just as well. BUT if they upgrade everything to take a top of the line pc to run it then they are going to be losing out on the majority of the gaming population, since most of us can't afford 3 to 4000 for a gaming rig and are stuck with your run of the mill 256mb vid on a 2 year old pc that was on sale for 500 bucks :P