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.

434,918 views 272 replies
Reply #176 Top
Ok, quick reply to this topic without reading what others wrote...


1. Single Player campaign with yumyum story, characters and missions :)

2. At least one more MP mode next to existing conquest (ideally one that would fit competitive play)

3. Individual and Clan ladders, cups, leagues, competitions and similar

4. Better forums



I would be happy with as little as this :)

Anything extra is naturally more than welcome!

eeeeeeee to one and all

Neph
Reply #177 Top
1. More ship-to-ship interaction, for example linking units.

2. Your player logo should be visible on units. Maybe allow importing own logo .jpgs?

3. High-visible ship effects (weapons, abilities, longer strike craft exhaust trails). Doesn't need to be as extreme as in Bailknight's graphic mod, but please add something that makes screenshots more spectacular ;)

Reply #178 Top
What id like to see is a dual screen support. A extra window which displays key information so that you can keep an eye on such as


Pirate Raids, Sometimes the System doesnt tell you that your up ontop, maybe instead of watching the screen to see what happens up until the last second

Mission Upgrades

Likable stats between you and other races

Just key information

Oh and another race :D
+1 Loading…
Reply #179 Top
A lot of wonderful ideas here. Some of my own and some opinions about things I'd like that other people have previously mentioned.

1. Moons
- If implemented should rotate around the planet and have their own grav well.
- The grav wells always touch and slightly overlap. If a ship is caught in the overlap it slows down 90% for a few seconds.
- Phase lanes may be occluded by the moon and it's gravity well. Basically any ship jumping in would end up on the furthest point influenced by the gravity well touching the lane. If the moon is directly on the phase lane for instance, the ships end up on the wrong side of the moon and very far from the planet!
- A full rotation should take about 10 minutes...but different moon orbits should be available. circles but mostly ovals where the GW overlap is thicker on certain sides.

2. Stealth but only the EE version like someone mentioned. The ship can be detected by any other unit provided it is close enough since it is still technically "visible".
- I'm stealing from EvE here but I think stealth ships should be limited to recon (just by being in the system) and have 1 ability..."Gravity Beacon"
- Gravity Beacon should act as the end of a phase line for incoming craft. The ships must be in the same fleet to ensure proper planning and limit the power. This way you can plant the stealth ship/beacon behind enemy defenses and warp your fleet in there.

3. Gas clouds (Not nebula!).
- If new minerals are introduced i'd like to see them collected by "scoop" ships. The ships act as a mine by instantly transfering minerals over time. They have to move around so an enabled "scoop gas" ability would work.
- I would suggest the cloud have a limited amount of harvestable material over time. For instance if the rating of a cloud is "1.5" 3 scoops scooping at .5 each could fully utilize the cloud. However, a 4th ship scooping (can be other team) divides the 1.5 into 4.
- One race at least should have weapons on their scoops. A small laser that will kill another scoop in about 3 minutes.

4. Quad Core support. An option as necessary. I don't want to gimp people without multi-core but it'd be nice if I had the option to maximize my machine.

5. Improved pirate system. Maybe multiple pirate colonies that are weaker than one big one (grow over time?). This way if I lay a bounty of 300 and someone lays a bounty of 250 the force is weaker but more people get attacked.

6. Demand tribute from the AI!

7. Different types of turrents. Phase Missles, Lasers, Flak. Semi mobile turrents.

8. Phase lane warping abilities or structures.
- an example of a multi structure system would be to put one structure at the phase lane and the other where you want incoming ships to end up. If multipile lanes touch the GW then only one additional structure per each lane would be needed to end up at the structure that focuses the lanes.

9. Structures with their own gravity wells or gravity "cones" you can face when you build them. This will allow you to "push out" phase lanes so that enemies warp in further.

10. Different size/desnsity planets with variable size gravity wells. I think this was mentioned :) awesome idea.

11. Increase graphic of cap ships 15%. Level 10's are buff enough. I just want them to look a little more massive.

12. Single Planet bonus artifacts. These can be transfered from planet to planet by cap ship. If the cap ship is explody in transit, the item floats in space and can be picked up by the opposing side or whomever gets there first.


Reply #180 Top
Minefields?

Take 1 tactical slot, and give like 50 damage per hit, maybe a field holds like 10.

Also, make them nearly invisible until enemy ships are almost ontop of them?
Reply #181 Top
1. Customizable character profiles - Create a face/avatar for your profile, customizable ship exteriors.- more customization

2. More units - It seems the only units I ever get are Kodiaks, Carriers, and Siege 'thingys' (can't think of the name). After I research most carriers, I RARELY build frigates.

3. More Capital Ships with WAY different abilities. Make each one equally desireable.

4. Make the races different - The races aren't any different from each other IMO. They seem like rehashed versions of each other.

5. Whatever is chasing the Vasari

6. Change the Criminal Underground system. It seems like there should be more features. The pirates are also really dumb. Against the AI, it almost becomes like an Ebay auction where you gotta make sure the bid doesn't change with 1s left (waiting until the fleet is launched [well after the timer ends...yea wtf??] to be sure you don't have to add bounty to your opponents quickly.)

7. Ability to create/destroy phase lanes - this would be costly, but extremely effective.

8.Vary the planets. Make em bigger and smaller. Not all planets are the same size.

9. Get rid of red galaxies. The vibrant red hurts my eyes and makes it hard for me to see my units and the attack orders.

10. More "ultimate weapons". I like the ability to shoot across the galaxies, but I'd like more stuff. i.e. the ability to make a small black hole (similar to a tactical nuke; this would be a tactical black hole) to get rid of your enemies.

11. Something bigger/more important than a Capital Ship. Some type of a hero ship. Possibly like a "Galactic Command Vessel". You'd only get ONE, and you'd have to pick which kind you want. This would be piloted by YOUR character (the face in your avatar [see #1])

12. Make space debris stay around longer and make them influence gameplay. If enough piles up, ships should have to avoid it.

13. A campaign. Like it needs saying again...

14. The ability to create a map WITHOUT rebel forces trolling around. I hate them. I created a map, and the two planets surround my home base both had a LOAD of rebels floating around. One planet had well over 10 ships. Sure, they are easily handled later in the game; but if you can't get enough money together you'll never get that far.

15. The ability to become similar to an old fashioned pirate (not the bounty hunter/mercenary pirates in the game). You could plunder opponent trade vessels, or mask yourself and plunder your "ally" (right before you kill him). Also the ability to hijack ships. That would be lulz.

16. An idea from Company of Heroes (a small-scale RTS; for those who don' know) would be to make different doctrines for each race. Each doctrine has special abilities and units that you can only get through advancing the doctrine.

17. Different AI. The AI I always get paired with is dumb or something. It always over-extends itself and never builds defenses. So while I'm out conquering the galaxy, my teamate is busy running from planet to planet cleaning up the 3 frigates and a cruiser that have single handedly destroyed their planetary infrastructure. Idiot *scoffs*

18. The Deathstar

19. More AoE weapons. There are only a couple, and they are minimally effective. Give me something I can shoot out of my Capital Ship that will make my enemies pay for bunching up.

20. Did I mention a campaign?
Reply #182 Top
I would ask Stardock to concentrate on adding some of the great ideas like planetary defenses, moons etcetera before creating a campaign.

I would like a class of ship able to generate its own worm hole/jumpgate to carry itself and all vessels in a set radius in one jump directly to the planet of your choice regardless of phaselanes.

An ultimate supership,(Colossus Class) of which you can have one only per race, with huge firepower multiple researchable abilities. able to dock and repair your fleet in mid battle, including battleships. It should be BIG and correspondingly slow to manoeuvre, about 20x the size of the battleship class onscreen.

The Homeworld for each race should have tough ground to space global defense systems and orbiting satellite/fortresses to counter the supership and be the hardest to overthrow.

starbucaneer
Reply #183 Top
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entityBoolModifier "DisablePhaseJump"<-Delete
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Tada! Stealth!

P.S. Correct me if I'm wrong
Reply #184 Top
entityBoolModifier "DisableWeapons"<-Delete

Damn X-(  no edit button
Reply #185 Top
This game reminds me alot of Eve online..., anyone ever played? Very similar.

So one big problem with size is, for jumping, phase jumping or what ever it is called... size affects that (Mass) and a ship or object would rip itself apart if pushed to that speed so some of the epic sized objects wouldn't be able to move from planet to planet, or system to system. Or, I don't know exactly what I'm talking about, but I just know that a planet would go to nothing if we strapped rockets to it and got it to that speed because of the mass.
Reply #186 Top
Oh, and I don't know if I would want this because it would complicate the game and add sooooo much strategy to the game, but isn't space 3D, and not planar. Add that Z-Axis instead of just the X and Y..., "In space you can't cost effectively defend a planet because it can be easily attacked from any direction."
Reply #187 Top
Okay Just want to clarify that if they do a single player campaign, I would Love for it too be kinda chronologically bassed, e.g. you do tec then vasari then advent then new races x y z....

As impliesd above, I'd love the campaign to flow through each of the races both original sins and the new one/s that will come in the expansion, have it so that each campaign is not contradictory to the other (that's my prob with supreme comamnder the campaigns are simulatnious and are contradictory depending on which faction you win with)

More Background Lore, I love the lore of the game so far, but it is rather bare bones really there isn't a lot fleshed out in it, So if you had the capacity to expand on that it would be great, this could be done quite well via the campaign that I think 90% of us hopes comes out.
Reply #188 Top
All sorts of great suggestions.. but there's one missing:

Unicron! A planet that transforms into a giant robot and destroys the enemy fleet with its bare hands. lol.
Reply #189 Top

My few ideas just about capital ships :
-when capital ship gets lvl 10 it gains new ability or/and better stats
-maybe there should be more than 10 lvl capital ships that incerase stats
-fix the experience of capital ships - lvl 10 capital ships stoles exp even they dont need it
Reply #190 Top
I'd like to see some sort of map overlays to help me with certain types of informational queries - like "where are all my trade ports located", what planets have research labs on them, and how many on each?, etc. Sometimes it takes a lot of searching around to find the facilities I'm looking for.
Reply #191 Top
I want ships that don't look like crap and planets that look at least as good as the modded skins.

plus LOL green suns... why not make them just green eggs and ham floating there.
Reply #192 Top
-destroyable ship subsystems(weapons, engines, sensors...)
-artificial phase gates
-trading planets, ships, technologies and negotiating options
like in GalCiv 2
-capturable key resources like in GalCiv 2
-planetary invasions
-space mines, minefields(explosive)
-capturing ships and stations
-stationary antifighter cannons, missile cannons and battlestations, something like
GOD station in B5
-more planetary slots and more powerful broadcast centers
-constructing stations and defenses with constructors in all gravity wells
-interstellar phase lanes(not all systems autoconnected)
-beig able to turn off long range jumps technology so u
can make systems connected only through wormholes, not star and have to fight your
way through (like jump nodes in FreeSpace)
-binary star systems, blackholes...
Reply #194 Top
I want ships that don't look like crap and planets that look at least as good as the modded skins. plus LOL green suns... why not make them just green eggs and ham floating there.


That is definitely a bit trollish. Especially since many stars ARE actually green. Our sun actually gives off more green light than any other color and there are stars out there that actually appear green to the eye (if you lived near them).
Reply #195 Top
Having played this the last view days (and apologies for not reading all the way through this thread). Oh and apologies if I mention something and it's already there, I'm still quite new to the game :)

Things I like to see:
- More ship types.
- Another race or two would be great.
- Easy to view information about how many research stations you have in total when you go to build a research station it's be nice if it said "you have n of these already"
- More ship info, speed, turning rates etc.
- Extra defence platforms; not just one type and then the hanger.
- Capital ship customization, choose weapons, abilities etc.
- Upgrade levels/experience for other ship types.
- Ability to build certain defence platforms/structures in non-colonizable sections.
- Ability to give "missions" to other races/AI.
Reply #196 Top
Well, I support most of the ideas listed on the first page except for bigger gravity wells and don't truly care about a campaign personally. Seems most others want it, though.


Top of my list would be:

More artifacts/anomalies that alter aspects of the game.

I would LOVE to see designable ships if at all possible. Perhaps designable endgame super-capital ships? A separate tab of researchable weapons, abilities, armor, and shielding that can be tech to design said battleships? I could see this being done by having an "endgame" research option in Warfare/Military/Hostility that opens a whole new tab of super-capital ship researchable technology. In the super-capital ship technology tab, for instance, could be a few different weapon types, shields, armor plating, and engines that effect the firepower, speed, etc. of the ship. Think a small version/aspect of "Stars!" if you know that game? Or the more modern "Galactic Civilizations" (which I strongly disliked) also offered a ship design feature. Once again, would love to see this implemented if possible.

More DIFFERING research options. My main gripe about the current game is how the generally races are essentially the same. Great for balance, but would enjoy some more diversity. Separate the races out a bit while keeping balance.

Somebody mentioned Rise of Legends and buying out neutrals. Not a bad idea if done properly. Perhaps culture can influence the cost of swaying neutrals to join your side.

Somebody mentioned different Admirals being aboard the flagship and offering specific benefits or abilities. This was done in Conquest: Frontier Wars and I think would be a good implementation here. Perhaps you can only have one at any given time and he's aboard your flagship?

I think the community here is giving many good ideas. I agree this is a very good game, but there's aspects that can make it truly "great" without making it overly complex.
Reply #197 Top
just say NO to SP campaigns. an alternative might be victory condition option. obtain N planets or build X station types. campaigns are fun once...maybe. use your imagination and play a series of maps. give youself goals to obtain etc. thats why they added the achievement stuff.

moons sound like a nice idea. maybe each home world has a moon. moons would simply be like weak asteriods adding a few more tac and log slots and a little more income.

space stations would be a fun addition. station = capital ship in cost and culture bonus, but cannot move and has improved core stats. ie more weaps, hangers, armor, shields, etc. plus what would make it awesome...have 2 or 3 custom ability slots. the player can choose from any special ability that he has access to. click the station, click ability, click on the station or ship to select the ability. Once selected the ability is locked in.

stealth and anti-stealth techs\ships. expensive to build and research. mabye this is a simple improvement to the scout type frigates.

dedicated ship class to combat cap ships. maybe its a cap as well to prevent abuse. weaker combat abilities except for a special anti-matter torp that only targets ship and station capital classes.
Reply #198 Top
Hey Sgt. Shultz and Sab3r-x, you guys took my wish list for Sins expansion pack ;) 
the only things that I can add to the list is that since the advent and the Vasari are intent on beating the crap out of the Traders then it only stands to reason that the Traders would become more warlike as the war drag on, meaning that the mad men that came up with Sins one with the tech using scrap together converted ships to hold off these two wicked empires should now be building purpose built warships from cruisers on up to capital ships. Another neat effect is damage from other ships for example when a cap ship or cruiser explodes then any ships nearby should suffer some damage or be totally destroyed from the blast.
Please in the exp pack make the gravity wells much deeper so that it will take some time for a invading force to reach the planet.
The only other thing that I can think of right now is special special commands for fleet admirals to use such as protect a cap ship or increase shields to full power, and while in combat ships should be able to target specific hardpoints and either damage them or destroy them completely making that hard point useless until that ship can make it to a repair bay.
Reply #199 Top
DrathKar-s ideas from another thread:
-asteroid fields IN systems that have some tactical effects(only fighters/bombers and frigates can navigate them, caps and cruisers cannot)
-Diffrent gas clouds alot like armarda
some that drop shields.. some that increase shield regen or interfere with diffrent kinds of weapons.

Example a cloud that interfers with the targeting on missiles so missiles attempting to hit things in the cloud have a 20% reduced chance of hitting.

Another cloud could reflect part of beams back upon the attacker so say mass illums wouldnt want to fire at things in the cloud.
(c) DrathKar
Reply #200 Top
DrathKar-s ideas from another thread:
-asteroid fields IN systems that have some tactical effects(only fighters/bombers and frigates can navigate them, caps and cruisers cannot)
-Diffrent gas clouds alot like armarda
some that drop shields.. some that increase shield regen or interfere with diffrent kinds of weapons.

Example a cloud that interfers with the targeting on missiles so missiles attempting to hit things in the cloud have a 20% reduced chance of hitting.

Another cloud could reflect part of beams back upon the attacker so say mass illums wouldnt want to fire at things in the cloud.
(c) DrathKar

-minor races like in GalCiv 2
-space creatures(giant amoeba)