Wish List For Expansion Pack

I want dynamic trading

It has probably been asked before, but what does everyone want to see in the next expansion.  Ideally 1 new thing or 1 thing tweaked.

I want to add a new tab (f4) trading.  Take trading off the constant income and make each ship only cash out when it comes in to port in your territory!  Make it interesting, add 3-4 neutral trade ports scattered over the map (in asteroid fields) that give higher returns but obviously are more dangerous (other empires might park cap ships and pickoff the trade ships trying to port).  You can specify which ports to use or not in the trade tab, as well as talk to say neutral traders who might have intel on oposing fleets in their sector (they want to make money! they have no loyalty).  You can even add a "no kill trade ships" in diplomacy, while you may not trade in another empire, you will not kill their trade ships and they wont kill yours.  This can even open up extra tech options for trading, making an economic/research strategy more intensive, especially in a big map.  Could even make points of conflict over trading lanes and ports, but the neutral traders might be "bribed" into straping bombs on cap ships hulls if an empire is trying to suck out all the trading! 

I think diplomacy and economics and ways to attack on a second level would help diversify gameplay.  Now it is a matter of build the biggest fleet you can afford, crush the enemy, rebuild his planet, build fleet, crush enemy, repeat!!

 

 

103,708 views 27 replies
Reply #1 Top
I'd like to see an "attack type..." option. For example, I'd like to select a fleet of cobalts and tell them to keep attacking transport frigates until there are none left.
Reply #2 Top
Here's a few for the wish list:

#1: I'm not sure if I;m in the minority on this or not, but I'd really love to see some sort of actual single player campaign. (or at least mod tools to let us script one)

The entire intro and back story sets the stage for an excellent single player campaign, the likes of which space rts hasn't seen since the days of the Home World series.

(SD delivered a fun campaign in galactic civ II so i know they definitely have the capability for it)

I would just help add to the over all fun of the game and help define each race a bit more as whole. perhaps incorporating more info of the faceless menace that has the Vasari on the run into a single player campaign could build the back story nicely


#2: The flag ships of each race being a little "special" as in having a custom voiced commander and maybe some special ability no other ship has. (after all it's only one ship per race, and adds a bit to each groups personality if you know what I mean.) Currently the only thing that makes a flag ship any different than any other cap ship is it;s name, which well, is a real shame. Perhaps the bonus would be a larger morale boost, or offense/defense bonus to units around the flag ship, or just making the flagship 25% more powerful? (and when it gets destroyed you would need to rebuild it back at home world rather than another ship just being dubbed the "flagship of the fleet"

#3: Incorporate more planet types into the galaxy. (Sins plus is the shining example of how to do this perfectly) Vanilla Sins compared to Sins with Sins Plus, feels empty by comparison.

Reply #3 Top
This game screams for some degree of espionage. There's so much mischief that cloaked agents would be capable of in this game.

Reply #4 Top
Heh, ships with cloaking field generator. Annoy people to no end with a surprise attack or devilish ambush.
Reply #5 Top
it would be really awesome if each race had their own 'Super Weapon', kind of like the death star. but it would require a whole crap lot of research and income to produce, like a tier 10 or something ridiculous.
I also want to see a little more diversity between each race's ships. Right now it's pretty diverse, but it just seems a little too balanced. i like the idea of the vasari being stronger and having more expensive ships, and i want to see some more of that, like the Traders having extremely cheap, but weak, ships so that they can mass produce.
Idk, just some ideas
Reply #6 Top
MULTIPLE-CPU-CORES SUPPORT !

for the evil +400 systems maps

options to have a useful log (for modding) and option to deactivate the automatic dump generation in a CTD event

Trading : availability of resources on the general market should depend on the number of neutral planets / extractors - if all are taken by the players then there should be only goods available from the players (or not if they don't want to trade)
Reply #8 Top
maybe he meant a supership. like some sort of super capital ship. although that could easily be solved by Silveressa's suggestion of a flagship bonus that would (presumably) be different for each race.
Reply #9 Top
how about a command button that can can split your 2000 point mega fleet into like 8 smaller fleets with 2 capital and have atleast 5 bombers/fighters and have the same fire power
Reply #10 Top
If anything i would like more freedom in custermising your capital ships, that would be kool so maybe be able to change the colour skems or add streatch or anything else to the acual ship making it to your desing ?? but a single player would be good
Reply #12 Top
That's not a supership, that's a SPACE STATION!
Reply #13 Top

#1 I'd like things to blow-up in a better way, let's say capital ship blows-up and leaves a huge, drifting hull.

#2 More control over my fleet, add patrol, targets priority (like 'attack the strongest'), 'retreat when hull points below...', 'protect this unit', etc.
Reply #14 Top
That's not a supership, that's a SPACE STATION!


hello a space station never moves out of orbit, the death star is a superwepon that can move
Reply #15 Top
hello a space station never moves out of orbit, the death star is a superwepon that can move


i think he was playing on the quote from the movie
Reply #16 Top

6 lil ideas

ONE|
I would like to see strike craft play a more prominent role.
Heres an idea...
As of right now u get ur fighters at no cost(except anit-matter and time of course). SoaSE is a game that strives to eliminate much of the micro management associated with other RTS games(this is a good thing)...so...if fighters no cost...then why u have to click. That seems like micromanagement that the ai could easily do on its own. On another note i feel that strike craft are exceptionally weak and come in small numbers that are easily destroyed by a couple of flak frigs. I mean you have to go way outta your way just to get a couple of squads. And players can totally ignore them all together and never build them and be just fine. Fighter and bomber strike should be a necesity...not using them should give a huge advantage to the person who does.
So heres my idea...(if anyones ever played Star wars EAW, ul see where im goin)
All cap ships should have the ability to carry fighters. and specialized support carriers should carry them in vast numbers. When u build a cap the fighters should automatically be there. and be replenished automaticaly. this is very similer to what u do now except u dont have to ckick build. each ship should have a set # of craft expandable through research. For example...a kol has 1 F SQ(fighter squad). dunov 2 etc...etc. ships more leaned towards ship to ship combat should carry less SQ. carriers should carry the bombers and aslo F Sq. like say 4-6 F and 2-4 bom..squads will autto launch and engage. Also strike craft should be more powerful. bombers should aslo be able to bombard planets and asteroids.

TWO|
support Carriers play a bigger role
i think it yould be cool if support carriers carried more than just strike craft. they should carry landing craft to be dispatched to a planet to colonize. and craft that can occupy/steal ships, dead ships, and extractors.
this would eliminate the need for colony shps. and just like the fighters no clicking necisary. they come withem...agaim emphasis on eliminating a lil micro mgmnt

THREE|
planets should have there own defense.
example...ur terran home should have an ion cannon and other defense weapons. and also should be able to have strike craft for defense. this eliminates the need for strike craft orbital platforms. a planet should have like...20 or so strike craft that launches auto when enemy forces come.agaim emphasis on eliminating a lil micro mgmnt...and making planets easier to defend

FOUR|
Direct phase jumps...just like tyk216's mod.
after researched and explore...u can direct jump to another planet in a system without using multiple phase lanes. this adds a whole new emphasis to planet defenses and opens up strategies like hit-n-run

FIVE|
the ability to overlap gravity wells of planets. (there really close together) kinda like a moon or a twin. go from one planet to next without jump...

SIX|
defense fleets
ships designated as a defense fleet to a certain planet lose their phase jumpin ability but take up much less fleet capacity....just an idea...would make planet defense easier...which would be good if enemy could direct jump anywhere in sys. this would also eliminte micro mng later in games when u need to be macro mgn


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Reply #17 Top
#1 I'd like things to blow-up in a better way, let's say capital ship blows-up and leaves a huge, drifting hull.#2 More control over my fleet, add patrol, targets priority (like 'attack the strongest'), 'retreat when hull points below...', 'protect this unit', etc.


I like both the ideas here. I would like a better macro way to control fleet logistics. One squable i have with LRM's is they need to be baby sat otherwise other fleets run up and crush them. I build my fleets with all defense/hc's for the fact they dont die if i manage something else other than the battle.
Reply #18 Top
Here is what I would like to see after I played a couple 1v1's with the AI earlier today...

1) an emphasis on a realistic navy. in a rl navy, the carrier ship is generally the flagship of any fleet and/or battlegroup. a carrier should be a MUCH bigger capital ship than any of the others. not only in size but in carrying capacity (ie - either larger squadron sizes or the ability to house MANY squadrons). no matter the ships with flak cannons and anti-air weaponry, the biggest dread to a navy without air support is an opposing navy WITH air support. so i would like to see carriers moved from a capital class to perhaps a titan class or a supercapital class, and to see squadrons with anywhere from 6 to 12 strikecraft in them (and also being able to drop a much tougher payload on an enemy fleet).

2) i think that trade ships/trade lanes/trading in general needs to be tweaked. it needs to be a much higher priority in order to generate the cash needed to support a full interplanetary war fleet. putting an emphasis on trade in order to generate an economy, which will then enable research, which will then allow naval victories is the way to go! (along with grinding the enemy, lol)

3) interdiction! i think that ships should be allowed to travel anywhere on a map to a certain range outside of a planet's gravity well in order to engage an incoming fleet. if the fleet is traveling via phase jump then it'll just slide right past them, but if your intercept fleet has some type of "Phase Stop" or "Phase Drop" technology then it can suck a fleet out of phase travel and right into your closing fist. this will make an effective barrier so that enemy bombardment ships won't just run up to your planet and start blasting away. but as a way to circumvent being interdicted all the time, researching an ability to view all ships outside of a planetary gravity well should be an option.

4) bring on the care bears!!!!! they might be able to drop the vasari, but lets see them drop the advent!!!! (lol this last one is a joke, fyi)
Reply #19 Top
Personnaly, i would like a complete revamp of the pirates so they can become something more interesting than a timed annoyance. For example, make them roam the map and attack defenseless trade ships or inferior forces instead of going against fortified planets. Second, make them stockpile wealth (like all good pirates should, this make something to plunder when we take over their base) and have to actually build and maintain their ships as well as care for them like any other player. And last, when their base is under attack, they should rush to defend it and suspend any raid they might be going to launch (i was attacking their base today and they just sent a whole fleet attack another player rather than protect their home).
Reply #20 Top
TWO|
support Carriers play a bigger role
i think it yould be cool if support carriers carried more than just strike craft. they should carry landing craft to be dispatched to a planet to colonize. and craft that can occupy/steal ships, dead ships, and extractors.
this would eliminate the need for colony shps. and just like the fighters no clicking necisary. they come withem...agaim emphasis on eliminating a lil micro mgmnt


Nice post. Your idea about support carriers being able to colonize is kind of interesting. I'm mucking around with stuff similar to Silveressa's Empowerment v1.1 - more emphasis on carriers and think it would be pretty easy to add a colonize ability to a support carrier which would simulate what you've talked about. Of course, it'd eliminate a large point of the colony capships and the entirety of the colonizer frigates, but maybe colonizer frigates can be given other advantages. Anyway, nice idea.

For myself, I'd like more emphasis on a few large ships vs. smaller ships. Maybe give me a ship that can totally rip apart frigates but are cannon fodder for capships and cruisers. Or, give me some game options that make small vessels cost / support cost more.

I know it's just a preference of flavor and that really big battles with lots of ships are neat, but I like the simplicity of having a few really big ships with one or two supporting ships. If I had my way, I'd eliminate or nerf frigates (the mod I'm tweaking with has frigates with half armor / shields).

I do think that support carriers definitely need to have 2 squadrons minimum (or some supporting abilities) to justify their existance.

The ability to name any owned ship (not just capships) would be nice. The ability to name any star or planet, regardless of ownership, in a single player game would be nice.

Editor capabilities to let you set up scenario-type gameplay would be cool. That way you could set planetary ownership, research, improvements, and fleets in an editor then start mid-game in large games. On a related note, accelerated start (like in Civilization) would be fun. You'd start a game with some parameters saying what type of empire you want to start as and it'd simulate AI play for awhile so you'd start play with a few planets, a moderate fleet, some resources, and some known research.

It'd be awesome if you could build something that lets me remember the post asked for only 1 suggestion. That'd be sweet.
Reply #21 Top
Maybe instead of change existing caps...just make a titan class ship. that takes...400support and 4 cap crews. It combines best abilities of other caps. TEC titan ship...carry 3-4 strike craft. colonize ability. guass cannon. Raze planet. auto cannon dmg-100. beam-20. laser-50. PB-80. hull-10000. shields-4000. antimatter-1000. armor-20. max exp pts-8000. culture repel rt-1
Reply #22 Top
#2 More control over my fleet, add patrol, targets priority (like 'attack the strongest'), 'retreat when hull points below...', 'protect this unit', etc.


I like the patrol idea. It would have helped me so many times.

A new race or two would be nice.
Reply #23 Top
I would really like an expanded dipolmacy screen. What they did was really original. But offering random jobs and your relasionship going up and down got kinda annoying. I'd keep it, but expand on it, make it possible to gain peace treaties and such without being a lapdog.



I would also really, really like to see the research tree becoming more involved. Other then some reasource plus's, ship types and planet colonization, nothing is really worth taking.
Reply #24 Top
There are some really good points for this post. What about tarraforming? Have some research option where you can turn a ice planet or desert planet into a terran?
Reply #25 Top
One thing not mentioned in this post that is def needed in an expansion is more planets. Like uziis sins plus mod. Urban planets, industrial, swamp, forest, etc...etc...

Also colonize gas giants...like in the mod 7deadly sins

These are great ideas and i think should be incorperated into the expansion