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Stuff I'd like to see

Stuff I'd like to see

I know this has been brought up before

This has been brought up before, however I think this might be the best way of making it work.

I love the Gas Giants in the game; however I do not like the idea of them being un-colonizable. I know of course technically they cant be, however I believe they should, my reasoning would be like that of star wars, orbital cities. To make them colonizable, I wouldn’t give them population points or even that many logistical points, but tactical points, yes they should get some. I would say that starting off with no investment in them, they would get 0 population, 3 logistics, 10 tactical and no fleet points, since it doesn’t have a population, it would be like a dead asteroid, however the ability to have minimum logistical buildings. You could make this ability to colonize them a tech tree requirement, a higher up tier. This would also bring up my next main reasoning for gas giants being colonizable, Moons! Gas giants have lots of moons.

Moons should be in this game as well. You don’t have to make them rotate around the planet or anything, but have them in the game as minor colonies to planets. You could have colony ships be able to colonize them or if you control the planet first with a moon in system, have in the planet improvement tab, an icon to colonize the moon. If this were possible, I would say they give like 5 population on the first investment then 10 on the second. And they also provide an unlimited metal and crystal income, it would be lower than asteroids, but improving tiers of investment would increase the rate of extraction from them, never exceeding the asteroid extractors. This way of having them as separate entities in the same area of a planet would make for very tactical games, as in a player may control the planet however his opponent controls the moon in the system; this could spark a huge conflict right inside a single gravity well. Terran systems would have a single moon and gas giants could have 2-3, while other planets might have them or not.

And an unrelated thing to the Gas Giants and moons, this game needs Battle Stations. They don’t have to be mobile or anything, but a massive fortress in space that has defensive guns with long range (lasers, missiles, etc..) and fighter bays. Of course it would cost more then building the other structures individually in tactical points, however it would make defending a planet easier to the eye then massing massive amounts of other buildings that clutter up the space around a planet. Instead of having like 12 defensive structures around a planet, you could only have 4 stations.

And that’s my spiel!
67,922 views 36 replies
Reply #26 Top

Attack is becoming just attack and the right click of it will turn auto-attack on and off (this is now important because you may not want to attack units of players you are trying to build a relationship with). The range controls are being moved into a tactical submenu so it has its own special button (toggles thru hold, near, and grav well). There will be other new stuff in this menu as well. Sins has too many nifty features like this that the majority of players don't even realize are there despite the tutorials and the descriptions on the tooltips so we are going to try and make things more obvious.

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That’s spiffy! 

I was going to say something about having a some sort of non-diplomatic Cease Fire command for ships, but I wasn’t really sure how relevant it would be. It’s easy to ask for a cease fire with another player and it’s easy for them to except it or not, but it would give a slightly faster way to stop hostilities just long enough push the diplomatic option.

There is a lot of stuff and I find something different all the time, but it’s not that it’s not listed it’s that there is just a lot of stuff. Some of the more useful things don’t float to the surface when playing the game. If you don’t remember they are there and don’t know to look for them they don’t get used.  


Reply #27 Top
What I want to see, having put a few hours in the game, is more AI interactability, things such as the commands in the age of empires II: conquerers expansion, where you can tell your ally to focus on building a navy, or their economy. Only in sins, it would be for them to send a fleet to help you in a specific system, perhaps, or focus on research, or on economy, or on spending all resources on a military. Really though, I want the "Request Reinforcements" option most, because that would make it so much easier to defend a colony where a fleet is not readily available. Such things would make the AI more important. Also, a formalized resource trade option, where you can request or send resources in exchange for other things would be nice.
Reply #28 Top
Your wish is our command AI interaction and diplomacy is getting a major revamping though you likely won't see the changes until after beta 4.
Reply #29 Top
"after beta 4"

you mean release? how are we supposed to tell you whats wrong with it after release?

that being said I'm happy that its getting special attention.
Reply #30 Top
Possibly in a beta 4 patch, but we are holding back some material until release for two reasons: A.)It won't be done until release and B.)We want to leave some surprises.
Reply #31 Top
As long as it isn't one of those 'doorbell rings and there is a flaming bag on the steps..quick, stomp it out!' kind of surprises.
Reply #32 Top

Possibly in a beta 4 patch, but we are holding back some material until release for two reasons: A.)It won't be done until release and B.)We want to leave some surprises.
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then make sure these suprises are well balanced and we'll be glad to have a few unknown elements in the final version.
Reply #33 Top
As long as it isn't one of those 'doorbell rings and there is a flaming bag on the steps..quick, stomp it out!' kind of surprises.
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Don't be so quick to stomp it out, because you don't know what’s in it.  

Reply #35 Top
Possibly in a beta 4 patch, but we are holding back some material until release for two reasons: A.)It won't be done until release and B.)We want to leave some surprises.
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just dont hide things that will require a big test sample, like persay, the AI
Reply #36 Top
That said, do be aware that most of the audio stuff is really placeholders at the moment -- they haven't even finished all unit selections 100%, they're hardly anywhere close to being in a position to have a finalized voice overs.

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Yes, I know, but I figure that these things have a greater chance to be addressed if the devs hear it from as many sources as possible. Not that I don't think that they have considered this at some point, mind you.