To: Blair Fraiser from Ironclad,
There is a lot of fluff in these suggestions, but a lot of good ones I hope you will implement that said, some of these suggestions are not realistic. I wanted to give a run-down of the most significant ideas.
1: Trading planets/ships between players
Sth like a trading system would be nice. You can give planets or ships to other players. I don't know if tech trading should be allowed. If so, a lot of players will have the exact same mixed techs at the end of a large game... No, I don't think tech trading is a good idea, it would just blur the feeling of the different races...
2: Spying/sabotage
A spying system would be cool. You could sabotage the assembly of an enemy capital ship (the factory needs longer to build a capital ship; perhaps with an upgradeable research tech: the better you are in it, the longer it will take the enemy to build this ship) or structure. To prevent it from being a game breaker, I would suggest to introduce a cloaked spy ship, which needs to be in the system you want to sabotage. This spy ship can be detected via scouts and then being destoyed. That way you could bother your enemy a bit, without breaking him completely.
Trading planets as a diplomacy feature would be nice, as it can prevent an ally from being wiped out and then usually in MP, the other players end up auto-quitting after that. I believe it is realistic and hopefully simple to implement. +1
Spying would be hard to implement and balance. if the opponent doesn't like being spied on how does he counter it? Scout ships are good enough to simply scout, and spying would add too much headache and micromanagement.
one thing that would be interesting to see is tech sharing that allowed for mixed tech prototypes like ships and/or structures, it would also add more temptation to forming alliances.
Horrible idea, not only will this be a programmer's nighmare, but it would DESTROY the uniqueness of the races. There is no point of unique ships and tech if everyone has the potential to get everything.
I want super big ships....meaning a combination of super weapons and starbases. A very expensive ship not build in a factory but in orbit of a planet. But then again, you would have to increase the scope of the entire game in order to pull that off....
Flak turrets on ALL Cap Ships
-Phalnax
I really like the idea, but for the THIRD EXPANSION, where it would focus on combat. Give each faction a Yamato-like super-battleship type capital ship, that has very good anti-strike craft abilities.
Currently, carrier/ strike craft spamming is ruining this game as there is no counter to it except for spamming you own carrier/strike craft. Instead of making all ships have flak, make cap ships take less dmg from strike craft (15%) and make the Flak Frigate viable. Flak frigates alone can save the meta-game if they can just be buffed to wipe out Strike Craft effectively.
Here you go, everyone! That's what I like about Ironclad & Stardock! They are listening to the community...
Ok, I love the ideas posted here.
A:Some random events a là GalCivII would be cool (could mean sth like a star is about to become a supernova, destroying the closets planets in the process; an alien artifact is entering the system and the one who controls it gains special abilities; etc...)
B:How about being able to evacuate the population of a planet and distributing the people over the remaining planets. Your planet is about to fall and the citizens start an exodus. The people would be redistibuted to fill up the population of other planets to their maximum. If the number gets higher then that, you are dealing with special consequences like reduced tax income fom those planets because of refugee management and perhaps social unrest. However, the less planets you have, the higher their moral, because they start to really fight for their lifes (there is no other place to go...) which might result in increased attack values of your ships... Might be difficult to balance, but perhaps sth to keep in mind...
C:I love the idea of a mother ship class (I have posted it somewhere else already... ). Have one ship per player, which dwarfs the capital ships (I am thinking along Star Wars). This ship can be equipped with a limited amount of researchable moduls, which can be destroyed in combat. Those modules can be exchanged at the "mother ship factory" (for lack of a better word...) for a price. But I guess, this is not really an idea for a diplomatic expansion... (well, it enhances your negotiation skills to some degree, I guess... "I see your point, now let me show you mine...")
D: Taking planets over without killing the whole population would be cool. It needs to be more time consuming than bombarding a planet back into the stone age. Otherwise, no one is using the planetary bombardement anymore, which would make several ships useless... I personally would like to have some dropships with troopers. They should have no weaponry thus they can't be used for actual space combat. You need to have a special percentage of soldiers compared to a planet's population (There might be some ground troop equipment researchable, which enhances your chances to take over a planet. And of course some fitting counter measures to them). Perhaps those can be used (after some research) as boarding parties to dissable/take over enemy ships. But again, maybe not the stuff for a non military expansion.
E: Distinct victory conditions have been mentioned. Well, I think this would be cool. Let's make an on adn off button for it, because not everyone might like it (like there is one for the pirates). You would win automatically, if you control 75% of all the planets. You might win if your cultural influence has reached 90% of the map. If you have two tradeports in 50% of the planets, you win an economic victory. Sth along these lines (Sorry, I am a GalCiv fan... )
F: I think the idea of being able to slightly focus your planets on sth is pretty cool (the tech, economic and industrial capital a là GalCiv have been mentioned above. That's an awsome idea!). Perhaps each planet has two focusing slots in which you can build some specials... I am only worried, that all this stuff is slowly turning the game into a totally different, hugely micromanaging nighmare in the long run...
I love all these ideas, all of this would go towards making SoaSE into very sophisticated game. I really like the random events idea with the ability to turn them off.
-Solar Flare, common in the star and systems immediately around it giving ships (but not structures) moderate damage over time. They can always jump out of the system.
-Super Nova, a rare stronger Solar flare doing moderately-high dmg to nearby ships.
-Globalization: Culture effects get accelerated by 200% for 15 minutes. (vs. Xenopobia)
-Economic boom: You get 80% more credits for 15 minutes, happens only once par player, at random times for each player.
... etc.
Technology and Cultural Victory options such as in GalCiv2 would be welcomed and be sophisticated.
Ok since Blair is readign this. I would like a Diplomacy Frigate, that can perform various things in SP, but more importantly for MP it would allow you to survey planets for bonuses. That way you would know what you get ahead of time. Knowing would make it attractive to use planet exploration in competative MP.
Planet Exploration should be more useful for more than a flip of a coin for artifacts, BUT this new diplomacy ship idea is redundant and not very imaginative. A scout ship can explore and possibly a science ship (also acting as a mobile science lab) would make far more sense.
Someone suggested capturing planets without completely destroying the infrastructure. What if the culture-producing buildings "converted" planets to your cause? Everyone on the planet completely rebels and joins the "liberating" forces, instead of sitting apathetically at home waiting for a colony ship to come and bring new colonists. Whether the buildings already there convert as well or not can be discussed.
I also like the idea of the pirates being more of their own faction instead of free experience points.Maybe they should have small bands that roam around, moving from planet to planet, instead of waiting at base until someone puts enough money on someone else to induce them to attack. They're more like mercenaries right now. You pay them, they fight. You don't pay them, they fight you. Attacking one of the roving bands of pirates would give you resources, because you would recover whatever money or goods they've taken from their hapless victims. Also, they'd try to head for more unguarded planets, instead of the nearest one.
Customizable ships sound cool. I wouldn't mind being able to choose from a collection of upgrades, instead of having only a few available.
just building on other people's ideas.
Culture should be more powerful in this game. Planets should be given a random chance to flip to the other side whenever their own culture gets critically low making a culture push strat a real strategy. A strong culture should also give you domestic advantages such as increased tax base modifer on top of civilian infrastructure upgrades, ability to put more profitable longer trade routes (tourism) and lower cost to pay off pirate bounties. Culture should add a whole stack of small modifers to everything that is non-combat making it worth getting culture.
Pirates should level up (as in get better ships) with time, so in mid-late-game they can actually fight instead of getting slaughtered automatically.
Lastly, the custom-ship idea is horrible. It will be a programmer's nightmare and a huge balance problem. Nobody will start to use the NON custom-ships and the reason why this feature is only implemented in games like Alpha Centauri and GalCiv 2 is because they are single-player only. It really cannot work in SoaSE and it will be a major major undertaking for Ironclad if they decide to implement this design and other features would suffer.
Other ideas, Please consider them.
A. There should be a planetary assault option that is faster than simple planetary (also have the possiblitiy of failing) bombardment and have the advantage of having some of the remaining population be alive upon capture. Planetary bombardment should be an (major) added modifer to the assault force, but because there are no troop transport ships in SoaSE this would require added them or have troops already be a part of capital ships.
B. Moons, some planets should be able to have 1 asteriod like moon (such as Mar's Phobas) to act like another regular/or dead asteriod.
C. Nebula, instead of just lightening clouds or dead roids in uninhabitable sectors, there should also be Nebulas which effectively cloaks ships inside it. Ships will be in only manuel-fire mode while within this. These are great for staging areas for fleets.