Wish list for the Devs. By you the players

I have been reading a lot of posts about things that people would like to see in sins Rebellion

 

what features would you like to see in the sins? And why?

I will start with my main wishes

1 The ability to turn mines off

2 The ability to turn super weapons off

3 Shared artifacts (if I get one my ally gets it to)

4 Auto ship replace (if i lose a ship in battle it will be automaticaly rebuilt if I have the money)

5 The option to turn trade ships off (to help with cpu costs and slowdown)



 

 

39,953 views 38 replies
Reply #1 Top

1. Ability to mod the pirates AI

Reply #2 Top

Empire at War style cinematic camera.

Turn off AI surrender, or at least make an option to disable it.

Planetside (surface-to-space) weapons capable of firing into orbit. Will make now underused siege frigates more useful, since destroying all orbital defenses would not be enough to secure the gravity well.

Colonizable asteroids and moons could really use some sort of indicator that they are inhabited. Its fantastic that the planets have city lights, etc on the dark side and the elevators. Moons and asteroids really need something similar.

I would request making the ship/station/planet name character limit longer. I cant even name my ship TDN Enterprise without it being cut off. The text could get progressively smaller as the name gets longer, to avoid it going off the infocard.
A way to also name fleets would be uber cool.

I would really like the possibility of being able to fleet down, if I lose many planets. Now fleeting up is a definitive decision.

Automatic fleet splitting. I propose an automatic fleet split button, which would split all corvettes, frigates and cruisers in a large fleet equally into smaller fleets, because manually splitting large fleets is a pain in the ass. Or GalCiv 2 style fleet manager window.

More celestial object types (planets, nebulas..).

More technologies. 

Cloaking technology.

Option to rejoin a multiplayer game (or join after its running).

Include Bailknights graphics mod in vanilla Sins.

Trading ships, planets and technologies with other players.

Fix the "arcing turns" issue. 

Reply #3 Top

1 The ability to turn mines off
End of quote

Balance issues aside, that alone would make me happy at this point. 

Getting rid of trade ships would be nice, too.  I don't know what purpose they're supposed to serve to gameplay (aside from making it far more tedious to focus on targets that actually matter) but as far as I can see, having them around does more harm than good.

Reply #4 Top

Quoting Sakhari, reply 3

1 The ability to turn mines off

Balance issues aside, that alone would make me happy at this point. 

Getting rid of trade ships would be nice, too.  I don't know what purpose they're supposed to serve to gameplay (aside from making it far more tedious to focus on targets that actually matter)
End of Sakhari's quote

 

If you destroy them, the player they belong to loses trade income. 

Reply #5 Top

My wishlist of lame things to wish for:

  1. AI recognizes when their ships have their phase engines disabled and do not continue trying to jump them
  2. AI can calculate when abilities like Resource Focus become profitable and intelligently toggle them
  3. AI does not have it's fleet reform (and get shot to pieces while "repositioning") every time reinforcements arrive
  4. AI intelligently uses retreat threshold by localizing its considerations (instead of counting every possible ship en route as "being there")
  5. AI knew how to appropriately use envoys and embassies in Goa's Enhanced 4x mod
  6. Actually use the damn planetary bonus textures you made instead of that silly cavern picture for half of them...
Reply #6 Top

Seeing as how none of this is happening within three days, in a wonderful world where space ponies could roam free and the devs have a magic programming toaster I would like to see the following:

  1. Perfect balance
  2. Multithreading
  3. 64 bit
Reply #7 Top

I'm ready for the visual c++ runtime errors to finally come to and end along with all the crashes both in sp and mp

Reply #8 Top

Quoting Volt_Cruelerz, reply 6
Seeing as how none of this is happening within three days, in a wonderful world where space ponies could roam free and the devs have a magic programming toaster I would like to see the following:


Perfect balance
Multithreading
64 bit
End of Volt_Cruelerz's quote

 

:troll:

Reply #9 Top

World peace

No disease

grass for everyone

Reply #10 Top

Quoting Qu4rTroll, reply 9
grass for everyone
End of Qu4rTroll's quote

Does the grass mow itself?

Reply #11 Top

I think he means a different kind of grass. :grin:

Reply #12 Top

You can 64bit patch the exe, to allow it to use more than the allotted 2gb of ram. (www.ntcore.com)

 

Although I have yet to see the game acquire memory usage numbers it did in older days. I generally see 800-1gb used now.

Reply #13 Top

1. i want to be able ot play with no ai opponnents, vs the pirates only, on a huge multi star.

2. a "slower" speed, because "slow" is too fast for me.

3. play the pirates. 

Reply #14 Top

what features would you like to see in the sins? And why?

1 The ability to turn mines off

2 The ability to turn super weapons off

4 Auto ship replace (if i lose a ship in battle it will be automaticaly rebuilt if I have the money)


 
End of quote

Well I don't think we need to go into why, but this is the same list I'd submit.

For the auto ship replace, I think it should work like this:

-Player designates a fleet number
-Once ships die in fleet, their costs are deducted from the player's reserves (if possible) and the replacement ship gets built in the nearest port.
-Fleet rosters are only kept from the last time a player designated for the fleet.  If one fleet gets merged into another, they are still regarded separately.  This way it won't become an enormous CPU crunch; you could only have so many variables per game, not the entire history of fleets. 

Alternatively, fleet ships in the sidebar could show a red silhouette of what's been destroyed.  It would really help.

Reply #15 Top

Quoting ShotmanMaslo, reply 2
Cloaking technology.
End of ShotmanMaslo's quote

This. And

Modding scripting language or plugin architecture for developing own bufftypes

AI be calculated in its own thread (Aka. one thread per AI - come on, there's no one with just one core left)

Reply #16 Top

- Vorastra Titan to eat planets instead of Desperation (and Stripped to the Core)

- possibility to turn off Empire Tree completely

- ships to keep reasonable distances between themselves to prevent starcraftesque clusterfucks

- better performance, so i dont have to decrease visual candy on my GTX590!!! to prevent unbearable stuttering and crashes

Reply #17 Top

Here are my wishlist:

  • Sins 2;
  • Sins 2 first addon;
  • Sins 2 second addon;
  • Sins 3;
  • ......
Reply #18 Top

Is it something wrong that I don't want nor care for any of the things listed in the opening?

Maybe it's just my annoyance will people whining over something like mines. Seriously just use scouts with flak to clear a path and if you leave the system just use a scout with auto attack to clean up the rest behind.

Superweapons can be countered.

Reply #19 Top

I think a bigger reason why people don't like mines is that they hurt performance...

 

Reply #20 Top

Quoting Rovert10, reply 18
...and if you leave the system just use a scout with auto attack to clean up the rest behind.
End of Rovert10's quote

Unless, of course, you're dealing with Advent mines in which case, your scout will run headlong into the acquire range of the nearest homing mine and get blown to pieces. 

I'm sure they're no trouble at all in multiplayer (do people even use them in that setting?) and they aren't 'difficult' to get around.  The trouble is that they tend to make an already tedious endgame in SP signficantly more so without really adding anything of value to the experience. 

edit:  And yes, performance is a consideration too.

Reply #21 Top

Quoting Rovert10, reply 18
Is it something wrong that I don't want nor care for any of the things listed in the opening?
End of Rovert10's quote

Then you don't have to use them because I want a no mine's option for this reason.

Quoting Seleuceia, reply 19
I think a bigger reason why people don't like mines is that they hurt performance...

 
End of Seleuceia's quote

Reply #22 Top

About the only mines you see in MP are Vasari mines, because you can deploy them in the middle of a fleet and wreck havoc....

Reply #23 Top

Option to turn on or off Titans retaining levels and whether you can build more than 1 or not. B)

Reply #24 Top

Requested for a friend:

 

Another Missile for the TEC. A shorter range, Titan-Buster nuke. Instead of just the long range Planet Nuke.

 

(Think Heat Seeking, but the cost is it can't travel as far.)

Reply #25 Top

Quoting boshimi336, reply 23
Option to turn on or off Titans retaining levels and whether you can build more than 1 or not.
End of boshimi336's quote

I 2nd...

While I like the current setup of level retention, a lot of people clearly don't...whether they are "right" or "wrong" doesn't matter, a lot of people share these views and as such either an option or an associated line in the gamplay file would be nice...

I would guess that the level retention could just a line in the settings file (don't necessary have to have it display in game on the options menu)...it'd also be nice to have a line in the gameplay file that mods the max number of titans...

By easily allowing multiple titans, I can forsee modders wanting level retention to only apply to some titans, so instead of making it a boolean in the settings file, perhaps make it a boolean in the Titan's entity file...