Give Suggestion here!!! Ironclad will read them

Hi guys give suggest and only sugest!!!! I would like that.....or that..
that is all and if there are manny great guys from Ironclad will have no choice but to read here becus every company know tha you have succes when you listen you clients and that they could find genius ideas that they would not have concidered by themselves we are all human after all ....Lets go!

P.s my english is bad i know lol
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Reply #1 Top
Hello, and welcome to the forums from a fellow newcomer. I would place suggestions, except I need more data on the game *cough beta cough* before I made any good ones.  
Reply #2 Top
hi buddy and tanks for the message.... try to give early suggestion. even if you think its in the game put it....like i would like that the interceptor have the option to repare/keep fighting on the( i hope its there ) auto repair resuply/repair from the carrier or other capital ships.... see ya
Reply #3 Top
well interceptors dont have fuel, as long as the carrier is still alive. And i dont know about ammo or repair though.
But if a interceptor gets destroyed it will be build automatically at it carrier
Reply #4 Top
I think they have fuel limitations if they leave a certain radius of the carrier.
Reply #5 Top
nice theory but how yould you like it too be ? if you where the conceptor of this game do you have specials idea that could make this game THE GAME you where waiting!


EXPRESSS...
Reply #6 Top
i dont seem to be able to find, the post where it was said. But there shouldnt be any fuel for fighters/bombers. But i agree it should have some when getting futher away from its carrier/base
Reply #7 Top
Maybe the carrier should be refueled periodically, and its overall fuel in storage counts towards its fighters (when the fuel in storage reaches critical fighters are grounded until more is delivered/produced)
Reply #8 Top
But there shouldnt be any fuel for fighters/bombers. But i agree it should have some when getting futher away from its carrier/base

ah! right I remember now.

something about the fuel being removed... but if the carrier dies they will die sooner or later, so their range isn't limited but their survivability is.
how yould you like it too be

emphasis on strategy.
and I like the idea of probes that screw with local "terrain" in that ships and abilities (maybe scanners?) work odd in some way.
Reply #9 Top
Nice Schematicninja tks for awnsering the question
Wath would make this game bether than the other ones? I also think it would be great to be able to cutumise hull color
and also to have a ship creator, like the car creator in Need for Speed carbon,
you could create capitalships and fignters and more....
for exemple you chose different ships hull that you modify, wepons,shipbay
it would be alowed a number of points to be well balanced against other ships
Give some new idea Genius!!!!!,)
Reply #10 Top
ok, here goes.

I want a dynamic system that really highlights the way a player plays.
for instance someone who really is fortifying his technology should be able to unlock deeper levels of technology than other people who are focusing on other strategies can

this should also occur for anyone basing themselves on trade or military, i.e. certain thresholds allow you to increase your profits, or to allow convoys go farther, or in the case of military; unlock more ships (based on relative (to other spending) # you have bought)
Reply #11 Top
For the end of game victory screen , I'd love to see stats that include the usual total kills, total units created, and perhaps a graph of some sort showing the progress of the entire game and the ups and downs of victories and losses, similar to the graph that is present in Gal Civ 2, and Rise of Legends.
Reply #12 Top
nice suggest give more !!!!!!!!lol
tks guys... very interesting its the perfect exmple of what i want...
Keeeppp up Sugest .......explode your brain!
Reply #13 Top
I would be cool to have an option to move the camera like in homeworld2
wich is very great!!!!!
Reply #14 Top
There should be big monsters, preferably space Teletubbies. This would be a good leisure activity between two empires. Inter Galactic Teletubbie Hunting Day.
Reply #15 Top
Preset fleets (possibly via a certain fleet manager) yes i know its been mentioned before
Skirmish should have the option to select the areas the AI is good at,, in example
you could set that he makes trade in highly efficient way (not by getting more money from trade
but by making them just plain effiecient by finding the better routes or viceversa and in between
and then you could set how good he is in combat, meaning how well he employs different tactics etc.

Not some lame easy medium hard standard setup.. ill come up with more suggestions as im
researching how other rts's and 4X's have done things (and try to give suggestions not too
difficult to implement into the game.
Reply #16 Top
Hi guys, my first post!

I think there should be:
1. Fleet Formations. The game calls itself "epic." No doubt players will be able to control many ships at the same time. Fleet formation makes it easy to mavuever. Not only capital ship formations, also capital ships can have a fighter screen formation (example, homeworld ) etc.

2. Forward/Reverse while Firing in Formation. To add to the formations, there should be options to let the fleet, already in formation, to move at the same speed, together, forward, reverse, or even sideways (Note: this is different from moving all the ships to a single point, but rather, move the entire formation forward, not to a particular point, just forward). Example, say your fleet is composed of 6 ships, in a inverse V formation. You should be given the capability to thrust this inverse V formation against the enemy's line formation, without stopping, until you are on the other side of the enemy line, then you should be able to turn each indivudual ships around, without turning the whole formation! (faster that way), then do the thrusting again.).....maybe I am asking too much here.

3. Problems concerning EMP. Once I played Nexus the Jupiter Incident online. There is EMP in that game too. It is not a bad idea. However, most people playing online fires EMP directly into the battlefield, regardless friends or foes before they enter the arena. On average, every minute there was an EMP going off, totally defeats the balance of the game. EMP should be handled carefully.

4. PUBLICITY!!! Even though it is still early, I believe this game deserves more attention. Judging by the number of posts in the forum, not many people know about this game yet. Now advertising costs money, I know. But it is worth every penny. (word of mouth works too) I hate to see the games I really like go unnoticed, not because they are not good, but because no one knows of it. While bad games (bad game play anyway) from certain big companies get all the attention simply because its well known.

This is all I can think of right now. I'll add more later.
Reply #17 Top
If theres going to be somekind of scorescreen, like the one in subcom. I hope it will be more like the one in sword of the stars. As it only gives you some idea of your enemy strengh. But i prefer there will be none.

Oh and how will the replay be handled? will we be able to upload our replays to replays.org?
i dont hope it will reveal as much as it does within subcom. By that i mean build ques, and how you tach up
Reply #18 Top
keep up sending nice suggest

2. Forward/Reverse while Firing in Formation. To add to the formations, there should be options to let the fleet, already in formation, to move at the same speed, together, forward, reverse, or even sideways (Note: this is different from moving all the ships to a single point, but rather, move the entire formation forward, not to a particular point, just forward). Example, say your fleet is composed of 6 ships, in a inverse V formation. You should be given the capability to thrust this inverse V formation against the enemy's line formation, without stopping, until you are on the other side of the enemy line, then you should be able to turn each indivudual ships around, without turning the whole formation! (faster that way), then do the thrusting again.).....maybe I am asking too much here.
>PuppledJumper524'suggest..

this is a very good suggest
Reply #19 Top
For me I would like to see advanced diplomatic abilities. Such as being able to threaten, being able to manipulat eand swindel others into fighting my wars. Maybe the ability to customize your own government, i.e. having a peaceful socialism, or a dictorial capatalism.

Other than that I would like to see a good selection of ships and tactical options in space. And I also want the planets surface to actually hold worth and not be a watered down section of the game.
Reply #20 Top
having a peaceful socialism, or a dictorial capatalism.

nice one Emp.
my philosophy, oh god a direct blow to the stomach.
  as if it was capitalism that was the dictator, hah.
but I dont see that happening (republic capitalist Vasari? I dont see them being so kind... perhaps a socialist nation would fit better)
Other than that I would like to see a good selection of ships and tactical options in space. And I also want the planets surface to actually hold worth and not be a watered down section of the game.

I second that.

especially the tactics part. I want TACTICS!!! (too many games lack this in excess)
Reply #21 Top
You poke me, I poke you

Reply #22 Top
A few things I noticed.

A need for formations - Unfortunatly most formations in space are unrealistic. Two reasons for this.
1) Real space being vast and the like. Once two races get to the point when they would fight, they would have weapons with such range that formations would mean neraly nothing. First would be Smart weps. then guided weps. then instant hit weps., and if anyone is left massed unguided AP and Explo. weps.
2) The action(unrealistic) favored approach. The devs want action in the game so to foster that, a WWII mentality emerges of dogfights and the like. So ships would start with missiles and laser, then proj weps, and a variety as the fleest get tangled.
Answer - You may start with a formation, but it would do next to nothing, you would set-up a combat plan, ie having picket ships circle your carriers while blockade breakers run through the enemies lines and large ranged warships fire from the outer reaches. Strike craft hit subsystems, and skirmishers attempt to lure ships away fro mthe enemies many body. About the only formations that could really be useful, would be a columnish formation, a spherical one, and maybe a wall type. There of course would be attack formations for fighters, but really anything bigger then that a ridged formation would only serve to get crew killed. Flexability is the key.

Indepth Diplo Strats - this cant be done with real players, at least not in simple and fun way, you would need AI players for that. This can't be done effectively with a RTS game.

Planets worth something - I would like this too. We shall wait and see.


MY stuff - This is more of questions then suggestions. Fleet types. Will there be options by technology or by the upgrade systems to tailor a fleet say towards a swarm mentality(quantity over quality) or perhaps technological(quality over quantity) or a combo of both? One TEC players attacks with hordes of ships while another has 1/10 that but equally strong( the quality of hte ships make up for hte number)?

I ask because its was always a ton of fun to have 12 of my ships annihilate 60 enemy ships in master of Orion. Especailly when I was fighting an Empire 4 times my size. Technology deffinatly worked wonders in that game.
Reply #23 Top
MY stuff - This is more of questions then suggestions. Fleet types. Will there be options by technology or by the upgrade systems to tailor a fleet say towards a swarm mentality(quantity over quality) or perhaps technological(quality over quantity) or a combo of both? One TEC players attacks with hordes of ships while another has 1/10 that but equally strong( the quality of hte ships make up for hte number)?

this depends on your play style

AND WHAT IS WITH THE BOLDING???

back on topic: yes, if the dev's live up to half they claim that will be possible.
Especailly when I was fighting an Empire 4 times my size. Technology deffinatly worked wonders in that game.

careful that you dont get monopolized though. I would pity you if that happened.
1) Real space being vast and the like. Once two races get to the point when they would fight, they would have weapons with such range that formations would mean neraly nothing. First would be Smart weps. then guided weps. then instant hit weps., and if anyone is left massed unguided AP and Explo. weps.

counter abilities will always force weapons to become close ranged.
missles: explosive armor, missle intercepting missles, rapid fire anti-missle batteries
shells: physical defense, bigger armor, magnetic field manipulation?
light: easily bended or reflected by fields and mirrors.
other stuff: well... uh... other stuff

in the end war always has a offensive capability that is stronger than its defence, but only by a little bit (excluding 30 or so years pre-WWI) so I dont see this as unrealistic, in fact the action based seems more realistic to me, keep your enemy from defending by staying within the range of their defensive capabilities.

not to mention in space there are particles taht would slow projectiles, diffuse light, inhibit missle trajectory and tracking, and do wacky stuff to wacky stuff.
Reply #24 Top
I knew that you would say something about my "1)" thing, I know all that, was trying to cut down on my length. but dont forget, there are offensive counter messures(sp) to your defensive. It all depends on whom has the best stuff. LAter with that though. As far as me being monopolized, my point in that was that I couldnt be monopolized. All the resources for my empire was produced by my planets. I had tons of cash, and I could out produce the enemy even with my smaller Imperial size. The way a monopoly works is one party have enough of something that everyone HAS to go to them for that good. Since everyone has to go to them for that good, then they can set the price. Even though the enemy had more then I did, I still didnt have to go to him for anything, I was self sufficient. Maybe you and I have different ideas about monopoly?
Reply #25 Top
If I post about things that have been already mentioned I apologize. Since I have not seen the game in action yet I can't say if these things are in the game yet or not, but these are the things I would suggest that should be in this game.

1. Dogfighting- Many 3D Space games still keep their 2D idea about fighter combat.(they group together, make unrealistic turns, don't seem very intelligent)They only games that seemed to attempt this notion was Homeworld, and O.R.B. . Even in these games fighters did not really maneuver correctly and fight as if there were two intelligences fighting each other. Just a harmless request for something that would bring an extra depth to the game.

2. Subsystems, and visible subsystem damage + consequences - In games like homeworld 2 there were subsystems, but there were no "REAL" subsystem to target like the reactor, life support, hanger, etc. In Star Wars Empire at War you could attack subsystems, but they did not effect the ship as exclusively as they should have. The only game I have seen that has this is in Sword of the Stars, say what you want about it, but it is a great game. (watched both this game and it and want both b/c each has something the other does not have) Anyway, in this game the ships were put together piece by piece so that when they got attacked every part of the ship could be destroyed and it severely affected how the ship operated. This made what you attacked on the ship more important that way the battle itself could go any way depending on how you fought it rather than just sending in your troops and always leaving them to do it.(maybe have AI commanders that you can tell to focus on certain parts of an enemy ship over others in battle) Well if I come up with anything else I know where to post, sorry for the long post, had a lot to say.