SeniorDonde

Give Suggestion here!!! Ironclad will read them

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
75,979 views 255 replies
Reply #226 Top
Necromancy? No idea what you mean.

Anyway, I figured my topic was more relevant in this thread (shrug).
Reply #227 Top

Necromancy? No idea what you mean.

Anyway, I figured my topic was more relevant in this thread (shrug).


You revived a thread that hasn't been posted in since April 1st, 2007. Hence "necromancy". The thread was dead. Additionally, you've posted repeats of stuff that's already been said.
Reply #228 Top
1) Trade income and trade routes are nor clearly visible. Trade aspect of the game should be developped.

2) please do not allow rushers to spoil that game too ! Too many games are manic clickers/do-allways-the-same-thing-fast-fast-fast players. This is boring.

3) Random tech should be available. So each game would be different from the other. I know this is a VERY hard thing to do to keep the game balanced. Keep an eye on Sword of the Stars excellent system (base tech + random techs)

4) A tool to highlight gravity wells that holds this or that type of ressource (as long as it's been scouted) should be available on the main map.



Reply #230 Top
I'd like a little more movement in ships. I'd like to see the squadrons use the z-axis a little more like diving under the ships and firing upward toward the underbelly. I'd also like to see them bank. Right now they simply turn with no tilt.

Rallypoints in other systems. Not sure if this is in the game or not, but it would be nice if planet 1, 2, & 3 would all send newly created ships to planet X.

Hotkey for superweapons? There might be one, but I couldnt find it. I just had trouble constantly going back to a cluster of planets and forgetting which on I had built the super gun on.

Custom ship creation like in GalCiv2. This could be done before the game and once in game, your ships are as you created them. Would be neat to play other players in MP using custom ships.

More diplomacy and espionage options. The ability to demand from them or give them missions would be fun. Or coerce one faction to turn on their allies by having them increase the bounty.

Autoplacement of turrents should be in more logical locations. I clicked 6 turrents and they were almost all directly on top of one another in about a square inch worth of screen space. Kinda made me say hmmm lol.

A movie creator! That would just be fun.

Thats all I can think of off hand to add to the wish list.
Reply #231 Top
The game needs an interdictor cruiser! I beg you!

Late in the game, how can I have a massive fleet confrontation, when the computer runs away from me whenever I show up. They won't even stand and defend their own planets, they just run away. I destroy the colony and chase them and what do they do? They jump back and recolonize the planet and run away again. An interdictor ship or some cap/cruiser that could prevent phase jumps in an area would be amazing, even as a late tier research ship, just so I could actually have a big battle instead of a big retreat fest. Of course, the computer would probably just target the interdictor ship and then try to run away, but at least it would be more fun and less frustrating than the the computer boldly attacking wherever you are weakest and then running away from your big guns.

The big seller for this game was epic space battles, but the computer just runs away whenever I amass a large force against them, what gives? Maybe this problem will be solved by playing online when it improves, but as of now I haven't been able to have a complete game online without people leaving/disconnecting.
Reply #232 Top
Not sure if this has been requested already or not, but I would love to see some way to make your cap ships hold enough anti-matter in reserve to make a phase jump. Basically it wouldn't let them auto-cast if it would take their reserve under 100. It would only let them use it to jump. Auto-cast is usually pretty useful, but it's seriously frustrating when you're trying to bug out and your cap ships decided to use up all their AM.
Reply #233 Top

Not sure if this has been requested already or not, but I would love to see some way to make your cap ships hold enough anti-matter in reserve to make a phase jump. Basically it wouldn't let them auto-cast if it would take their reserve under 100. It would only let them use it to jump. Auto-cast is usually pretty useful, but it's seriously frustrating when you're trying to bug out and your cap ships decided to use up all their AM.



I dont think you need 100 available to jump
Reply #234 Top

Not sure if this has been requested already or not, but I would love to see some way to make your cap ships hold enough anti-matter in reserve to make a phase jump. Basically it wouldn't let them auto-cast if it would take their reserve under 100. It would only let them use it to jump. Auto-cast is usually pretty useful, but it's seriously frustrating when you're trying to bug out and your cap ships decided to use up all their AM.



You don't need AM to jump...
Reply #235 Top
1. maybe add a timer to the current research insted of that yellow line , gives u more of a sense of time when it will be over and sometimes i have trouble seeing the yellow prograss line althoughter (maybe its just me)

2. beeing able to rearrange the queue order of the research , what happens now is i queue stuff and as the game prograsses i need to change the queue order.. i think it will be nice to have an option to pause the current research , reserach something else then resume the first reserach..

as it is now all i can do is right click and cancell the res which wastes loads of time.

3. in multiplayer games if someone pauses ..it is not possible to chat will paused..so if i pause and i want to chat "ok i'm back lets resume" .. i cant i need to unpause it first which kinda nullifies the message at all.

4. improve diplomacy , as it is now there is hardly any diplomacy at all...maybe somewhere along the lines of galactic civ 2...

5. since alot of ppl are saying the pirates are annoying maybe have a on/off button 4 pirates in the map settings b4 starting a game...

6. improve tutorials 4 new players.
Reply #236 Top
1. Maybe I just haven't gotten to the end of the tech tree yet, but where are the really big space ships? Or was that completely cut? Wasn't there a ship that sucked resources off a planet, or did that get cut?

2. Nukes I notice that sometimes, all of my structures are clumped together. If I have research structures, repair platforms, ship construction, and attack platforms squeezed together they're easier to defend.

If every faction had a nuclear missile vessel added, it would be an extra strategy. Think of it as an ship that merely exists to fire a really large missile that explodes damaging ships or structures clumped together. While it travels towards it's target, fighters and other ships can be allowed the opportunity to shoot it down, adding more incentive to carry fighters and other vessels to counter it.

3. Cloaking It feels like either the Vasari or Advent need a couple of cloaking ships, while the TEC has one cloaking ship. The game has such an epic WWII like feel, and the ability to have ships that cloak would just add to that.

Things already good:
The Music
The graphics
The voices.
Reply #237 Top
Ok, here are a couple of ideas:

It would be interesting to be able to somehow tag grav wells as "impassable" by auto-generated paths. For instance, when I want a frigate factory to resupply one of my fleets a couple of jumps away, I set the rally point of that factory wherever I want my new ships to be delivered. However, the auto-generated path that my new ships will follow to reach my fleet sometimes happens to cross a pirate-owned sector, crawling with baddies. Depending on the type of the vessel crossing their system and the size of the pirate fleet, consecuences for that range from none to the destruction of my ship.
Another example of that is when I try to relocate one of my big fleets form one planet to another, and the auto-generated path crosses a pirate sector. Of course I can avoid that particular path by setting waypoints for my fleet with the shift key, but sometimes I just forget to.

Someone above asked for a way to reorganize the queued research tree, which would be great. Same is true with frigate factories, because right now there is no way to actually know which ship is coming off the line next.

The interdictor cruiser someone asked for is another brilliant idea in my opinion. This would be my approach to the concept:

· The intedictor cruiser would be a new type of capital ship, less proficient in combat but with a high-level ability that enables it to completely disable the phase drive of any ship in the gravity well. This ability would require the ship AM reserves to be fully charged to be activated, and when powered up would gradually consume the AM reserves over time, eventually depleting them.

· In the lower levels, the interdicion field would only "jam" the phase drives of other ships, instead of completely disbling them, jump-inhibitor style. Then the high-level ability would enable a high-level interdictor to completely disable any phase drive in the well, until destroyed or its AM reserve depleted.

· Abilities for this capital would then be:
1. Inhibit jump: Ships in the gravity well get their jump drives jammed and take longer to jump, longer with each level. When turned on, this ability would consume the AM of the ship over time.
2. Reduced AM cost for inhibitor: Less cost per second each level.
3. Ignore Interdiction field: Cast upon a friendly ship, this ability would allow its target to ignore any interdiction field present in the system. Level 1 could only target a small group of friendly frigates, level 2 a bit more frigates and level 3 yet a larger group or a single capship.
Special ability: Turn the inhibition field into a complete phase interdiction field. No phase jumps would be possible from a gravity well where this field is active. Would require a high ship level and all 3 levels of no.1 ability.This ability could have a short power-up period after the ship emerges from phase, so when you are defending a planet and you see an exceedingly powerful fleet arriving at your planet, a short run-for-your-lives situation would take place as all ships try to flee the gravity well before the interdiction field becomes active.

Since there are three different races with different capital ships and different abilities, this could be the approach to the massively fleeing fleets problemof one of them. The other two races would need a different approach based on capital ships to differentiate them, of course.

All of that said, I have to say that I am really loving the game as it is. And I do appreciate a lot the opportunity the community is given to help improving it.

Oh, anf finally, I do not think that we need a faster pacing at all, I love it as it is, specially taking into account that the pace is very configurable. It allows for a little time to think.
Reply #238 Top
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.






This was something we had done and redone during the pre-beta days that would like but just not something overly doable tho that doesnt mean some one cant mod it in. Me i would have loved it but we can have every thing now can we.
Reply #239 Top
Ok, here are my suggestions ^^.

1. A similar button to game/research speed set to low/normal/high for unit cap ^^.

2. Also I suggest that there will be moons and space stations, defended special planets with that give acces to constructing special units/research/items and more types of special areas,
more logistic type buildings, more research items + tons of more artifacts(not per level, just tons new arftifact types ^^).

3. And of course more portraits for players to choose from.

4. More unit types for all races and more races later on (probally save the new races for an exspansion, I dont know how far Stardock will go with patches) ^.^

5. Make it so that you can only view stats after a MP game has finished, so players dont spy on each other when quitting a saved MP game.

6. I think scoucts are a bit to accessible, giving their current speed they should be more expensive and take longer to build so that you cant spy/scout so easily. Should be a strategic option instead of an automatic feature, IMO.


Cant come to think of any more at the moment, but these are enough to make the game much better ^^.
:)

Reply #240 Top
nice idieas guys like the concepts
id like to see bombing decrease planets status from lush green world to desert
defnatly make you think before just bombing a planet to pulp but i guss you would need a new ship then to facillitate gound invasion
as the other option but those must be REALLY expensive i.e troop ships that cant fire and are fragile and you need x amount to take a planet with x health

devs what do you think idia partly based on other sugestion made by Bl4ckSh33p
in thread about terraforming planets

https://forums.sinsofasolarempire.com/?forumid=443&aid=175988#1450728

ps also looking for counters to this
Reply #241 Top
I would like to see more tactical controls for fleets.

This includes:
-Attack area (drag a box over an area to designate what enemies you want your units to attack.
-Set facing (let you turn your fleets without moving them)
-Patrol (set a path where your ships would automatically stop and attack anything within range)

Anything like this would be great. I think out of all RTS games, Total Annihilation (and TA Spring) has the best tactical controls, so it would be a good place to look to improve tactical controls in Sins.

Also it would be nice to be able to control formation depth and width like in the Total War games.
Reply #242 Top
I posted my suggestions in the "Technical" forum with "[Suggestion]" at the beginning of the title. I hope Stardock/Ironclad can take a look at them.

Here the latest 2 (more will be added to the Technical forum later - I hope this is the right forum):

Game-Speed Settings:
Click here

Add prereq. Techs to Tooltip
Click here
Reply #243 Top
Suggestion for moons (from moon thread)

Make your gas giants more interesting. Why? If humans ever do bother to get out and about among the solar system, you can bet that the jupiter system will be much more important to us than mars ever will be.

Moons should be a minijump from a main gravity well and form their own mini grav well. These can function as a "closet" and exist for economic specialization-- if the player needs that function. Their size means that colonies there would be mostly net tax losers, but you could get a lot of mining done and have somewhere safe for labs and what not, protected by the main system.

Gas giants could have interesting networks of moons connected to one another and back to the gas giant well-- but no jumps from moons to other planets; making the moon network and gas giant almost a mini star system.


A fleet could land in a gas giant well and keep moving, or, could get all mixed up among the plethora of moons. This would make gas giants much more interesting.
Reply #244 Top
my suggestion is simple:

Change the color of allied chat. The shade of gray is too close to the all chat text.
When you are in a big battle its sometimes hard to see what your allies are saying.

Also, making the AI take over for people that drop would be nice.
Reply #245 Top
the bounty leaderboard to update not constantly but only when the pirates launch another fleet so that there isn't such a bidding war. You can choose to spend and run the chance pirates come to you or only a little, but it won't be such a bidding war where the loosers losses depends on a big bad gamble
Reply #246 Top
And if they attack the player on top is displayed for a moment before the real victim is displayed (lower right part of the screen). :SURPRISED:

btw: how can you chat with allies or whisper? o.O
Reply #247 Top
I have to agree on fleet formations. Especially the abiltiy to be able to turn on the spot would be very helpfull. As it stands now its very easy to use fast units to lure a huge number of enemy ships into firing and flying past them and watch them all try to follow that ship instead of simply just turning on the spot and firing. If it could be implemented like in total war where you just hold the right mouse button while having the unit selected you can turn the troop wherever you want. (and in other games such as rise of nations etc)
Reply #248 Top
My suggestion would be to have a full forum for game ideas and suggestions. I think it's rather wasteful for devs to go through many threads scattered throughout the forums and have players spamming about the great idea/suggestion everyone is already having, where we players could just continue expanding an already established thread in a focused forum.

This single thread can easily get lost among the many posted everyday, while it gets confusing for the new poster (like me) to get through all the different subjects talked about already.

I've been into different games and forums and occasionally like to post about the latest greatest idea/suggestion I had about a game I love, such as this one. But I'm just starting here and feel kind of lost.

Could we please have something with more focus instead of the better-not-blink-or-else-you-lose-the-context that's going on right now? Or am I the only one uncomfortable with this?
Reply #249 Top
An option to make the alt function always on for the zoomed in planetary combat, so that you can always see the ranges of your units and their current targets.

make the pirate bidding and blackmarket separate buttons on the top of the screen, its annoying to have to click one and then the other, if you know what i mean... yeah and make an option to put a timer maybe at the top or bottom of the scrren showing pirate time, and curretn target and price. then when you want to bid make the screen alto asmaller like so it only covers a small portion of the screen so you can do other things while keeping an eye on pirate bids and bid when needed.

also when selecting multiple planets with construction building and you build ships it divids up the build betwen the two planets, like how in warcraft 3 if you have 3 barracks selected and you click build footman 3 times, each barracks will build one, which saves time.

and an idea for a new race could be a zerg style insectiod race, for its planet bombing ships, in stead of launching missiles, it would send down pods of insects to ravage the planet.