DessanT

Things you dislike,like, and want in Sins Of A Solar Empire go wild with ideas thoughts and remarks!!

Things you dislike,like, and want in Sins Of A Solar Empire go wild with ideas thoughts and remarks!!

GO WILD!!!!
474,724 views 149 replies
Reply #26 Top
GIVE US Z AXIS CONTROL BACK!

a little more Mod friendly please :D(the ships limits stuff like that etc)



Reply #28 Top
Sorry for bad spelling (Danish)

Short: I love the game, and i think by the followering addon´s in gameplay, the game would be more complete.

Ground forces: They may not even have to be sush a big thing, but if you could have bording crew´s, there could attach themself on the site of an enemy ship, and cut right throw the hull, and then fight their way in and take the control over it, that would be cool.

Invading forces: for planet attack´s, then you could counquer the planet while doing a minimal damage to the infastructure and other importen buildings etc. Then the planet would be quick back in operation for a lower cost.

I would also like even more research and more planet control, and if ground forces would be added to the game i would love for the officers to have rank´s and the abillity to raise in these ranks, and then be able to do more complicated and tactically demandig missions.

And then more of the same, much more so you can spend MUCH time in building up a planet, and make it a center for trade and power of the solar system. The abillityes for expanding infastructure and living area´s on the planet and create wonders for other race´s to admire, maybe even fear!

Go on with the great development, i am sure that it will be great;)

A damn good game with a lot of great things i have missed in a LONG time..!



Reply #29 Top
I agree with YB_Hitemhard, it sounds like a good idea.
Reply #30 Top
First off, let me say it’s a great game, so while there are things I would like changes or added, even without any additions/modifications you all did a great job.
But, here are some things I would love to see in an update:

1)
Add cooperative play (as it two people controlling one empire)
This adds a lot to any RTS type game, several of my friends mostly play in this mode, and it’s a lot more fun because you can focus on having a defensive fleet captain and an offensive fleet captain.

2)
Allow customization of ships especially capital ships. The upgrade on capital ships with experience does this a little bit, but my preferences would be as follows.

Experience increases overall performance, an experienced crew fires faster, is more accurate, can calculate a jump faster, repairs hull damage faster, etc. Basically an experienced crew can do more with the same ship.

With resources you can buy upgrades to your capital ship (maybe even your non-capital ships), those upgrades have to be purchased at a capital ship yard, and your ship can’t fight while upgrading (or maybe just can't leave that system while upgrading).
The upgrades/customizations would be how you get better weapons, better shields, etc. Upgrades would also include special abilities, some unique to the particular empire.

So you could then build a custom ship by selecting a hull size and engine size, then fill it with upgrades (limit to upgrades based on hull size)

3)
I done case much for the quests, my ideal would be to be able to turn them off completely.

4)
I would like a planet overview page, that way I can check what has been built, explored upgraded on all the planets quickly.

5)
I would like to see the ability to build better system defenses. The hangers and guns are ok, but they either need to be much cheaper, or add additional more effective options. An example would be planet based guns.

Reply #31 Top
I would like it instead of just sitting back in space and bombing a planet to take it over you could have troop ships and land armies and you could recruit different types armies from your planets to garrison planets and take over other planets sortof like MOO3
Reply #32 Top
I have to agree with a lot of the points made here; SINS would be much better if scale was improved: I would rather have a solar system with only a few planets, but each of those planets could have moons, which could be exploited (Maybe instead of building research labs in space, you would have to build them on orbiting moons, and instead of mining asteroids you could mine them also). Also, there should be a orbiting defense station. I often find myself going through all the trouble to bomb a planet and everything orbiting it, then never colonize it. If you spread your fleet out too much, and a REAL fleet shows up at one of your planets, it's gone. Planets shouldn't be that easy to take.
Reply #33 Top
GO WILD!!!!


I'd like to see some more DEPTH like from Galactic Civilizations in such things like adding the availability of building SEVERAL different types of structures instead of just a few that add different kinds of bonuses to Planets or an EMPIRE

I'd also like to see the ability to interchange between the amount of logistic slots and tactical slots per planet just in case you'd like to make certain choke point planets absolutely fortified but at the cost of sacrificing its logistic slots down to a minimum of just the resource asteroids surrounding the planet

Please add the ability to either have an increased variety in ships or to be able to design your own ships like in Galactic Civilizations

Make the Diplomacy more in depth like in Galactic Civilizations with having annual tributes treaties, being able to Give Planets away or territories directly to other empires and also being able to have a mail system for resource trading so that the fluctuating economy doesn't of the Human Player you give money/resources to shows a concrete reflection of you ACTUALLY giving a desired amount

Also there is a KEY STRATEGIC variable missing in this game, and that is the ability to have and or use spies to do sabotoge and espionage (these strengths should vary per RACE) as well as having Security and security technologies to counter these attacks and root out the empires conducting these activities and to top that off having some time based annual Intelligence reports presented to help monitor activity within the Empire

**when i give someone 1000 metal they tell me it shows that they only received like a total of 200 metal, this can lead to lack of trust and even worse an avoidable WAR!!!

Reply #34 Top
I love this game. And I think the best part is how slow the battles are fought. Even with massive fleets, frigates stick around long enough to throw in some punches. They don't pop after a few seconds. Makes it feasible to bring in reinforcements in time, and order a retreat when my flagship's shields are down.

I don't really care for the quests. The concept is okay. But too often I get missions there is no way I am going to accomplish. And then when I don't do it, my relations hurt. It can be annoying when you and an ally are waging a successful campaign against an enemy only to have your ally break all relations with you because you didn't attack a 4th player. Eventually I end up fighting my former ally and my former enemy gets a chance to recuperate. While I like that this prolongs the map, it just doesn't make much sense to me.

there is a KEY STRATEGIC variable missing in this game, and that is the ability to have and or use spies to do sabotoge and espionage


(damn, Keen_Cougar got to it first. But what the hey...)
I wish there was a section for Intelligence. At the very least some level of espionage. I like playing maps with lots of players. Information can be vital. Some of it you can get by running suicide missions with your scouts, but not everything.

The biggest part would have to be treaties. Who is allied with whom? Who is at war with whom? This info can be key when deciding who to attack or aid. By pumping credits into espionage, you can slowly find out.

Some other possible results of espionage:

- Planet Vision of a random enemy colony (acts just like a Scout's Probe, just planted by a spy)
- Ship Vision of a random enemy ship (or fleet?)

Or maybe each faction gets a structure you must build. Oh! What if it worked like research, with spy missions being tiered. To do the bigger missions, you need more intel structures. The interface could also be similar to research, where you "research" an intel mission to do it. When the mission has received the needed credits, you get the result.

While not as important IMHO, you can also do sabotage. Cripple a ship. Bomb a colony. Steal some resources.

I also would like to see more commands available. Like Guard. You could order ships to defend a base or ship. This way all your forces don't charge right into a battle that might be a decoy.
Reply #35 Top
the ability to take ships over by sending troops, or unleashing a virus or something. the vasarri(did i spell that right, if not please tell me correct way, i haven't played in a while) could have nanites that eat the flesh off everyone abord the ship, and the advent could take over their minds. the tec, screw them, they send in troops. also, in relation to boarders, you could have security teams, placed around key areas to prevent enemies from taking the. also, you could use espionage to insert a small team to take it over, or plant bombs. plus, like hitemhard said ground troops. and, to counter ground troops, something like forts, or planet based guns to shoot down enemy ships before they can deploy troops. Beside that, everything else thats good has been mentioned(not that i could ever think up half this stuff, but hey, i can make you think that).
Reply #36 Top
First of all, let me say that Sins is the best RTS since Rise of Nations - the balance between real-time vs. tactical vs. strategic decision making is perfect. My biggest complaints have to do with some minor interface quibbles and the ship AI.

My 2 biggest interface gripes:

1) Empire Tree does not fully 'jump' to selected ship or event.

When I select a ship on the main screen or click on an event in the Report Dialogs and hit 'spacebar' to center/focus on that ship or event, the Empire Tree scrolls to the event and highlights it at the very bottom edge of the screen (assuming the event or ship is not on the first page of the Empire Tree). This is somewhat confusing because the main screen changes to focus on the ship or event, but I have no idea which planet I'm looking at or where it is on the map... Yes, I know it names the system, but after playing so many games the reused planet titles get confusing.

Fix: make sure that when the Empire Tree 'jumps' to the event or ship you've selected that the Empire Tree listing for that Planet/System is FULLY displayed. Not just the first line where the planet is, but all the ships, structures, etc. Even better, if you could do a quick fly-by on the main map a-la Google Earth that quickly takes you from where you are to your new focal point.

2) Sitting on the Criminal Underground Screen waiting for the pirates to launch.

I like the fact that the exact moment when the pirates launch has some leeway, but I hate having to camp the screen to outbid the AI/other players when I could be issuing orders or doing research. It takes me completely out of the RTS part of the game and forces me into some kind of eBay sniping contest from Hell.

Fix: Eliminate the Criminal Underground Screen. I believe you could put 'buy' and 'sell' buttons for metal and crystal on the main interface under the Available Resources in the upper right hand corner and you could list all the player's names and the bounty for each along the very bottom edge of the screen- click on their name to increase the bounty and make their name and bounty total pulse slowly when the pirates are after them.

I would list my ship AI complaints now, but my friend just called- he wants to finish our Sins game from the other night... More on this soon
Reply #37 Top
More quality over super large fleets, I don't need a thousand ships to have a good game and ships should be powerful according to their class such as the battleships and drednaughts, just with a couple of salvos should be able to totally wipe out frigates and even cruisers to a certain extent, cruisers should be able to put away a single frigate without too much trouble, however frigates using wolfpack tactics should be able to deal with cruisers at least single cruisers and should be able to put some hurtin on a single battleship depending on whether it is missile frig or a energy frig similar to the game of Nexus or even Starfleet Command.
But the number one thing that really gets me is that during combat none of the ships be it big ship or frigates use evasive tactics to position themselves for the best firing solutions.
Reply #38 Top
In the originall trailer, it shows about 15 different types of capital ships for each of the faction, and a bunch of different abilities. i would like to see more types of ships, other than the mirrored ships of each faction.
Reply #39 Top
i would also like to see more action in planetary systems like citizens of worlds flying around the system(s)to other planets like tons of phase ships flying around everywhere that would be cool,space traffic...
Reply #40 Top
I would like Planetary Invasions. For one thing it would sure mix it up instead of "Jump into system A, Nuke the crud out of it then head towards system B." rinse lather repeat. I would love to send in some fragging TEC Marines on some hot drop onto some Advent homeworld. Then when you add a Tech tree for the "PBI" things get sweeter.
Reply #41 Top
I would like to see somthings done to give planets a real chance at defending themselves, like hangers that only use 2-3 slots and some kind of battle station, around the cost of a capital ship that can go toe to toe with at least one or two of anything would be nice.
I would also like a better ai, when playing single player the comp is not smart enough to exploite weakness and really nock you down once you get up and running.
spreading clutre is a fun way to play and more in the way of trade, clutre, politics, etc would be nice to see.
last is ships should keep moving as they fight, you whould be able to set squads and formations of a fleet and within a fleet, that way you can have some go toe to toe while others hit and run, or try to flank.

those are my ideas
Reply #42 Top
Okay- now for a couple complaints I have against the Ship AI:

1) Ships should 'intercept' instead of 'follow' the enemy

This always makes me cry: my fleet is stationed on the north eastern edge of a planet's gravity well when an enemy fleet half its size phase jumps in on the north western edge of the same gravity well. The enemy decides to pass through the system, so that they will have to travel from the NW edge of the gravity well to the SW edge to jump out. My bigger fleet turns to attack, but instead of heading to an intercept point where it can ambush the enemy, it heads directly towards the enemy's current position... and the Benny Hill-inspired chase begins! My fleet doesn't catch up in time to do any significant damage and now my feet is spread out in a nice long line or half of it is snagged on the planet itself when a second enemy fleet jumps in to pick them apart.

Fix: ships are either going to stay and fight or head for the edge of the gravity well to jump out, so your fleet AI should be smart enough to know the difference- after all, the computer 'knows' the destination.

2) Siege frigates should just bomb planets

They are horrible at everything else and they cost a lot of credits and fleet resources, so why are my siege frigates chasing seeker vessels the could never hope to catch up to, much less kill. If I don't change their attack orders, they will gladly stay behind and get chewed up by cobalt frigates or jump into a contested system and go toe-to-toe with 8 missle batteries and all die before they do 500 points of damage to a planet. If I mess with their attack orders, I send them to a planet and forget to 'manually' tell them to attack the planet, so they just sit there watching the rest of my fleet float around the enemy planet or, again, they stay behind the rest of the fleet in the previous system getting chewed up by cobalt frigates.

Fix: make Siege Frigates only aggressive towards planets and program them to 'retreat' if they are attacked. I'd rather have to click on the planet to force my siege frigates to ignore the damage they are taking and keep bombing the planet than to have them needlessly sacrifice themselves.

3) When did Scout Frigates and Colony Frigates become such a huge threat?

Why does every ship in my fleet stop what it is doing to attack a newly arrived seeker vessel or colony ship? Why does my fleet ingore and take heavy damage from defensive turrets and hanger bays as it steams past them trying to destroy one lousy colony ship on the opposite side of the gravity well? I can understand if it was near the beginning of the game- slipping scouts, siege frigates, and colony ships behind the enemy's main (if not only) fleet can be a great way of gathering intel, harrassing planets, and colonizing planets under your enemy's nose while they do all the work to destroy the pirates around them, but even during the mid-game the impact of a single fleeing scout or colony frigate is a joke- just ignore it! This applies to retreating enemy ships too - if they are on the other side of the gravity well and they are already turning to jump away, you aren't going to catch them, so why waste the time? The computer 'knows' they are jumping away - wouldn't your fleet be able to plot the enemy's trajectory and react accordingly?

Fix: I'm not sure, but it should be related to the 'intercept' vs. 'follow' idea I stated above: if the enemy's ships can't be intercepted before they jump, don't chase them unless ordered to.

4) Capital ships need better AI to control their special abilities

Here is a great multiplayer tactic: send in 2 colony frigates roughly 10-15 seconds before your main invasion fleet when you're attacking a planet that's defended by capital ships. The capital ships will waste a lot of antimatter on the colony frigates as they keep auto-casting their special abilities on the frigates until they are destroyed. Hopefully by the time your colony frigates have died, your enemy's fleet has (1) wasted a lot of antimatter and cool downs on a couple of worthless targets and (2) they are now facing away from your now arriving invasion fleet so that you can pick them apart from behind. Things aren't much better on the offensive side either- why does my Mothership/Capital ship with 'colonize' ability want to immediately colonize a planet even though there are hostile siege frigates still in orbit? Why aren't some level 6 abilities for some colony ships always on 'auto-cast' like "volatile nanites", "finest hour", "cleansing brilliance" "domination" and even "replicate forces" yet my Advent Revelation Battlecruiser wants to keep casting "clairvoyance"? Actually, shouldn't "resurrection" be an automatic ability for the Advent Mothership?

Fix: whenever enemy forces face off in a gravity well, the AI should tally up the total number of fleet logistics slots used for each fleet; if the used logistics slot total for the smaller fleet is less than 1/4th of the larger fleet's total, then the larger fleet will not use any special abilities UNLESS there is a capital ship in the smaller fleet... not a perfect solution, but I think it is much better than the status quo. Also, maybe you could queue up/script up to 8 special abilities for each capital ship? For example, say you have a level 7 Vasari Kortul Devastator- you could tell it to use the following special abilities in order whenever in battle: Volitile Nanites, Power Surge, Jam Weapons, Power Surge, Disruptive Strikes, Volitile Nanites, Jam Weapons, Power Surge, (repeat). It would add another strategy layer to the game- maybe it is too much.

It's way too late for me to type anything coherent- I can't think of anything else at the moment, so I'll stop rambling. Thank you for creating such a wonderful game- I really look forward to the Sins expansion!
Reply #43 Top
I would love to see gravity and planets playing a larger role in the game.

Why not use the planets gravity to accelerate ships, thus have an additional way to travel from planet to planet? It would have to be a very slow movment, in order not to make the phase lanes unimportant. How about a gravity accelerated fleet being very slow out of the planets gravity well, but in exchange nearly not to be detected at all, or only shortly before it arrives at it's destination? (engines are turned off...). Thus you can have surprise attacks on heavily defended positions or even circumvent them.

Just my two cents.

I love this game!
Reply #44 Top
I would like to see starbases/space colonies. I would like to see the ability to claim neutral systems by sending in a deep space construction frigate and building a space station. This would make it possible to properly guard wormholes, stars, gas giants and other non-colonizables. They would, of course, only be a shadow of a 'proper' colony - maybe 5 population, max. 10 tactical and 4 logistics slots, 1 level of exploration.
Taking a page from SE5's book, I'd like high-end options like blowing up planets and stars, constructing artificial worlds, creating new phase lanes or quite simply building ships that don't need phase lanes. I'd also like to see STL travel between planets. A possible implementation would be some kind of super-ship that can only travel STL.
More logistics and tactical options available in the late game. We have superweapons. How about super-installations?
I'd also like to see the implementation of planetary defense fleets, unable to phase travel and weak compared to other ships, but available. Make them take up 1 tactical slot each.
Militias, vigilantes and bounty hunters. I want to see my citizens take some initiative of their own. How cool wouldn't it be to be defending your homeworld, when suddenly you find a civilian ship fighting alongside you because your local Allegiance is 110%? Or have opportunistic NPCs with access to ships and military hardware attempt to take the 'pirate problem' into their own hands. Or even rebels. We have these, but I'm thinking more along the line of having terrorist attacks by your own citizens against you, depending on your local Allegiance.

You asked me to go wild. Here it is.
Reply #45 Top
My wish list:

1) I wish for a campaign that tells me the story behind Sins. (With a cameo appearance by whatever is chasing the Vasari showing up like the Dreadlords from GalCiv)

2) A Hardpoint system like "StarWars: Empires at War" implemented for capital ships. I think it would add more depth to the game if we suddenly had the option to target engines, weapon systems, systems that operate a special ability or shields. Being able to take a small group of sacrificial frigates to cripple a Flagship's engines to buy me more time sounds like a fun thing to pull.

3) I also wish for Planetary AI Governors or AI Fleet Admirals. It'd be nice just tell the planetary governor "Here's your cut of the Empire Budget Now turn this verdant world into a toxic polluting Shipyard" while I go an conquer more of space with my toy fleets.

Well that's my wish list. Thanks Devs for the great game. :CONGRAT:
Reply #46 Top
I want the game advertised on the back of the frakking box.

I would like a campaign for each race as well instead of the silly maps they included as training for MP spammage of "X" ship until player "?" disconnects.

Moving ships would be great, SINS has too much of a WWI RTS trench warfare system (run up, dive into a static position, and open fire until retreat or advance -wash, rinse, repeat).
Better planetary development -manageable cities/planet (SIMS WORLD???) and improved tactical systems (battle stations, hangars [more fighters/bombers], weapons on all orbitals with tactical systems being feared] such as orbital batteries that insta-pop frigs/cruisers.

I've griped about this one... min/max tech settings, ship type limits to prevent spammage, enable/disable certain ship abilities and/or research/tactical structures, set build levels (prebuild phase a'la Metal Fatigue), and a large galactic campaign so the universe has a semi-real feel to it.

Re-vamp the UI and give a damn toggle to clear the UI from the screen with one button press. Ability management is the biggest issue. If I have 10 ships stacked and press the Q/W/E/R for ability activation, I am issuing the order to all 10, not just 1 ship. So, please, better AI.

I don't mind SP gaming, but really disappointed by the lack of a campaign or even universe scale campaign with random events, objectives that aren't lame, etc... ever played the Total War series of games?

Please, just redesign "SINS" (aka SRSP: space rock/scissor/paper) and give us a game worth the money we paid.

**Does this earn me negative karma??  :HOT: **

Also, the damn left-hand sidebar that keeps bouncing up and down constantly gives us all motion sickness. Fix the bugger down. Trying to manage unstacked ships to ability/target individual ships is a mess when icons bounce up and down all the time due to other stuff changing location.
Reply #47 Top
More realistic systems. Binary stars and black holes would be nice. Also, I'm really into astronomy and physics, but I don't think I've ever even heard of a green star. How about varying star sizes based on color or planets based on their stars. White and black dwarves with no close ranged planets and just some outlying 'asteroids' of the destroyed gas giants? Make radiation an actual factor? Make it so that you can only get so close to stars or you'll be absorbed by the immense gravitational pull? The only thing that I hope they don't 'fix' is sound. We technically shouldn't be hearing anything except for the interface noises and background music.
Reply #48 Top
Want : Add more variety to the tech tree. Most of the techs seem to fall into +% to something. It starts to feel pretty stale after a while. Needs more abilities/ unique traits, instead of just stat increases.
Reply #49 Top
@txgss4: If you hold down alt, planet names will float above their icons in main view and in empire tree.

@Setbeastalan: Are you complaining about the green stars?
Reply #50 Top
I'd like to see more than the 3 races you can play with as of now, I want atleast 10 races and want like 20 or so, the more the better. Also I would like a storymode and make the game more real, I haven't seen a moon yet (moon you could build on)! Also how about a race that is called the Humans? I know that the TEC are humans but I hate their history and name.