MasonOfSparta MasonOfSparta

Core Game Mechanic Suggestions, Long Standing Complaints, and Realistic Concerns

Core Game Mechanic Suggestions, Long Standing Complaints, and Realistic Concerns

Hey guys. We're looking at ramping into Rebellion development now that 1.2 is out, and I'm looking at core work we could do while simultaneously working on Rebellion specific features. These would be things we could look into patching into Diplomacy while we go forward with Rebellion, so this isn't a feature request thread. There are really 2 types of things I'm looking for.

1. Long standing complaints, bugs, and glitches: Anything that's existed in Diplomacy, or previous versions that we might be able to fix between major tasks. I know many of these have likely been posted or reported, but combing through all the threads seems rather daunting in addition to actually getting some programming done.

2. Realistic concerns and mechanic suggestions: I can't make the game multi-threaded or 64-bit, and I can't make the AI scriptable in Lua, python, XML, or legos, I want to get that out of the way first. What I can say is that if you think a certain part of the game is a real mire or CPU bottleneck (like say the empire tree) I can focus some attention on that and see if there are any optimizations the team might be able to make now that we have some memory to play around with. I can also see if there are design or balance concerns we might address, though these are harder to deal with as they require a certain amount of bureaucratic process to actually be implemented.

I won't guarantee we get most, many, or even any of your suggestions in, but in a perfect world I would love to give you guys as much as we can in terms of the products you want and deserve, and if I can pluck a few cherry suggestions from the community then I will certainly do so.

278,694 views 142 replies
Reply #126 Top

Make a way to set a random race in the start menu, but NOT the race you are.

This would be fun in mods where there are more than three races.

Reply #127 Top

Quoting IanSonOfJohn, reply 124
a section on DIPLOMATIC VICTORY would be nice -- as in, what is it and how do you win it?

Ian, you get a Diplomatic Victory by accumulating a certain amount of diplomatic points.  I believe it was 150 or 750.  It was a completely arbitrary dumb number IMO.  Nothing complicated about it.  Just keep completing missions, sending envoys and researching techs to raise relations to accululate points, and you'll eventually win a meaningless Diplomatic Victory.

(P.S.  You'll find the diplomacy points under your picture in the relations screen.  Looks like less points are required for smaller maps.)

Reply #128 Top

This is just pathetic and almost certain to be in Rebellion.  I might just have to avoid Rebellion.

Reply #129 Top

Quoting SemazRalan, reply 128
This is just pathetic and almost certain to be in Rebellion. I might just have to avoid Rebellion.

Calm down, they already confirmed they changed it for Rebellion, so it will hopefully not be so pathetic.

Reply #130 Top

I don't know if anyone's covered this, but I found this when I was playing a game earlier. When you move your cursor over the repair button when you are the TEC, the words explaining what the ability can act on are not written in proper english.. Just saying, it might make someone think the game is cheap or something.

It says "Must be not self" rather than "Must not be self"

Nit-picky I know, but it caught my eye.

http://tinypic.com/r/huookk/5

 

I, too, agree with Ovangkol's suggestion. About the scouts.

Reply #131 Top

This is probably because "not self" is actually a boolean in ability and buff entity files...that's not to say the in-game text shouldn't be changed, but I can understand from a developer perspective why "Must be not self" would make sense...

The in-game text also still claims carrier cruisers carry only a single squadron of SC...

Reply #132 Top

I recently got back into the Sins scene when I heard about Rebellion; I'm beginning to remember why I loved this game so much.

Let's see... going through the thread, here are the suggestions I support (in order of appearance), with my two cents added (please note: I am an idiot, so take my suggestions worth a grain of salt):

  1. Streamlining the empire tree -- fix the jumping around, allow it to be enabled/disabled, finer control over autopinning, etc.
  2. Making scouts automatically avoid known pirate location AND/OR allow players to flag certain gravity wells as "no-fly zones" to allow their fleets and scouts to automatically avoid them
  3. General AI player improvements (listed in detail by ZombieRuss on page 2)
  4. Better AI for certain abilities (transfer antimatter, etc) -- See Tiberius' post on Page 3 for more details
  5. Diplomacy penalties for breaking pacts and such, to prevent backstabbing
  6. Allow construction vessels to clear conquered gravity wells of enemy structures
  7. Set rally points to fleets
  8. Minimize planet stacking on random maps
  9. Buff to non-carrier capital ships (speed or damage or both); re-work antimatter costs for fighters and bombers
    1. My two cents: Perhaps capital ships need to gain access to flak-style point defense guns, either natively or via/after flak tech research. Naturally, carriers would have the weakest point defenses. This would not OUTMODE flak frigates, but it would certainly make other battleships more viable against carriers.
  10. Buffing fighters in some way -- giving flak lower accuracy against them, etc.
    1. My two cents: here I think their tendency to overshoot and take too long to come back is problematic; increasing their deceleration and/or increasing their turn rate would prevent them from crossing half the gravity well before they come around for another shot
  11. Cost reductions for tech upgrades that effect few vessels (Vasari pulse weapons, TEC beam weapons)
    1. My two cents: I really feel that Vasari pulse guns and pulse beams should not be part of the same chain: pulse guns only effect frigates and cruisers, pulse beams only effect capital ships. TBH, I don't bother with pulse guns, but pulse beams on Vasari capital ships do pretty wicked damage, and buffing that even a small percent pays big dividends -- but I wish I could do it without having to go through pulse guns to do it!
  12. Buff Planetary Shields and other abilities that are underused (See DesConnor's post on page 2)
  13. Streamline the fleet system to allow more control over which fleets ships autojoin, and when
  14. Phase missiles -- what to do about them?
    1. My two cents: TBH, I feel the most problematic element is not the fact that they bypass shields (they only do this 30% of the time, so the chance that they'll eat through a ship's hull before the shield goes down is quite low -- so you're effectively taking the same amount of time, cumulatively, to kill the ship, you're just doing it out of order) but that they ignore shield mitigation
  15. Buffs to Advent diplomacy (envoys and pacts)

The following is a list of things that I feel should be addressed in Rebellion (remember: I am an idiot):

  1. Culture needs to be buffed to the point where it is as viable as military options -- it should not only provide a buff to your ships by default (enhanced through research), it should also be more reliable as a planetary denial weapon
  2. I honestly feel that some units and abilities need some polish:
    1. Cielo Command Cruiser needs a reasonably generous buff
    2. Dunov Battlecruiser (EMP is weak, Shield Restore perhaps ought to chain to multiple targets (getting weaker as it goes))
    3. Gauss Railgun (I think this ability would be worth it if it ignored shield mitigation)
    4. Discharging Missiles?
    5. Guidance
    6. Phase Missile Swarm
    7. Subversion (maybe it could have an effect on resource production or culture, as well?)
    8. Vertigo (could use a larger AoE)
    9. Skarovas Inertial Field (could use longer range)
  3. I somehow feel that light cruisers need a buff; not sure how to do so (more health all around? more damage?)
  4. I'm fine with new music, but please don't ditch the old music entirely -- I likes it :(
  5. Please allow us to turn the new graphics OFF to accommodate older machines

 

Reply #134 Top

Advent Scout Auto-attack change

 

Seeker vessels are offensive units therefore:

 

Could you set auto-attack and Marty on auto-cast when a seeker vessel is built because we use them to counter long range units. The scouts should also auto join fleets.

When choosing auto scout it should then turn off auto-attack,auto-casting Marty and leaves the fleet.

Reply #135 Top

in general, being able to change the 'auto' behavior and formation options on newly built ships would be an awesome addition to the game.

I'd also like to see rebels use martyr a lot.... maybe make it guaranteed to rez via return of the fallen?

Reply #136 Top

I have Diplomacy 1.34 and, as Advent, I have partnered with 1 Vasari against 2 vicious TEC. Both TEC came up with 2-3 Akkan each (among others) and held in truce for about an hour; then I was bored looking at ships still revolving around and quit the game.

My opinion is that TEC is far too ovepowered. Insurgency should be removed or modified (I have not yet figured out how to create a mod without Insurgency). And TEC (I play against 2 vicious TEC) superweapons almost force you to have a starbase on each planet to prevent loss.

Also pirates behaved strange: I had three large groups of pirates who attacked three different planets of mine at the same time (I'm not talking about those generated by Insurgency).

Pretty easy for me to beat vicious AI when I play as TEC and the enemy is Advent or Vasari, very hard or impossible to beat vicious TEC AI.

Reply #137 Top

Quoting dancmd, reply 136
My opinion is that TEC is far too ovepowered. Insurgency should be removed or modified (I have not yet figured out how to create a mod without Insurgency). And TEC (I play against 2 vicious TEC) superweapons almost force you to have a starbase on each planet to prevent loss.

To mod it out, just remove it from the entity.manifest and the player file.

Reply #138 Top

Quoting dancmd, reply 136
(I have not yet figured out how to create a mod without Insurgency).

The name of the technology is "Rebellion"...the easiest way to get rid of it would be to open the player file for TEC (PlayerTech.entity), go to their list of faction technologies (under researchInfo), and remove the line:

entityDefName "RESEARCHSUBJECT_REBELLION"

It is of paramount importance that you update the "count" just underneath the researchInfo line (in this case, you'd subtract one)...the game uses this number to "predict" how many times it will need to readline for research info purposes....

Reply #139 Top

Quoting Seleuceia, reply 138

Quoting dancmd, reply 136(I have not yet figured out how to create a mod without Insurgency).

The name of the technology is "Rebellion"...the easiest way to get rid of it would be to open the player file for TEC (PlayerTech.entity), go to their list of faction technologies (under researchInfo), and remove the line:

entityDefName "RESEARCHSUBJECT_REBELLION"

It is of paramount importance that you update the "count" just underneath the researchInfo line (in this case, you'd subtract one)...the game uses this number to "predict" how many times it will need to readline for research info purposes....

I've removed R E S E A R C H S U B J E C T _ R E B E L L I O N in PlayerTech.entity but still was able to research Insurgency as TEC. I can't figure up the rest of your instruction, can you give more details please? 

Reply #140 Top

Quoting dancmd, reply 139
I've removed R E S E A R C H S U B J E C T _ R E B E L L I O N in PlayerTech.entity but still was able to research Insurgency as TEC. I can't figure up the rest of your instruction, can you give more details please? 

Run it through ConvertData or Harpo's program to get it into text form.

Reply #141 Top

I just want a campaign for single player. 

Reply #142 Top

I would like to see.....

 

I way to switch off the ******* super weapons.

A novice and a beginner mode.