Many Additional Options Desired

Starting Tech, Max Tech & others

Something I suggested long ago, too long ago perhaps to find the original post was to set starting tech level and even max tech level for a map.  Who wants to be bothered playing a small map and always having to research up everything all over again -especially with a set of maps to be played in order giving a campaign/scenario feel to things.

Options Requested:

  1. Starting Defense, Combat, Empire, Fleet Tech level.  Ability to start players with tiers 0-2 done already in any of the areas -especially EMPIRE- really speeds game up
  2. Max Tech level: not every game has to have the option to tech up everything or max out fleet research.  Maybe max fleet level of tier 5, military 6, Empire 5, and Defense 4 is what's wanted or no max on fleet, empire or defense, but military is set to a max level of 4.
  3. Starting Credits, Crystal, Metal Options: Normal 100% start value, Allocated 150% of normal, Dedicated 200% of normal starting values -per map settings.
  4. 'Gifting' of artifacts.  Ability to set all players with Wormhole/Galaxy travel for instance or one race with ship build bonuses and other with damage... just more options open when starting a game.
  5. Actual Fleet Formation Options instead of the 1 option now and distance from each other option.
  6. Militia re-spawn option after X time period if planet not colonized by player.
  7. Militia get bonuses to damage, range, hull, shields, armor up to a certain value over the course of an hour.  Example, after 20 minutes, they get 5% bonus, after 40 minutes another 5%, an hour 5% more... and so on to a max of 40% total.
  8. Pirates with frig/cap factories actually use them to build more and send them out scouting/harassing instead of just pirate raids -pirate raids are fun, but having them roam around randomly stirring up trouble -better.
  9. Pirates that go out, colonize, build labs and actually research up like a player or a not to good player -building labs/researching has to be a high priority with building ships lower on the priority list.
  10. Z-axis mobility with a range of ±1500 so players can go over/under asteroids/structures.
  11. Randomize planet placement on the Z-axis within a range of ±5000 -does everything really have to be flat as a pancake unless planets are just too close and Z-axis placement is forced.
  12. Ability to place structures along Z-axis with ±1500 range.  Keeps movement along plane of planet uncluttered if player desires -or placed as a movement hinderance to other players.

Yes, feedback, not slams, welcome.

15,617 views 11 replies
Reply #1 Top

1: Some preset maps come with pre-built labs, but that is the current extent of such measures.  If you use 'faster' for the income and research times it will speed things along nicely.

 

2: I doubt that will happen.  Smaller maps are limited by the sheer limitation of logistics slots.  You have to make sacrifices somewhere, usually based on faction and current military situation.

 

3: See note about using 'faster' settings. 

 

4: Some sort of artifact sharing 'pact' might be a nice addition to Rebellion.

 

5: The algorithms might get very complicated depending on implementation.  Don't forget though that you can have some leeway by setting 'loose' cohesion and alt-clicking to issue orders to specific ship types in terms of placement and targeting. 

 

6: I had a thought a while back that it would be nice if militia were more like micro-factions that could build tactical structures and additional fleet at their planetary holdings.  It would add an extra 4X feel to the game.

 

7: I doubt that would happen, though I suppose pirate upgrade schema could be adapted.

 

8: Players would probably disable something truly random like that. 

 

9: Pirates already purchase upgrades, only without the need for labs.  Colonizing is the opposite of pillaging. 

 

10: People have exploited the z-axis in the past.  The game is relatively flat for the sake of gameplay balance.

 

11: Planets actually are differentiated on the z-axis from one another.  But they do naturally fall in line as a sort of disk.  This works the same on the galactic level as well.  So it makes sense for each solar system to be relatively flat in terms of planet layout.

 

12: See note for 10 about gameplay balance.  Sins can be played like a real time board game of sorts.

Reply #2 Top

Randomize planet placement on the Z-axis within a range of ±5000 -does everything really have to be flat as a pancake unless planets are just too close and Z-axis placement is forced.

You realize that this is one of the very few instanced where Sins is more or less accurate to actual astronomy right? The orbital planes of the various planets are only off by around 3 degrees in our solar system for example.

Reply #3 Top

for 1, 2, 3: not talking about faster rates, talking about initial start credits, metal, crystal.  Great to have 5 labs at your planet so you can immediately research wormhole travel... still gotta take the initial time to do it.  Hate to say it, sometimes I want to stick the CD in the microwave for 6 seconds simply because I have about an hour to play and spend time getting all research to tier0, then 1, more for 2... F* THAT, I want Tier 2 stuff totally done.  And if I had 5-6 hours to just go wild playing my old Freelancer map (tons of planets and militias) only to get nuked to hell and back because AI built 20 -yes 20!!! Kostura Cannons and volleyed the living hell out of my worlds.  Stupid frakking game... So I'm asking for real damn options here instead of starting yet another map and having to take 20 minutes out micromanaging empire and research before being able to play.

so basically, being able to set start tech level and max tech level can get players right into fighting, eliminate super cannons from the game or prevent uberlag fleets.  Having boosted credits, metal, crystal right off the bat gives all players -combined with start tech options, the resources to get building and have at.  QuickStart was a baby-step in the right direction -get stuff going already, I wanna kill an empire; take it the next couple of miles is all I ask.

*Even pirates get ambitious and with the monotony of SOASE -lacking any campaign or even half-arsed "scenarios" through multiple maps strung together or even labeled, "TEC 1, 2, 3, 4, etc..." as a last resort... spice this bland meal up.  I play this still because of the mods because the same old **** every map is just nuts.

To Z-Axis comments, yes horrible abuses, so better range limits to prevent them.  Bleh on flat, this isn't Planet's Edge and if you've noticed, SOASE has about as much regard for 'natural' solar system formation as EVE Online has for Newtonian Physics -I mean to say, Zip.  So greater player control of structure Z-axis placement, movement and even for mappers would be great.  If other RTS that happen on land were made in the mold of SOASE, every battle would be on a flat plane with the occassional hill -pretty damn boring.

Reply #4 Top

I know you're asking for a deathmatch, but I was giving suggestions based on the restraints of the game.  Play smaller maps to speed things up.  Play as the TEC.  They don't need 20 minutes to crank out military.  They'll be pooping out LRMs by the 5 minute mark, or sooner.  Start with a Sova Carrier, then work your way towards Hoshikos and Demo Bots.  Game won.  30 minutes elapsed. 

Reply #5 Top

1 strory drifen campaine

2 coop ply campaine (notskirmes)

3 rewardt system

 

to bad peepol alway comendt on first post. and not willing to say wat the post was createt in first place

Reply #6 Top

reading first post helps.

1Tiberius1, not really looking for 'deathmatch', people can do that stuff in Dev.exe.  Looking for ways to get into game quicker.  As for options/features 5-12, they are just icing on the cake if you ask me as a modder.  Z-axis exploits are a pain, not looking for them again, but ways to have structures not right in the plane of travel.  Planets, looking for something other than the flat board game.

Reply #7 Top

Quoting SemazRalan, reply 6
reading first post helps.

1Tiberius1, not really looking for 'deathmatch',

 

But by old RTS standards that IS a 'deathmatch', when you start with a buttload of resources and specific techs either primed or completed. 

Reply #8 Top

ok, Deathmatch it is.  I also want a campaign and campaign editor too -and 32/64bit exe's for rebellion.

Reply #9 Top

Quoting SemazRalan, reply 8
ok, Deathmatch it is.  I also want a campaign and campaign editor too -and 32/64bit exe's for rebellion.

Would you also like fries with that sir? :rolleyes:

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Reply #10 Top

Quoting DUTCH-BUDDHA, reply 5
1 strory drifen campaine

2 coop ply campaine (notskirmes)

3 rewardt system

to bad peepol alway comendt on first post. and not willing to say wat the post was createt in first place

The problem is that the devs have already stated that they aren't going to make extreme changes to the engine. Which would be required for a campaign of any kind. That third thing you posted, I've no idea what you're talking about.

Quoting SemazRalan, reply 8
ok, Deathmatch it is.  I also want a campaign and campaign editor too -and 32/64bit exe's for rebellion.

You can say goodbye to 64-bit exes for Rebellion. SD employee has already stated that the game will not be equipped for 64-bit native operation.

Reply #11 Top

Actually a deathmatch mode would be interesting and funny =P

Unfair on some points but interesting none the less. Maybe if they balanced specifically the races only to be used in that mode it would be possible *.*