[working] Mod with slower-paced and more strategy gameplay

Slower-paced and more strategy gameplay

The idea of this mod is to create gameplay for those who wish SoaSE to be more of an empire building game rather than an RTS that takes a couple of hours. Everything takes significantly longer to do and various parts of the game are balanced for more strategic gameplay. Whether I release this or not depends on the kind of feedback I get for the current or planned changes, as I doubt most would enjoy this kind of gameplay. Here are some changes I've made so far:

Current Changes:

Ships

- Top speed to 33% of original, acceleration down to 50%. This allows ranged combat to become more of a factor.
- Production time significantly increased. A general idea is 1-2 minutes for frigates, 2-4 for cruisers and up to 10 minutes for a capital ship.
- Weapon ranges increased by roughly 50% and speeds decreased to 33-50%. When combined with slower movement speed it creates a feeling of navies slugging it out rather than the melee feeling of the original game.
- Jumping between planets or systems cut to 25-33%.
- 90% jump angle.
- Jump preparation time greatly increased.

Buildings/Plants

- Hanger supports 4 squadrons.
- Orbital defense platform (Gauss etc) increased range, damage and hitpoints. Increased slot requirement, but still more effective than the original game (slot requirement simply to stop the construction of 30 around a single planet).
- Buildings take longer to construct.
- Planet development takes longer, particularly higher levels of development. Colonising doesn't happen overnight.
- Greater variance of what type and how many asteroids a planet supports. Some planets are highly valuable while others are worth little.
- Planet type has an increased effect on population, development, culture etc. Many planets specialise in one or two uses, such as population, fleet production, resource colony etc.

Quests

- AI gives more time and hands out missions less regularly.

Pirates

- Attack much less often, but in greater strength.

Unit Tree (unlikely to release due to balance or popularity)

1. Carrier as the centre of the fleet. Big, slow and vulnerable but unmatched firepower and range due to strikecraft.
2. Battleship as a heavy escort for the carrier. Shields the carrier from attack and has the longest attack range apart from the carrier.
3. Cruiser performs a similar role to the battleship but at a cheaper cost, a little more attack-oriented and less range of attack.
4. Frigates which serve similar roles to those in the original game: standard, long range, flak, scout and coloniser. All frigates but the long range frigate have a smaller range of attack than the cruisers. The long range frigate supports a system that rivals the battleship in range but is very vulnerable. The flak frigate (which might be remove in favour of another vessel providing anti-fighter capabilities) has quite a small range. The standard frigate is a general workhorse and is cheap, but lacks the range and firepower of the larger vessels.

For the moment I've removed the capital ships other than the battleships and carriers, and removed all cruisers apart from the heavy cruiser but this is until I decide what kind of variations I want to use. I don't like the idea of a siege frigate and I'd prefer to keep that to cruisers or capital ships. Changing the unit tree though requires a lot of balancing so I wouldn't include something like this yet.

Remove many of the researches (unlikely to release due to popularity)

I've never like researching in strategy games that don't cover more than one techological age. Weapon improvements, cargo sizes, abilties etc are things that should already be pre-researched. The only researches I like in the game are the max ship caps (simulates the increased inefficiency of larger forces). I know people like researching so this is another thing I wouldn't be including.
7,717 views 10 replies
Reply #1 Top
Interesting ideas, perhaps for research you could expand on what you get out of research and make it cost more? Or make them more powerful on returns but take longer to complete?
Reply #2 Top
I think it's a great idea. I would like to keep the tech trees as i enjoy researching and feel that adds an additional element into the gameplay. However, the fleet changes sound great. I would also suggest upping cost (monetary/build times) of docks so that the end user cannot exploit the greater build time by creating multiple docks and launching a quick strike against the computer opponent which builds to plan and isn't ready for such attack or innovation. Certainly all of the ship & tactical changes I would use in a heartbeat. Solid idea.
Reply #3 Top
I'm liking this idea of a mod for sins....some of or alot of you may have played the space empires4 or 5 turn based game. if we can mod sins to be slower to allow more time in developing your new empire as you venture out into space while researching military as well as civilian tecchnology, would make sins alot more long term playing game with both the rts and tb style games (a game played for long time not just till another new space game comes along).

Awolf
Reply #4 Top
Is this a joke? Games already take 4-6 hours if you're LUCKY...

My roommate and I have only atually played 2 games.. first one crashed on us (and loading it didn't fix...) Second game.. after 4 hours we controlled 1 of 5 star systems.... and.. had everything researched...

Sure we could have played the same bullshit and won the other 4 systems... but why?


The only way to make this game take "longer" is if you add more content.. the existing content isn't enough for 4 hours.. let alone more...

If you want, try adding twice as many research levels for everything...
Reply #5 Top
There will be research but I'd prefer it to be be in terms of improving infrastructure rather than discovering new technology. Example, a research that improves the extraction of resources is like upgrading the existing infrastructure, while researching an ability is like discovering a new technology. I won't be touching the research tree for the moment though as that would be the most controversial change (people who like empire building tend to like research ;)). Yes, researching will be a significant investment in many cases. Research isn't cheap.

I would also suggest upping cost (monetary/build times) of docks
End of quote


All build times for structures will be lengthened, significantly so for military structures. A strong military base should take a while to set up.

launching a quick strike
End of quote


The idea would be to play this on a map where the planets are very far apart (none of the original maps) or a map with a lot of star systems where rushing wouldn't be a viable strategy.

Is this a joke? Games already take 4-6 hours if you're LUCKY...
End of quote


The goal of this mod is to move it away from being an rts and turn it into more of an empire building game. These sorts of games take days to months. If you're looking for something that takes a few hours then this mod definitely isn't for you.
Reply #6 Top
I don't follow. sorry, but it doesn't make sense to do all this effort.

I would just change the speed settings, eg make research longer and credit income slower, etc. Should have the same effect and it's only a few lines. What am i missing?
Reply #7 Top
but it doesn't make sense to do all this effort.
End of quote


It's not much effort, and I wanted to change the speed of everything individually, particularly the different ships.
Reply #8 Top
Interesting, it kind of turns it into a giant chess game almost, something that you can relax and do an hour or so a night for months on end.

The only thing that puzzles me is why post about it and not release it?

I mean aye, some people won't want it, think it's not their thing, or dumb/badly balanced or whatever, but there's a few that will at least give it a go and see if it's fun or not.

Nothing to lose really buy providing it for download and then posting about it. (except for the 5-8 minutes to upload it to file front anyway) So give us a link and don't worry about how "popular" it turns out to be. (generally when I make mods I do it for my own satisfaction and fun, providing it for others to enjoy is just a bonus; and a great way to get feedback.)
Reply #9 Top
So give us a link and don't worry about how "popular" it turns out to be. (generally when I make mods I do it for my own satisfaction and fun
End of quote


I'm not, but it's pointless to spend any time cleaning up my personal version (yes, I mod for myself) if there's not going to be any interest in it. It's irrelevant anyway as I have to update the mod to Uzi's new version of his planet mod.

Interesting, it kind of turns it into a giant chess game almost, something that you can relax and do an hour or so a night for months on end.
End of quote


That's the idea. I've found myself liking everything at a slower pace as I'm growing older ;)
Reply #10 Top
Personally I think all the ideas sound great