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By on April 8, 2009 1:31:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

unkn0wnx

Join Date 06/2008
+1

Since many screams to nerf this and that (looks around, no no it wasn't me honest), how about a buff this thread?

I would like to see:

TEC:

15-20% increased damage for Gauss Rail Gun.

10-15% duration Ion Bolt.

Advent

Ruthlessness damage increased to 2.5-3.

Provoke Hysteria AM and cooldown decrease by 10-15%.

Cleansing Brilliance damage or radius increased.

Vasari:

Volatile Nanite damage increased and or cooldown decreased.

Phase Missile Swarm targets increased by to 5/7/9.

Some kind of buff for Antorak Marauder.

 

Also decrease fleet upkeep of all Siege frigates by 10-20%.

 

 

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April 8, 2009 4:22:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

add Flak to Starbases

add a minesweeping ability to constructors (having to halt your advance 10 mins to clear a world you took of 100+ mines is annoying)

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April 8, 2009 6:14:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Buff to Akkan Colonize

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April 8, 2009 7:20:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Good changes to Rail Gun, Ruthlessness, Phase Missile Swarm and CB.

No change is needed for ion bolt imo.

Volatile Nanites should have an explosive radius of 1750 rather then 1000.

 

Provoke Hysteria AM and cooldown decrease by 10-15%.

That is not the solution imho. Provoke Hysteria simply sucks. It should do 100 planet bombing DPS for 10 secs, with a 100 sec. cooldown, or something like this. Currently it is useless against anything other then a 6000 health planet.

 

Antorak Maruader's Distort Gravity should cost 15 less AM.

The Subverter's Distortion Field should cost 125 AM and have 7000 or 8000 range.

Ogrovs and Starfish are too easy to kill. I say give them heavy armour rather then light.

Carrier Cap Ships should start out with 3 squads and be upgradable to 9.

Seige Frigates should have MUCH more hull and shield points. However, they should be higher on the tech tree so that you can't rush with them.

 

 

 

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April 8, 2009 12:16:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That is not the solution imho. Provoke Hysteria simply sucks. It should do 100 planet bombing DPS for 10 secs, with a 100 sec. cooldown, or something like this. Currently it is useless against anything other then a 6000 health planet.

Maybe slightly increase the base planet bombing damage of Revelation is also needed.  It can also have a minimum damage coded into the formula; it will do 1% or a set amount damage whichever is greater.

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April 8, 2009 12:19:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Also most game that has mines also have mine sweeping units.  Scouts can detect mines, but isn't too good at eliminating them.

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April 8, 2009 2:52:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

There needs to be some kind of buff, or even a complete reworking, for the marauder's infiltrate ability. its pretty lame right now, and completely sucks compared to embargo. also, buff the marauder's DPS at least a little, i know its a support ship, but even compared to those standards its a weakling.

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April 8, 2009 7:19:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hi all. I've had the game a couple days now and it is a great game. Just as much fun as I though it would be when I was watching the demos. My brother had never heard of it but he likes it as well.

Here is my wish list

The ability to set a patrol route for ships.

goto with attack, rather than (what seems to be) the current goto with out attack until the ship reaches the destination.

A shorter radius for the enemy sight. (Ships anywhere within the planet field can detect an enemy ship anywhere in the field).

More effective weapns. And make the weapon upgrades seem like upgrades after we do them.

A campaign for the three races. (Otherwise all I do for three hours is build ships and spread out, while it's very entertaining there is no goal I am trying to achieve). In addition the history of the races sounds very interesting and I'm like to have known more about them through the campaign. Right now, the history lesson is meaningless as we do not have any connection wth it inside the game). Ie. Nothing mentioned in it impacts what we do.

With 4 metal mining operatins. My metal collecting rate did not seem much different than when I had 2.

Tighter/smaller turn radius for all ships

"Purchasable" Engine speed upgrades

The ability to mine asteroids without colonizing. (Perhaps create a Starbase unit that that be built as needed in asteriod belts for mining purposes) I would not be movable.

 

 

 

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