Weak Endgame

Hey guys, first off to the guys at Stardock & Ironclad, I don't mean to bash you at all with this post. Just some constructive criticism. Great game so far, but there could be more to it.
Basically (and I do appologize, I guess I really should wait til later betas to really post this), but my main complaint is that the end game could use some "fluff". It just seems that by the end it becomes a chore in wiping out the last few worlds. Some late game things would be pretty cool, to spice it up a bit. Here's some suggestions.
1) Galactic Events- Similar to GalCiv2's Mega Events. Something earth shattering. Just when you think your planet's economy is good, it's hit by a solar flare. The resulting EMP shuts any resources collected from it for 2 min. Something like that. Or possibly, a world rebels. Could be interesting, but chaotic as well. It would definatly be something that would take a lot of refining for a game like this though.
2) Mega Ships- One thing that is cool about Supreme Commander is the experimental units. Just when you think you've built an awesome force, one of those can definatly can cause some trouble for you (sorry to bring up another game). But it'd be cool to have a super dreadnaught or juggernaught. I'm thinking along the lines of the Colossus or Sathanas from Freespace 2 or the Super Star Destroyers from Star Wars. These would of course take forever to build, cost an arm and a leg, and be the highest of the research tree; however, something like this could add some flare to the end game. A ship of such power it'd take a substantial fleet to destroy it... or another juggernaught. If there's anything I seem to see a lot on the forums (possibly I'm just looking for it though) it's an outcry for more ships, and massive ones at that.
3) Research- More to research would be cool; however, I can't really say much on this as it looks like you're planning on putting more in.
9,869 views 21 replies
Reply #1 Top
I agree a bit on the feeling of mopping up the final 2-3 planets... It needs something MORE...

I don't care about the galactic events too much...
Reply #2 Top
Really, my main thing I would love to see is massive ships.
Maybe not a Death Star type thing, but definantly a Super Star Destroyer.
Reply #3 Top
Random events maybe like those from SOTS, galactic events would be cool too. Maybe a star going nova.
Reply #4 Top
Many 'fluff' elements have either been removed or are currently underdevelopment for later betas. I would love to reveal the nature of these elements at this time, but it would distract from stability testing I can tell you that as the game plays out and your empire grows, things will continue to become more and more exciting
Reply #5 Top
Awesome! I can't wait. Either way, good with the game so far guys! It's amazing how the first beta is still better and less buggy than some full retail off the shelf games.
Reply #6 Top
Ironclad, you guys cease to amaze me. Just waiting for more stuff to play with in this beta.
Reply #7 Top

Ironclad, you guys cease to amaze me. Just waiting for more stuff to play with in this beta.


Reply #8 Top
Perhaps they "never" cease to amaze you?
Reply #9 Top

Ironclad, you guys cease to amaze me. Just waiting for more stuff to play with in this beta.


Reply #10 Top
I still remember that there was 'something' bigger than a SSD... i just don't remember what they called that behemoth. i think it could DEPLOY 3 SSDs if it wanted to.
Reply #11 Top
I do believe that there was the Eclipse and Sovereign class Star Destroyers. I understand that they were both insanely massive, and even had superlasers (the weapon the death star used). Though they couldn't destroy a planet, they could scorch the entire surface, making it more or less inhospitable. I can't give you the exact sizes, though I do know they were far bigger than the SSDs.
Reply #12 Top
Hmmm, yeah I suppose super ships would spice up the endgame quite a bit.
Reply #13 Top
2) Mega Ships- One thing that is cool about Supreme Commander is the experimental units. Just when you think you've built an awesome force, one of those can definatly can cause some trouble for you (sorry to bring up another game)

heres an idea:
if you're enemy has a 3:1//4:1 ratio in planets//military force you gain access to super weapons, just to give the game some nice flare.

of course, togglelable.
Perhaps they "never" cease to amaze you?

  
Reply #14 Top
What about characters for capital ships, like a small picture as in gal civ 2 just to add a little personality to the ship making it more than level 1 2 or 3 and something you want to hang on to.

Another ideas is, if thing things are going badly, you can use a last ditch ability such as chemical weapons or piracy that gives you a large advantage but makes every race aggro you. This would allow you to come back from the brink of defeat and make skirmish games more exciting.

Not to mention I love the idea of SupCom super units that break the endgame stalemates that occur in so many rts games.

Also, what about emerging races so that if you find yourself with only one other race opposing you, an alien race can emerge from the outside of a solar system, a cult could arise on a previously unseen planet or a peoples rebellion could overthrow the leadership on one of your planets.
Reply #15 Top
All great idea, but it's missing one crucial part. Yeah, experimental units for endgame would be fun, but wouldn't it be better if we got a ship editor outside of the game and it allowed us to build our own super unit. The editor coulod be like that of GalCiv2, give you a selection of a ew hulls, give the hulls a cap as to what can go on them, and then let you go wild. The price of the units would obviously be scaled based on what you put onto the hull, just so that those of us with a bigger imagination than others, and I'm in no way implying myself, doesn't have too much of an advantage. This would certainly spice up endgame in multiplayer as you'd never know what to expect from you're opponent. It would also make your 'sect' of the race your playing seem more unique to your own playing style.

Also, no fair Craig. I dunno what would be worse, you all constantly hinting at how good 'your' version of the game is, ot if we actually knew all about it but couldn't get it yet, lol.

As for the other ideas mentioned, they all seem excellent. Just one last thing. Pirates should be more innvolved, as it is they are just a nuisance and no real threat, as they should be, or atleast some of them should be. What about some pirates bases, or one pirate faction that build space stations and units. These could be more expensive than ours, but stronger, as the pirates has stolen the best Tech from all three races or something.
Reply #16 Top
A ship editor would take time that is better spent improving other areas of the game. Don't get me wrong, I like ship-editors, but I think that they decrease the atmosphere of the game to a degree
Reply #17 Top
Or pirates having bases on asteroids/dead asteroids. They could also actively seek out and attack sides that have bounties on them..which would make bounties more useful.
Reply #19 Top
Anyone think that your starting planet should have a few pre-built defense structures? Or maybe an option for defense of the home world, where weapons at starting planet are extra powerful? Just throwing out ideas....
Reply #20 Top
lol, yeah lord I agree with you, homeplanet should have rudementary defenses, even if only the vasari and advert get them, as the TEC disbanded all their weapons. But the Vasari and Advert definately, one is running from a super powerfull force so it stands to reason that the moment they colonize a planet they would have defense platforms in orbit, maybe even before they colonized the first planet in that system. The other is comming back from exile and I would think have no idea of being caught unprepared again, so they aswell would have defenses up and running even before they finished colonizing their home planet. erhaps the difference could be that the Vasari get weapon platforms and the Advert get psionic platforms that have a chance to make an enemy faction, not ship, not see that the world is colonized. This could work that when the first ship jumps in they get a roll if the fail it they can't see that the planet is colonized, nor can they see any Advert ships from the planets faction in the system. This could have a couldown, such as every minute as long as there are ships/probes in this system you reroll to see if you can see the ships now. This could go further by saying if they try to colonize the planet they roll again, to see if they actually see the advert then or they just fail, which would tell them the system is controlled by advert, they still wouldn't be able to bomb or attack the advert untill the illusion is dispelled. This could work the same if the advert attacks an enemy ship, they could get another roll to see if they can see through the illusion now and if not they just get blown up, lol. But honestly, if you get attacked the roll would be very hard to fail and you'd reroll every 10 seconds or so. So it could be that if a ship jusmp in they have a 20% chance to 'see' you. If they try to colonize the planet they have a 50% chance to 'see' you or they say that even though the planet appeared habitable it isn't, and if you attack someone else they have an 80% chance to 'see' you, I mean common, unless your in stasis you'll know something is attacking you. Or it could just be that as long as the illusion is in effect the planet appears to be uninhabitable, such as a gas giant or something. The Vasari could just have REALLY BIG orbital laser platforms that shoot for REALLY BIG amounts of damage, lol.
Reply #21 Top
I think things like editors and a graphic encyclopedia should be add-on bonuses that can be developed later and given as updates after the first release.