criticalsystems0110 criticalsystems0110

What we want in the Expansion Pack

What we want in the Expansion Pack

Great Game but can be Extraordinary with a few additions

Ok now first off i just want to say that Sins is already the best 4x RTS of all time. That said, there are a few additions I beg the developers to put into the expansion pack. Im sure you guys will have tons of posts to add but this is basically what im asking for:

1) single player campaign

One thing that really bugs me is that there is no drawn out story line to follow along map after map. I realize it saved money by not releasing anything but individual scenarios, but now that the game is making millions of dollars it only makes sense to add this much needed aspect to the game. This also gives the creators a chance to really show the players how to use every tech and unit to its fullest ability. their is so much more strategy in this game beyond economics and fleet sizes, but it is lost on the majority of players since we cant see those strategies play out in a single player environment.

2) battle stations and capital siege engines

a logical unit that races would want to construct to defend themselves from hordes of enemy ships while their fleets are light years away would be an extremely powerful battle station. like a castle in space, it would be designed to be nearly impenetrable to smaller units (strike craft, frigates, and crusiers). the enemy fleet would want to have in tow some sort of asteroid sized siege engine that could house a seige engine. perhaps a dead asteroid would have to be used as a resource to build such a weapon.

3) planet based defenses

with so much space on a planet, we should be able to construct some planet-to-space weapons that would be effective against large capital ships in orbit. the smaller ships would be too hard to hit with a weapon like this but huge battleships should be a welcome target. imagine building a mountain sized canon that could fire huge payloads into space to devastate a battleship. i can see the logistical problems of integrating this into the games graphics but it would be very cool.

4) moons and bigger gravity wells

hopefully we will see colonizable moons floating around our planets, with much more space to work with. too often an enemy fleet can phase jump within 5 seconds of hitting a fortified planet and begin bombarding it before the attacked player even know its there. it would be much better to have a few moons defending your planet so that you have time to mount a defense or recall your fleet from distant stars. the gas giant planets especially could have moon based societies, look at jupiter and saturn - they both have dozens of moons and smaller colonizable sattelites floating around them even thought the planets themselves arent hospitable for life.

5) more artifacts and anomalies

it would add a another dynamic to the game to make exploration more beneficial to your strategy. space junk should be able to explore and find something useful. there should be more artifacts to find, and not all of them should be helpful. imagine exploring your planet and loosing some sort of micro organism that is infecting your people and turning them against you. or finding a primitive culture on a planet that is hiding an ancient secret that they once ruled the galaxy. also, some artifacts should benefit one race over another, for example the advent would benefit from finding an ancient psi-amplifier on a distant world more then the other races. perhaps the humans would benefit more from finding an abandoned genetic research lab that can enhance their labor output. anomalies in space are also important to consider when moving your fleets around. radiation and cosmic ray belts around stars, blackholes that can suck in your whole armada, anti-matter draining clouds of dust. asteroid belts should also be possible places of hiding small ships off of the radar. The asteroid belts should be in motion around the gravity well so that they could damage a large ship that doesnt get out tof the way.

6) diplomacy with NPCs

almost every gravity well has some sort of NPCs defending them, it only makes sense that they could be bribed and manipulated just like the pirates can. they may not be much help but we shouldnt have to exterminate everyone just to get access to their resources. Rise of Legends has a similar feature where you can choose to kill the NPCs or to purchase their allegiance and build more of their units to fight for you. Its a nice feature this game could integrate somehow.

435,872 views 272 replies
Reply #226 Top
I think people want a campaign not for a campaign, but rather for a true story. You can get a lot more attached to a game if there's heroic and villianous characters; just look at Starcraft's story.
Reply #227 Top
Yes, moons would be great, but there has to be more tech, the tech trees as they are right now are a bit to limited, and the defense platforms from the Sovas could be on line for as long as the ship is in the gravwell, just make it so you can have only so many of them. And more ship types would be nice to, put more weapons on the HC's, and for whats chasing the Vasri, it could be Tim the Tool man Taylor (A.K.A Tim Allen), for one thing that would explain why the Vasri crew had gone mad, they saw a fleet of BBQ's sent at them, and toys that blew even the Kortul's up, and the lawn mower of doom that had a jet engine on it. Will thats my idea's on some of the stuff, Sova out.
Reply #228 Top
Just a minor interface option, but one that I would find really helpful.

1) The unit/structure info window that appears when you mouse over, I would like the option for that to stay visible, until I mouse over something else. As it is right now, the window disappears when you move the mouse away even a little bit.

Should be easy enough to implement.

Thanks
Reply #229 Top

I just thought of these...

16) Revised method for calculating fleet support.
Economy loss for fleet size upgrades based not just on fleet size but also on the absolute level of income. It is ridiculous on a super huge map when you have 25 planets you still pay 90+% of income for fleet support just as you do when you have on 3 planets. I would suggest a minimum, a maximum and a standard absolute requirement for metal, crystal and credit income to be needed for fleet support. You can set the level you pay between the max and min level. If you set below the standard then it would adversely affect repair rates or antimatter regen. Above the standard, you would have the opposite effect (I would guess that these should possibly be non-combat buffs - useful for after a battle not so much during it). This would allow you to drop support levels for a short period to get extra materials, or boost support when you think you might be heading into combat. To make it fair I think you would have to lag the effects, ie changing support levels would not have an instant effect, it would take a few minutes for the change to happen (guess this represents time needed to ramp up supply lines), and going down would be faster than going up!


17)(a) More variable allegiance and culture!
I think having a large fleet in a system should boost allegiance (and culture) levels. i.e. every cap ship in a system boosts allegiance in that planetary system by a couple of % and in the neighbouring planetary systems. Similarly destroying enemy ships would boost allegiance (or at least reduce allegiance to that enemy).

17)(b) Add an allegiance structure. Make it take lots of logistics slots (like 18-20), and be enormously expensive (like say 10k credits, 5k metal and 3k crystal). It would act as an allegiance booster for the surrounding systems. This would be really useful on huge maps where you have planets 10+ jumps from capital!


18) Planet differentiation
Make planets more variable, have 5 or 6 variations of each planet type. Set it so you can't find out exactly how many tac/log slots a planet can have until it is explored (or scanned using a suitable ship/tech combination late game). also make each race value each planet type differently. So TEC get more bonuses on terran types, Advent on desert, and Vasari on volcanic. (ie this is equvalent to upping the possible planet discoveries a little to make each planet more distinct)

19) Home porting!
Give each built ships a home port within your empire. Ships fighting in or very close to their home port would do slightly more damage, but would take damage a little faster. This would represent them pushing more power to the weapons systems from defensive systems to defend at all costs. How you set up where home port is could depend on the race. e.g Vasari "home port", could actually be a capital ship. For the Advent the bonus could be based on the total population size (i.e. the stronger the unity in the region the more all the advent ships fight to defend it)

20) New ship class
It would be nice to add a ship class between cap ships and cruisers. This class could include a bigger stronger scout ship for the late game, a commerce raider type (fast, fairly well armed but weak defences), a special type (as an idea you might have a squadron dock for Advent - it produces strikecraft for the other ships in the system)
Reply #230 Top
My number 1 request apart from "insert cool new gameplay here) would be an updated particle effects system that isn't just texture based. :D

I have 320 stream processing units on my video card, I'd like them to get used!
Reply #231 Top
Add more ship like the once in the beta, it was so disapointing not seeing them in the full game and stuff like story line and new planet types(toxic,osianic,forest,urdan,industrial and a ship graveyard.

PLEASE 
Reply #232 Top
I also think there should be a new type of factory which create mega ships like the once in Eve online which are 5 times the size of a normal captical ship. just thinking.
Reply #233 Top
I agree with sponge there should be a ship in between caps and crusers.
Reply #234 Top
New music and the ability to pick starting positions in multiplayer games! Just thought I should tack that on since they're somewhat of "minor gripes" for me. Just to get in the same Galaxy with my ally on a random map took a half hour of restarts until it randomly put us there.
Reply #235 Top
After several weeks of playing a few things come to mind that would be nice if they were added or repaired in an expansion or patch..

1: First off, the dread scroll bar on the left side that moves up and down as ships pop in and out of a planets orbit, that needs to stay still. If you toggle onto a planet and are overseeing a battle there the scroll bar needs to stay right where it is. Your fleet needs to stay right where it is on the bar. Enemy fleets pop in below the planet and your ships icons and they may move or vary a little as they are destroyed or leave but your assets icons must stay the hell still on the scroll bar.. Detect if the player is viewing planet x then keep that planet right where it is on the bar not up or down or now it's on the bottom of the list because you acquired another planet...

This is the single most irritating feature this game has. Grabbing the wrong planet or fleet by accident because the scroll bar has gone way up or down is not fun. I can't be the only one who thinks this is broken..

2: Planets should remain on the scroll bar in the order they are acquired not shuffled in somewhere on the list where you were used to seeing another planet for half the game. is there some reason to shuffle them in the way they do now? It would be easier for me if they lived on the scroll bar in order of acquisition.. If you lose it and reconquer it, it can go back to it's original position on your scroll bar..

3: Static defenses are nearly useless.. I know some can be upgraded to be dangerous late in the game but for the most part turrets are just for delaying your planets destruction by 1 minute. Beef up turrets substantially or add a larger deadlier version that can actually, you know, defend a planet, not just annoy attackers..

4: Campaign. a good one.. Weave the pirates in and make it playable from each races point of view (even as a pirate, have them steal other ships including capitals, they have special pirating abilities for this). Structure it so each race tells it's story completely as you play from that viewpoint..

5: Capital ships seem underpowered even when they're leveled up. Add more special weapon level ups per Cap and abilities that only work if they are in formation with another Capital ship.. (Nexus siege laser for example) Capital ships need more inherent smarts like maneuvering themselves away from direct fire when their shields are low or down.. Ships remaining completely still as they shoot at one another seems silly. Ships get all clogged together like they were fist fighters.. why?

Devs, please go play a similar game called Sword of the Stars... It has many similarities to soase (maybe devs here worked on it?) but was a little too heavy on the micro managing for my tastes.. I liked it but tired of the 'work' to get resources and control ship versions.. SOTS does have amazing ship customization abilities and the ships looked fabulous in combat as they MOVED around while shooting and would automatically turn their downed shields away from fire and generally had excellent ship animations and weapons fire... Do more of what they did...

Many SOASE fans would like SOTS and it's probably in a cheapie bin near you... Unfortunately it has no campaign as well...

I like SOASE a lot and will have many more hours of fun on it, but I'm taking a break for a while. I'll wait for the next patch or an expansion that can entice me to pick it up again... Thanks for a great game all in all, I know it will only get better.





Reply #236 Top
I dont know if this has been mentioned what about if able to name fleets
Reply #237 Top
16) Revised method for calculating fleet support.
End of quote


I would suggest that you pay part of your income based on actual fleet size(used slots), not some research, like in GalCiv2. It is just not realistic to have your whole fleet wiped out and still pay 90% of your income... research should only influence max fleet slots...
Reply #238 Top
1 More defense capabilities ie land based weapons moon weapons so on
2 More ships,with different capabilities, like frigates with 2 weapons instead of 1
3 More races, 3 is not enough for a galactic universe
4 races should be able to capture and board other races vessels, and maybe include sabotage
5 You should have special abilities for races like so its more costly to choose a race
6 campaign
7 There should be more of a political system like government and leaders
8 if a plant breaks away it shouldn't become abandoned but it should turn into the hostile cultures world or it could become for example a vasari world independent of the vasari but working with the advents
9 there should be resources on planets
10 more types of resources and maybe rare resources to add effects and capable of sell on black market
11 there should be more of a black market, like buying ships off of it, weapons technology, technology, and other things, and for complication have it be able to corrupt worlds or government
Reply #239 Top
I know Ironclad worked their butts off in trying to tame a game engine designed around Geometric Expansion, but I still think a lot more can be done in making it less about production and more strategy...

********************

START the game with 5 planets each, a few standard defenses and a few ships on each planet!!! :CONGRAT:

The first capital ship should already be built??? (selected in the starting menu pre-game???) Tricky one there... :NOTSURE:

Reply #240 Top
I read it all... I should get a life... lol
Some ideas i think are bad or simply not very realistic, like moon and huge spacestations, these would require bigger gravitywells, also i don't think mine is the way to go. the reason that people seem to like is because of the need of better planetary defence. since I believe the techtree will need expanding I think you can combine these 2 needs in some very concrete ideas.

1. a tactical structure that produces 1 ship that can take all fighter and bombers from hangars in this gravitywell and transport them to the next if needed (would be nice for advent)

2. ground to space missile or just missile turrets (sounds like TEC)

3. only vasari left... if a vasari capship can impose fase jump on a friendly ship, then whats to stop them from sending parts of the enemy fleet back from whence they came, too bad the name returning armada is allready taken.. Imposed phase jump? Phas jump compellers   :d  admitted I suck at naming
Reply #241 Top
I like my first idea best you can go a lot of directions with this, basically its a sort of planet defence that gets stronger if you build it on multiple planets, even if just 1 planet gets attacked the strenght will still be the accumulated strenght of all (or just those that are 1 phase jump, maybe 2 away)

This will keep players on the lookout for strategic places to place their defence.
Reply #242 Top
I think that we should have stealth ships and ships that can spy on the enemy and some that can land strike teams to kill production for x number on min or cause riots on the planet to cut resource production and a wider selection of ships and etc. more planets, more upgrades, and more races.
Reply #243 Top
All these ideas sound great and i cant wait for this expansion to come out, although i dont want them to rush it, i want it to be as good as it can be. I do not own the game yet, but i will soon. I thought i'd make some suggestions based on what i've read:

I saw a lot about the "mother ship" and thought it would be a cool feature if it wasnt too overpowering. And if only one could be built in the entire game. Now most of you probly think thats just totally stupid. Well it wouldnt be who ever upgrades the fastest and gets the resources to build it first automatically gets it, i think it should ony be able to be built in one part of the galaxy,in an extemely rural area that is very hostile( stars are all around it and make it nearly impossible to manouver a a whole fleet through)and hard to get to. That way exploration is a key stategy. I also think the ship should be somthimg like the death star, a planet, maybe it cant move but it has very good defence capabilities and had a superweapon that can devastate planets. Whenever someone finds this certain area, has done all the reasearch, has all the resources and has started building in this area it will alert all players that it is being built, this way all players have a chance of stopping it before it is already built and has all it's defences.I think this would be a great new feature to the game.(with some adjustments to anything i have not thought of yet of course)

Ok sorry i know you probably dont want to read all this but bear with me please. I think i have some okay ideas.

I saw alot of posts about espianoge and nature disasters/events. I thought it would be so sweet if you kinda combined the two. For instance, say a meteor shower is headeing toward a planet you want to take. Well i think you should be able to go to an asteroid field, take one out of the field and build a base in it. Then you could move it into the meteor shower heading for the planet.(kinda like the trojan horse trick)Then you could control the meteor when it enters the planets atmosphere, aim it for a desert and when it lands the ship/base/whatever is taken underground with the rock. now obviously this wont work every time, if the meteor burns up to much in the atmosphere the impact would destroy it completely. But if it does make it then you are free to start making a base on their planet undetected. Then when your force is large enough then you send a fleet by space and they have to fight on the ground and air making it way more difficult to defend the planet and way easier to capture it.If a player thinks that they have been infected/hit by/ whatever by one of these they can do a satelite scan to find out, and then send a force to destroy the base. This would be a very useful and sweet feature.

Thank you for reading this far this is my last suggestion, i dont want people to stop reading because its too long and miss all my ideas. I have many more and will post them later, that way its not a gargantuan list of boredom.

I think a single player campaign would be awsome, but what would be cooler is a campaign that unlocks somthing at the end. like a faction maybe? i dont know, you guys post your ideas of what it should unlock but if it is a faction they should make it balanced but not really suckish. about the same as all the other factions. but with diferent abilities, maybe even a diferent econemy system thats uses a reasource useless to all other factions, that would be chalenging to use to get the hange of but it would be really cool. this must be overwhelming work for all the developers and i admire you all very much for doing all this work for the expansion and im sure it will be great. Thank you all so much for reading this ill post a few more ideas later.(unless you hate my ideas :0 then i wont post anymore lol)
Reply #244 Top
The most important thing the expansion pack needs is by far better planetary defenses. Currently, planet defenses are a joke! Not worth the money or the research. Just a useless function in the game. Even if you maxed out Tactical capacity on a planet and used it for nothing but counter-attack measure, your planet still doesn't stand a chance even against the smallest of attacks. So players don't waste their time on this and just build mass ships.

So why have it in the game then? Well I'm sure Ironclad had good intent. However, these are the facts. The current defense options available (structure wise) are only useful in early game. However if you waste your time and resources on planetary defenses in the early game, you then sacrifice being the first to have a bigger fleet, and thats all what it really boils down to. And before you know it its midway through the game and all the time and money you spent on turrets and hangers was totally a waste because those kind of structures are pretty much ignored at that point. There's really no point to them after early game becaue they are no longer effective and there is no point to making them early game because that only sets you behind the opponent.

There are many problems with the current system laid out for stationary planet defense structures. First is the limitation on tactical slots. This is just ridiculous. If I owned my own planet, I could darn well put as many freggin turrets around it as I want. This I understand has to be done so someone doesnt put 2,000 turrets at one planet, however, if someone did, thats a heck of a lot of resources, so im sure they dont have a fleet. and if they dont have a decent fleet, im sure u will have no problem taking many of their other planets. pretty much it will come down to u surrounding them with all the place owned except there one fortified planet and u can just overcome them with a huge mass of ships.

But if a limitation must be put in to prevent lag, I would at least like the tactical capacity doubled if not tripled for all planets. But that's not really the core of the problem here. The real problem lies in the fact that the current defense structures suck! Relative to mid to late game technologies they will just get blown to smitherings under any circumstance. So obviously, what I am getting at here, and what many, many others have suggested in this thread, is that we NEED new planetary defense weapons/structures/etc. Whether this be bigger, fancier turrets, battle stations, defense rings, mobile armor stations, it doesnt matter. There just needs to be more powerful defense structures that are able to handle large fleets at least well enough to make somewhat of a difference in a battle.

Bottom line is, the game really, really needs limitations lifted on the amount of defense structures allowed AND it needs new, better, more advanced defense structures.


Another thing that is a joke is ICO !!. Please, please, just take a page from BLIZZARD'S book and start something similar to BATTLE.NET which works WAY better because players are connecting to a central system hosted by battle.net and all games are lag free with no connection issues. Instead....ICO just is a half-arsed way of linking players together, with one player actually being the host of the game. Rather than ICO being the host. In battle.net, the real host, is battle.net, and this causes all games to be stable, fun, fast, connected, lag free. People would play online much more if you provided a stable environment for them to game together in. I've played countless, countless hours of Warcraft III and Starcraft, and on both games, have never had NEARRR the amount of problems Sins of a Solar Empire has. Pleasure just take a page from Battle.net's book and do what we all know already works.

Graphics are definitely something else that needs improved. Sins claims to be a more realistic space game, but if you ask me, most of the races ships seem cartoony and puny. Edgier, beefier, cooler ships would be nice. But graphics should be the last thing changed because gameplay is most important.
Reply #245 Top
I'd like to have planet based rts combat
customizable buildings, ships
possible species evolution as a victory option
more indepth tech trees
more anomalies, artifacts
destroyable planets
larger ships
more races
ability to combine capital ships to form stronger ones
tech to allow instant jumping between any gravity well, not just adjacent ones
Characters, such as commanders, who not only control a Capital Ship, but also provide other logistic enhancements
a morale based component with fleets
graphics upgrade
single player
single player
single player
boarding parties, with animation
suicide ships (rams and bombs)
different planet sizes
moons with moon bases
ability to create a "space fortress" in wells without planets but with asteroids
ability to collapse a star and create a black hole
increased scale of ships and planets
better building animations
faster firing rates
customizable missles, laser colors, dispersion, intensity, everything
the borg
ability to view cities and civilizations, or at least ability to see the cities on the planets, and see the effects of planetary bombardment I.E ruined buildings and craters
during this possible screams from the citizens?
This goes along with destroyable planets
Reply #246 Top
The most important thing the expansion pack needs is by far better planetary defenses. Currently, planet defenses are a joke! Not worth the money or the research. Just a useless function in the game. Even if you maxed out Tactical capacity on a planet and used it for nothing but counter-attack measure, your planet still doesn't stand a chance even against the smallest of attacks. So players don't waste their time on this and just build mass ships.

So why have it in the game then? Well I'm sure Ironclad had good intent. However, these are the facts. The current defense options available (structure wise) are only useful in early game. However if you waste your time and resources on planetary defenses in the early game, you then sacrifice being the first to have a bigger fleet, and thats all what it really boils down to. And before you know it its midway through the game and all the time and money you spent on turrets and hangers was totally a waste because those kind of structures are pretty much ignored at that point. There's really no point to them after early game becaue they are no longer effective and there is no point to making them early game because that only sets you behind the opponent.

There are many problems with the current system laid out for stationary planet defense structures. First is the limitation on tactical slots. This is just ridiculous. If I owned my own planet, I could darn well put as many freggin turrets around it as I want. This I understand has to be done so someone doesnt put 2,000 turrets at one planet, however, if someone did, thats a heck of a lot of resources, so im sure they dont have a fleet. and if they dont have a decent fleet, im sure u will have no problem taking many of their other planets. pretty much it will come down to u surrounding them with all the place owned except there one fortified planet and u can just overcome them with a huge mass of ships.

But if a limitation must be put in to prevent lag, I would at least like the tactical capacity doubled if not tripled for all planets. But that's not really the core of the problem here. The real problem lies in the fact that the current defense structures suck! Relative to mid to late game technologies they will just get blown to smitherings under any circumstance. So obviously, what I am getting at here, and what many, many others have suggested in this thread, is that we NEED new planetary defense weapons/structures/etc. Whether this be bigger, fancier turrets, battle stations, defense rings, mobile armor stations, it doesnt matter. There just needs to be more powerful defense structures that are able to handle large fleets at least well enough to make somewhat of a difference in a battle.

Bottom line is, the game really, really needs limitations lifted on the amount of defense structures allowed AND it needs new, better, more advanced defense structures.
End of quote



Admittedly this is only my opinion, but as far as I am concerned the best part of this game is the maneuver warfare and the trade off between attack and defence. The tactical structures are not there to make up a super strong defence, they are there to slow down the enemy long enough for your fleet to arrive. I am quite happy if all my defences can do is hold off a pirate raid, and slow down an enemy fleet long enough for me to kill it with my fleet. Any support said defences can give during a battle is just a bonus. Personally I find it really interesting (and challenging) to play a game where I can't just do my standard Turtle play and sit hiding behind very powerful static defences.

So rather than whining and trying to get the developers to change the entire structure of the game why not try playing the game as it is, or if you can't deal with that go play a different game. When asking about things that might be in an expansion pack, try to think of things that don't completely change the structure of the game but instead enhance the good parts and boost areas that are a little weak. But if you really feel this is such a huge problem why not go ahead and build a mod that makes your changes, as far as I understand this game is rather easy to mod so it shouldn't take you too long!!

Reply #247 Top
I really do agree with the better planetary deffences, i build about 45 guase gun platforms and there sucks ass, it takes 1 minutes to destroy a friget let alone a cap.

THE EXPANSION PACK NEEDS

* story line
* more types of planets(toxic,forest etc)
* MORE TYPES OF CAP SHIPS AS SEEN IN BETA 1
* better defence turrets

on a personal note i think there should be a type of super ship which is 5 times the size of a normal cap and there is a limet of one per race. i no it inpractical but people would love it. go online a look at Eve online and you will se what i mean.
Reply #248 Top
I want to be able to customize capital ships with no limits,to be abe to make them bigger,stronger,with more squadrons,ect.
Reply #249 Top
I just read what i wrote above and the grammer is terrible.

Can someone tell me any expected realease dates for the expansion pack.

Reply #250 Top
1: First off, the dread scroll bar on the left side that moves up and down as ships pop in and out of a planets orbit, that needs to stay still....I can't be the only one who thinks this is broken....
End of quote


You're not. It's also a StarDock thing. In GC2 when you are in the planet and ship construction window it does the same thing, forcing you to constantly have to go back to where you were. Not so much a big deal there, it's just terribly annoying... But when in the heat of battle, with your CapShip on the line NOTHING is more aggravating than losing it, the planet it's currently at and everything else in the scroll bar because somebody jumped a fleet into a wormhole on the other side of the universe... Even worse is when the lines shift by one or two and you end up calling up the wrong ships for orders... Definitely a must fix in my book.

2: Planets should remain on the scroll bar in the order they are acquired not shuffled in somewhere on the list where you were used to seeing another planet for half the game. is there some reason to shuffle them in the way they do now? It would be easier for me if they lived on the scroll bar in order of acquisition.. If you lose it and reconquer it, it can go back to it's original position on your scroll bar...
End of quote


Thank You. This is another irritant that does not need to exist. It would not be that hard to have tabs above the display that would enable you to choose the order of display based on time line, size, enemy present etc. Another must have in my book.

3: Static defenses are nearly useless.. I know some can be upgraded to be dangerous late in the game but for the most part turrets are just for delaying your planets destruction by 1 minute. Beef up turrets substantially or add a larger deadlier version that can actually, you know, defend a planet, not just annoy attackers...
End of quote


Two differing camps on this one... Current defenses are only meant to slow an attack, not stop it. Even the death star was taken out... Even if you had some super defenses, there would still be points of access to your planet out of range or in a blind spot. It would be a Herculean effort to completely defense a planet like that. I would settle for some more powerful Gauss guns/platforms and some beefing to fighters/bombers that reside on planetary platforms. Perhaps even having a separate heavy fighter used ONLY for planetary defense. Even then, the fleet is the best weapon against invasion.

4: Campaign. a good one..
End of quote


I have numerous posts already about a campaign editor that would allow access to alot of the games internals, similar to Railroad Tycoon 2 or EU3. Why have one campaign when you can have many?

Once all of the editors/mod tools are out, alot of the ship issues become self correctable, although I'd like to see another class size between CapShips and Frigates. I'd also like to see more actual fighting ships and less of the specialty repair and command type ships. I'd also like to see predetermined formations available to go along with the targeting. It's not enough to tell your fleet hang loose or come in tight.

T