Realverse
Potential Mod Ideas
from
Sins Forums
Just my ideas that I needed to get
off my chest. Hopefully some skilled moder will take a liking to one,
some or all of them and bring them to life. Game is brilliant BTW and
was built by brilliant and, most notably, good human beings and I don't know them. The following
sums it up...
"Hey, if you want me to take a dump in a box and mark it guaranteed, I will. I got spare time. But for now, for your customer's sake, for your daughter's sake, ya might wanna think about buying a quality product from me." - Tommy Boy
Fleet
Ships
Buildings
*Missile Battery - Slow firing, longer range planetary defense weapons.
Planetary Defence Station - Package deals sell better. A tatical station with 4 turrets, 2 missle bays and a shield generator.
Repair Bay [Terran] - Make the ship enter a "dry-dock" for repairs but at a slightly quicker/less exhaustive pace. Also allow it to charge shields. Allow it to fit 4(?) ships.
Races
*Origins - Must all races evolve from pristine planets? Divide up the races so they some favor different types of worlds. Say one likes the volcanic and terran while the other gets more out of space dwelling and dead planets.
*Transdimentional Pirates - For some yet to be discovered reason, beings from another dimention take over the souls of the crew and thereby their ships. (haven't thought though where they would come from but it just sounded sweet and sinful.

Scenario
Effects
*Ship Tails - Ships sitting still for long periods would gather dust/ice particles that would then "burn" off when approaching stars or shatter off when a sudden/sharp maneuver is performed.
*Shield Attacks - Ships are able to drain shield through shooting at the planet. Nice rippling type of effect where they shot.
Rock, Paper, Scissors - Collisions between ships/buildings/planets/stars have consequences. Items with shields will drain a bit and bounce off (too many bounces and no shields). Items lacking shield will take damage. Items that are inexcapable(like stars) cause destruction (rarely happens).
[last edited 5/12/08]
"Hey, if you want me to take a dump in a box and mark it guaranteed, I will. I got spare time. But for now, for your customer's sake, for your daughter's sake, ya might wanna think about buying a quality product from me." - Tommy Boy
Fleet
Humanized Commander - Optionally limit the size of fleet that a single commander can handle.
*Fleet Command Abilities - Special abilities given to fleet commanders.
*Fleet Command Abilities - Special abilities given to fleet commanders.
Ships-Speed - Fleet commander to controls the fleets speed. Needs: Motion to cost anti-matter (which might just mean less anti-matter).
Anti-Matter Usage - Fleet commander controls how much/often AM is used
Special Abilities Priority List (?) - List ships with available anti-matter and special abilities ready. Next and Previous button would be nice to get to the next ship with abilities ready for use.
*Volley - All commanded ships stop and fire in sync.
Anti-Matter Usage - Fleet commander controls how much/often AM is used
Special Abilities Priority List (?) - List ships with available anti-matter and special abilities ready. Next and Previous button would be nice to get to the next ship with abilities ready for use.
*Volley - All commanded ships stop and fire in sync.
Ships
*Scout Carrier - Automatically keeps 2-4 scouts in the surrounding
systems that will send out a new scout once one has been destroyed. Optional scout
range that will allow them to stay within a
number of jumps from the carrier.
*SAS - Special operations units that can handle commandeering enemy vessels and pulling off covert operations. Idea is for this to have a long while in between missions due to training but allow me to take over a enemy scout and go into their teritory unnoticed and plant..say 3 bombs (@ shield, antimatter or planet defences). Something that puts a real risk to thowing out scouts everwhere. Also you should only remain undetectable for a short period.
*SAS - Special operations units that can handle commandeering enemy vessels and pulling off covert operations. Idea is for this to have a long while in between missions due to training but allow me to take over a enemy scout and go into their teritory unnoticed and plant..say 3 bombs (@ shield, antimatter or planet defences). Something that puts a real risk to thowing out scouts everwhere. Also you should only remain undetectable for a short period.
Buildings
Supply Station - A
trade-like-station that supplies and supports fleets and buildings with
materials, ammo, food and anti-matter. Moving into new/enemy territory put a strain on your demand for supplies. Ships must make a longer, more expensive haul to support the fleet.
Supply Research - Allow for 2-4 researchable items that increase the capacity of this station.
Traffic Control Station - .Planetary station that controls the traffic within a gravity well. More ships means more traffic. Organize the flow or risk a catastrophic chain reaction of death.
Traffic Research - Allow for 2-4 researchable items that increase the capacity of this station.
Traffic Research - Allow for 2-4 researchable items that increase the capacity of this station.
*Missile Battery - Slow firing, longer range planetary defense weapons.
Planetary Defence Station - Package deals sell better. A tatical station with 4 turrets, 2 missle bays and a shield generator.
Repair Bay [Terran] - Make the ship enter a "dry-dock" for repairs but at a slightly quicker/less exhaustive pace. Also allow it to charge shields. Allow it to fit 4(?) ships.
*Repair Bots[Terran] - Repairing bots for large ships that can be attacked by strike-craft.
*Origins - Must all races evolve from pristine planets? Divide up the races so they some favor different types of worlds. Say one likes the volcanic and terran while the other gets more out of space dwelling and dead planets.
*Transdimentional Pirates - For some yet to be discovered reason, beings from another dimention take over the souls of the crew and thereby their ships. (haven't thought though where they would come from but it just sounded sweet and sinful.

Scenario
Scale it up - Hard one but it really needs done in some manner or another. Stars need to be black holes, planets need to be stars
and asteroid need to be planets. It just makes a lot more sense for everything. This would make a
need for distant stars to be small and appropriately bright. The idea to make them look like constellations was a good one.
*Buildable Areas - As long as my influence over a system is complete and there is no colony in the gravity well then let me build stuff there.
Orbits - Let bodies inside gravity wells orbit their common center of mass(star/planet). Possibly change the connections of phase lanes by this as well. So when placing a structure you are placing it into an orbit that can't intersect another (but can have mutliple in the same orbit and speed)
*InnerWell Phase Jump - Allow me to jump to a specific spot in a well and stay in formation. Maybe make it drain my shields the closer towards the center I jump or too close and it seriously damages the ship.
Manual Upgrades - Allow the user to manually upgrade each or all buildings and/or ships with the current technologies, thereby reducing the cost of research. Apply the missing cost upon the installation of upgrades.
Controls*Buildable Areas - As long as my influence over a system is complete and there is no colony in the gravity well then let me build stuff there.
Orbits - Let bodies inside gravity wells orbit their common center of mass(star/planet). Possibly change the connections of phase lanes by this as well. So when placing a structure you are placing it into an orbit that can't intersect another (but can have mutliple in the same orbit and speed)
*InnerWell Phase Jump - Allow me to jump to a specific spot in a well and stay in formation. Maybe make it drain my shields the closer towards the center I jump or too close and it seriously damages the ship.
Manual Upgrades - Allow the user to manually upgrade each or all buildings and/or ships with the current technologies, thereby reducing the cost of research. Apply the missing cost upon the installation of upgrades.
Building Elevation - Evidently I'm an idoit on this one. mouseDown + mouseWheel = buildingElevation
Ship/Turret Directioning - rightMouseDown+dragDirection= Move ship to location point there. (like COH)
Ship/Turret Directioning - rightMouseDown+dragDirection= Move ship to location point there. (like COH)
*Ship Tails - Ships sitting still for long periods would gather dust/ice particles that would then "burn" off when approaching stars or shatter off when a sudden/sharp maneuver is performed.
*Shield Attacks - Ships are able to drain shield through shooting at the planet. Nice rippling type of effect where they shot.
Rock, Paper, Scissors - Collisions between ships/buildings/planets/stars have consequences. Items with shields will drain a bit and bounce off (too many bounces and no shields). Items lacking shield will take damage. Items that are inexcapable(like stars) cause destruction (rarely happens).
[last edited 5/12/08]