SivCorp SivCorp

---Consolidated list of improvements---

---Consolidated list of improvements---

List your improvement and vote!

Ok, time to add some structure to this beta...

List the improvement, bug or balance that is needed in Diplomacy - and we will keep track of it here.

I will also track the forums in Diplomacy and add anything I find in other posts to this one.

 

BUGS

1.  Preferences not saved separately (devs will fix)

2.  Minidumps on missions (devs will fix)

3.  Desyncs in multiplayer (send in your saves to the devs!!!)

4.  Resource pacts are bugged (not fully released yet)

 

AI  - still in the works (Devs)

1.  Will not join players team due to allegiance "ceiling" (not fully released yet)

2.  Will not accept missions of any kind. (also not fully released yet)

3.  Does not react to envoy cruisers -attacks, espionage (also not fully released yet)

 

and now for the meat of the matter...

IMPROVEMENTS

 

Here are the listed improvements that the community are coming up with.  Vote for them if you think they should be implemented.  They are divided up by categories...

 

Game mechanics

1. Have a % likelihood indicator on pacts and missions

     Yah - SivCorp, saracen16, Brazilian_Joe

     Nah - TobiWahn_kenobi

2. Continual Tribute option (% of income, metal or crystal tribute per minute to a faction)

     Yah - SivCorp, Brazilian_Joe, TobiWahn_Kenobi

     Nah - saracane16

3. AI working together on harder settings

     Yah - SivCorp, saracen16, Brazilian_Joe

     Nah - TobiWahn_kenobi

4. More distinction between AI personalities

     Yah - SivCorp, saracen16, Brazilian_Joe, TobiWahn_Kenobi

     Nah -

5. A method of Sabotage on metal, crystal income

     Yah - Brazilian_Joe, TobiWahn_Kenobi

     Nah - SivCorp, saracane16

6. A Peacetime bonus (increases credit income and culture spread with faction)

     Yah - SivCorp, saracen16, Brazilian_Joe, TobiWahn_Kenobi

     Nah -

7. A Wartime bonus (increases metal, crystal income with faction)

     Yah - SivCorp, saracen16, Brazilian_Joe

     Nah - TobiWahn_kenobi

8. Economic/Diplomatic Victory Mode - This will have a few sub voting sections with descriptions.

    a.  Gather X amount of resources/credits first

          Yah - SivCorp

          Nah -

    b.  Achieve X amount of culture control over the map

          Yah - SivCorp

          Nah -

    c.  "Wonder" building (would have a warning when started, completed and time to destroy)

          Yah -

          Nah - SivCorp

    d. "Domination" victory condition - Control X number of population and have a embassy on all homeplanets. (would help to shorten games, no mop up duty)

          Yah - SivCorp

          Nah -

    e.  "Diplomatic" victory condition - Be elected leader of the sector.  (Have the highest influence on all factions, embassy on all homeplanets and highest culture percentile) the election could be instigated every 15 mins. and the game ends when one player meets the requirements.

          Yah - SivCorp

          Nah -

 

Abilities

1. The ability to make demands from rival factions

     Yah - SivCorp, saracen16, Brazilian_Joe, TobiWahn_Kenobi

     Nah -

2. Open boarders pact (traveling within a cease-fire well causes negative reaction if not under open boarders)

     Yah - Brazilian_Joe

     Nah - SivCorp, saracen16, TobiWahn_kenobi

3. Embassy ability to spread propaganda (propaganda strengthens ties between 2 factions, causing greater

bonus/penalties)

     Yah - SivCorp, saracen16, Brazilian_Joe, TobiWahn_Kenobi

     Nah -

4. The ability to secede a planet (transfer control from one faction to another)

     Yah - Brazilian_Joe, TobiWahn_Kenobi

     Nah - SivCorp, saracen16

 

 

 

What other improvements would you all like to see in Diplomacy?

~ SivCorp

38,020 views 60 replies
Reply #26 Top

#8 added and updated votes.

 

Keep the votes comin'

Reply #27 Top

Game Mechanics

1. yes

2. yes

3. yes

4. yes

5. no

6. no

7. no

8.

   a. no

   b. yes

   c. yes

   d. yes!!!!

Abilities

1. yes

2. no

3. yes

4. no

Reply #28 Top

Add the mission based victory conditions!

Reply #29 Top

8.

a. Yeah

I think it should be a BIG pile and players should have limited coffers. it means that for each planet, the player can have up to X gold, Y metal and Z crystal. If more is harvested, it is wasted - lost in the void of forgotten bits.

As said, each planet increases this cap. There could be some way to increase this cap. A few different possibilities, not necessarily all of them need exist:

 

  • A logistic structure solely for the purposes of increasing this cap
  • a researcheable ability to trade ports and/or refineries
  • an upgrade (similar to starbase upgrades) to trades ports and/or refineries
  • an upgrade to asteroids

 

It should be in such a way that the number of planets is used to calculate how much money is needed to make the win, and it should be impossible to win without investing in extra coffers - which should cost the player somewhere else

b. Yeah

c. yeah

I think the wonder should be built at the star gravwell. making sure the player can't encroach it on an impenetrable pocket.

d. yeah

e. yeah

 

 

Let me suggest more Game Mechanics:

Ability to undermine diplomatic standing of two rival empires against each other.

Ability to set up penalties for mission refusal/failure. This way I can actually demand something - 'comply or I will declare war!'. To avoid abuse, overuse of this feature would increase a 'ruthless tyrant' trait, which penalizes the faction's diplomatic standing against ALL empires.

[EDIT] 

Please take a look at my Orbital Capital suggestion:

https://forums.sinsofasolarempire.com/370798 

I think it could be succintly described as 'Capital as a structure with embassies as satellite structures'.

'Spy ship', which can look like a ship of another faction is also suggested in that post.

Reply #30 Top

ok, idea, as a downside to being allied to everyone, i think that culture (yours and theirs) should be unhindered if you are in an alliance. your culture has no hinderance in your ally's territory, and vice-versa.

 

also, i wish that modding was easier, like putting it all in a different format. im tired of being told to do 37 or so steps before i can change something.

 

lastly, the ability to put bounty on your allies. this might seem counter productive, but what if you want to keep them in check without breaking an alliance?

Reply #31 Top

Quoting Nacey, reply 7
Here's my list of suggestions for Diplomacy, well actually they are more like requirements for longetivity after this expansion is released due to it being the last:

SUGGESTIONS:

AI

AI Ability to spend all of their cash on, well anything finishing games against any AI when they have anything more than a few thousand credits shouldnt be possible they should be spending as much money as they possibly can on trying to survive.
AI ability to work together with other AI / Players (working together with other AI is more important here). Sending their fleets in together against a stronger opponent to win the battle is really neccessary.
Research all of their tech trees, even custom tech trees (like the one's we use in Distant Stars) so they can research everything and actually pose a real threat (in Distant Stars we have up to 8 levels of research on some tiers and if the AI researches 1 or 2 tiers they pose little threat). This ties in to the money one but why the hell would the AI NOT spend all their money on upgrades?
Tougher Endgame AI (Max fleet cap used anyone?), more capital ships and fleet balancing please!
Less siege ship runs please they're more annoying than worthwhile
Ability to use superweapons, not only that but multiple superweapons
End of Nacey's quote

To add to the list of upgrades I'd like to see to the AI:

AI ability to use Phase Jump Inhibitors on their frontline planets leading to their inner systems placed near the planet core to help with actual effectiveness.

EDIT:
Another thing i'd love to see: Increase/Decrease Game speed multiplier during a multiplayer game,  much akin to how Supreme Commander does it where before the game starts you have an option to have it: Enabled/Disabled. So everyone can then increase/decrease the speed of the game at will. Seriously I'd love to see this incorporated in to the last expansion.

Reply #32 Top

My Opinion

1. Have a % likelihood indicator on pacts and missions

yes

    2. Continual Tribute option (% of income, metal or crystal tribute per minute to a faction)

yes

   3. AI working together on harder settings

yes

   4. More distinction between AI personalities

hell yes, they are to allike

   5. A method of Sabotage on metal, crystal income

yes

 6. A Peacetime bonus (increases credit income and culture spread with faction)

yes

   7. A Wartime bonus (increases metal, crystal income with faction)

yes(I would prefer if it incressed build speeds)

    Abilities

1. The ability to make demands from rival factions

yes

  2. Open boarders pact (traveling within a cease-fire well causes negative reaction if not under open boarders)

no

     3. Embassy ability to spread propaganda (propaganda strengthens ties between 2 factions, causing greater

bonus/penalties)

yes

  4. The ability to secede a planet (transfer control from one faction to another)

yes

  

Reply #33 Top

4. The ability to secede a planet (transfer control from one faction to another)

Yes. The other suggestions are nice but this one trumps them all. As I posted elsewhere:

This feature definitely gets my vote!
I don't care if you think it's against the "Sins canon". I play multiplayer games for the teamwork, but Sins doesn't have enough teamwork options. I've wanted this feature since I first played Sins online, and was really hoping this would be in Diplomacy. I can't really think of any other diplomatic feature that would be as important as this one.

Another related feature that should definitely be available:
Shared resources for teammates. All credits and resources are divided evenly between the team.

Reply #34 Top

shared...that would make for some interesting battles (as your teammate takes all of the resources) :grin:

Reply #35 Top

1-yah

2-yah

3-yah

4-yah

5-yah

6-yah

7-yah

8-yah

Reply #36 Top

Game Mechanics

1) yeah

2)Yeah

3)Yeah

4)Yeah

5)Yeah

6)Yeah

7)Yeah

8)a. No b. No  c. Yeah  d.Yeah  e. How would that work?

Abilities

1)Yeah

2)Yeah but with exception of scout ships, refinery, trade, and emissaries

3)Yeah 

4) YES

Note on 8) d.  Don't allow AI's to win through this method for few things are more fun than Fighting larger fleets with a few planets but a very well established defense network.  Fighting tooth and Nail to turn the tide in a defensive fight is what makes the expansions so very, very fun.

Reply #37 Top

1. Have a % likelihood indicator on pacts and missions - No.

2. Continual Tribute option (% of income, metal or crystal tribute per minute to a faction) - Yes

3. AI working together on harder settings - Yes

4. More distinction between AI personalities - Yes

5. A method of Sabotage on metal, crystal income - Yes

6. A Peacetime bonus (increases credit income and culture spread with faction) - No

7. A Wartime bonus (increases metal, crystal income with faction) - No

8. Economic/Diplomatic Victory Mode - This will have a few sub voting sections with descriptions.

    a.  Gather X amount of resources/credits first - No

    b.  Achieve X amount of culture control over the map - Yes

    c.  "Wonder" building (would have a warning when started, completed and time to destroy) - No

    d. "Domination" victory condition - Control X number of population and have a embassy on all homeplanets. (would help to shorten games, no mop up duty) - Yes.

    e.  "Diplomatic" victory condition - Be elected leader of the sector.  (Have the highest influence on all factions, embassy on all homeplanets and highest culture percentile) the election could be instigated every 15 mins. and the game ends when one player meets the requirements. - Yes

 

1. The ability to make demands from rival factions - Yes

 

2. Open boarders pact (traveling within a cease-fire well causes negative reaction if not under open boarders) - No

3. Embassy ability to spread propaganda (propaganda strengthens ties between 2 factions, causing greater

bonus/penalties) - No

4. The ability to secede a planet (transfer control from one faction to another) - Yes

Reply #38 Top

Game Mechanic:

Add the option for a limited resource production life cycle on astroids.  Though resources may never be completely depleted, but the production amount should dwindle at some point.  This would make the black market more relavent and mining techs/ costs savings techs so much more useful!

Reply #39 Top

Looking at the list of suggestions, I'm afraid that only one of the items is likely. <X3

Reply #40 Top

Which one?

Reply #41 Top

i think we need a new game mode! like an "assassination" idea, if the home planet (which cannot be moved) is taken down, that player loses

Reply #42 Top

I vote yes on all of the ideas on the OP, and add some of my own:

 

1. research to improve the effectiness of the various Pacts

2. Research to increase duration.reduce cooldown of the Diplomatic Immunity ability

3. a new AI personality "Diplomat" who prioritises diplomatic relations etc

4. A new AI that is actually a challenge to beat not just a matter of time

5. More than one class of starbase for each faction (military/economic etc)

6. Multiple superweapon options per faction (anti-planet, anti-ship etc)

7. A more advanced version of tha basic gun platform, with bigger/more guns but costing more money/tactical slots

8. Pcts to improve all resources not just trade and metal

9. The Orbital Capital idea by Brazilian Joe

10. Wonder options

11. New Artifacts!

12. New Achievements, which we missed in entrenchment (theres no "kill 50 starbases" is there?)

13. Increased bonuses to capital ships as they level up (more damage, hull, shields, repair increases etc)

14. More upgrades in the tech trees (not just leaving it at 2 levels, why not 5? that way research gives you a real edge, see "Mad scientist" mod or "real capships" mod - they set it so that doing all the autocannon research (for example) gives you a 75% boost not a 30% one) please note that this should include civilian things like resource extraction, cost decreses, research rates, max poplation caps etc

 

Reply #43 Top

Another thing i'd love to see: Increase/Decrease Game speed multiplier during a multiplayer game,  much akin to how Supreme Commander does it where before the game starts you have an option to have it: Enabled/Disabled. So everyone can then increase/decrease the speed of the game at will. Seriously I'd love to see this incorporated in to the last expansion. - I second this motion!

Also my sentiments exactly:

This feature definitely gets my vote!
I don't care if you think it's against the "Sins canon". I play multiplayer games for the teamwork, but Sins doesn't have enough teamwork options. I've wanted this feature since I first played Sins online, and was really hoping this would be in Diplomacy. I can't really think of any other diplomatic feature that would be as important as this one.

Another related feature that should definitely be available:
Shared resources for teammates. All credits and resources are divided evenly between the team.

Game Mechanics

1 - yes

2 - yes

3 - don't they already do this???  Maybe not in easy mode, but I have played against several Hard AI who seem to make Peace Treaties within the first 2 minutes of the game and then all come after me at the same time.  I personally think this is a problem - If I wanted to play 1 vs a team of 7 hard AI, I would have put them all on the same team!

4 - No preference

5 - Yes

6 - Yes

7 - Yes

8a - Yes

8b -Yes

8 c - Yes

8d Yes - But, embassies gone??

8e - No

Abilities

1 Yes (Already implemented beta 2?)

2 - No

3 yes - but, embassies gone?? (Beta 2)

4 - Yes.... YES YES YES YES YESSSS!!!

 

Additionally, I would like to be able to gift ships and structures to another player.  I would really like to expand the teamwork aspect of the game.  I have a buddy who really likes to rush against the enemy, whereas I prefer a slow and defensive posture.  I am usually responsible for defending all of the territory and he is responsible for war.  So, he could transfer control of his starbases to me (or, I could build a starbase at his planet, transfer it to his control, then build another one under my control at the same planet).  We could trade planets for defensive and economic reasons.  For example, he needs metal, but I have all the Volcanic planets.  I need crystal, but he has all the ice planets.  Or to connect trade routes, etc.  Also, the gifting ships/structures would allow me to build a TEC structure for him, and he could build a Vasari structure for me, and so on.

We definitely need the ability to change the game speed in a multiplayer game, and it should be something that can be enabled/disabled before the match begins. 

As for those voting for limited resources - if we do this, then there should be some sort of resource generator structure that can be built, similar to TA/SupCom.  Something that can convert 10/cred per second to 1 Metal/crystal per second.  Although I guess that would be the black market... :)

I hope there will be a Sins 2 where we finally get to meet this "enemy" that has the vasari defecating all over themselves 8D  Seriously, Sins is a great game and $$$s to hours played, the BEST value of any game I have ever owned (except maybe Quake 3, which I still play).

Finally, was the ability to collect trade income from a sun taken away?  In beta 2, I built starbases at the sun and built trade facilities.  Trade ships came and went to the starbases, but their trade income was 0.

 

Reply #44 Top

Oh yeah, I forgot to mention my other post: https://forums.sinsofasolarempire.com/371408/get;2472589

 

The ability to give the AI the option to "Join me or die!"  You can call it the "You're either with me or against me" or the "Busch Doctrine".  Basically, if you have such a massive military superiority to the AI, you can give him the option to make a peace treaty.  For example, you wipe out his fleet and have his homeworld surrounded, give him the option to join my empire.  If he refuses, then you can continue to pummel him.

I am a merciful tyrant }:)   With the added ability to gift ships and structures, I could then embark on some nation building, and help him to rebuild, further cementing the alliance. 

I forgot to add that gifting ships to another player should be at their option.  They can choose to refuse the ships if their ship capacity will not support it (or they can simply scuttle them and collect the credits if they don't want to keep the ship, I suppose)  I know that not all requests will make it in the game (feature creep), but hopefully the ability to gift planets/ships and structures would be easy enough to implement and considered in-line with the Diplomacy theme to make it into the game. :blush:

Reply #45 Top

Continual Tribute Option

--yes

 

Economic/Diplomatic Victory Mode

a) no

b) no

c) no

d) no

e) no

 

The Ability to Secede a Planet

--yes

 

Other Suggestions

-- Include the option to start with all players at ceasefire on games with unlocked teams.

-- When giving missions, you should be able to be more specific, like "Destroy 5 Blue Civilian Structures at Planet F."

Reply #46 Top

3. Embassy ability to spread propaganda (propaganda strengthens ties between 2 factions, causing greater bonus/penalties)

Yay

One suggestion is a new pathfinding algorthim that takes into account projected paths, and enemy speeds

Let say you are in a planet moving from one end to the other, I want the computer to cheat, give it the ability to intercept given my known destination (lets face it the AI/game engine know pratically everything) instead of going for my current position, go to my projected destination to stop me.

Reply #47 Top

I would like to see addition of another option in the offer missions screen, simply a "or else" box, that way players and AI are more inspired to complete missions. If you could say "give me 2000 crystal or i'll bomb planet x" , or "if you don't cease hostilites with faction x, i'll enter the conflict on their side", this second ultimatum would be nice when trying to get a solid alliance going, i find my allies like to got to war with one another. I tend to skip most missions that involve attacking other factions, simply because there is not much reason to not complete them. 200 metal or crystal can buy back any relationship points you lose. The capability to make threats, whether you intend to back them or not would go along to improving the diplomatic aspect of "diplomacy", giving it a cold war sort of edge

Mechanics

1. Nah
2. yah
3. hell yes
4. yes
5. yes
6. yes
7. yes
8. no

Abilities

1.yes
2.no
3.yes
4.no

i also really like ice's interception idea

Reply #48 Top

Game mechanics

1. Have a % likelihood indicator on pacts and missions

  Yah

2. Continual Tribute option (% of income, metal or crystal tribute per minute to a faction)

  Yah

3. AI working together on harder settings

  If by this you mean working together specifically against the player then NO. If anybody is familiar with the Total War series and its infamous AI then let it be known that according to the head of AI development for the series up until Medieval II (I was in a beta for one of his games and got many behind the scenes info from it) the reason for those claims is not that the AI is badly programmed but that the AI singles out the player and treats him differently. This was not the AI developers decision but rather an overall development decision that has kept the series back for a long time; I don't want to see this happen to this game especially when the expansion is supposed to be about diplomacy, and not AI teaming up against the player.

4. More distinction between AI personalities

  Yah

5. A method of Sabotage on metal, crystal income

  Yah

6. A Peacetime bonus (increases credit income and culture spread with faction)

  Yah

7. A Wartime bonus (increases metal, crystal income with faction)

   Nah

8. Economic/Diplomatic Victory Mode - This will have a few sub voting sections with descriptions.

a. Gather X amount of resources/credits first

     Nah

b. Achieve X amount of culture control over the map

  Yah

c. "Wonder" building (would have a warning when started, completed and time to destroy)

  Yah

d. "Domination" victory condition - Control X number of population and have a embassy on all homeplanets. (would help to shorten games, no mop up duty)

  Yah

e. "Diplomatic" victory condition - Be elected leader of the sector. (Have the highest influence on all factions, embassy on all homeplanets and highest culture percentile) the election could be instigated every 15 mins. and the game ends when one player meets the requirements.

  Yah



Abilities

1. The ability to make demands from rival factions

  Yah

2. Open boarders pact (traveling within a cease-fire well causes negative reaction if not under open boarders)

  Yah

3. Embassy ability to spread propaganda (propaganda strengthens ties between 2 factions, causing greater

bonus/penalties)

  Yah

4. The ability to secede a planet (transfer control from one faction to another)

  Yah

Reply #49 Top

Game mech.

1. Y

2. Y

3. Y

4. N

5. N

6. Y

7. Y

Abilities

1. Y

2. Y Allthough I would like to be able to negociate a temprary cease fire with a curtain faction(not allied), so you are able to move you fleet through thier territory to get it to another factions territory without engaging that first faction. And that it only lasts for X amount of time for X amount of credits.

3. Y

4. Y Being able to liberate one of your allies planets is a good idea, and should ern you reward of some kind.

Reply #50 Top

8. Economic/Diplomatic Victory Mode - This will have a few sub voting sections with descriptions.

    a.  Gather X amount of resources/credits first

         No

    b.  Achieve X amount of culture control over the map

          Yes

    c.  "Wonder" building (would have a warning when started, completed and time to destroy)

          No

    d. "Domination" victory condition - Control X number of population and have a embassy on all homeplanets. (would help to shorten games, no mop up duty)

          Yes, but with controllable X as percentage

    e.  "Diplomatic" victory condition - Be elected leader of the sector.  (Have the highest influence on all factions, embassy on all homeplanets and highest culture percentile) the election could be instigated every 15 mins. and the game ends when one player meets the requirements.

          Yes, but with controllable amount of time in Min