So, I thought id make a thread for thoughts on sins 2.
We all know it’s in development, maybe just in the planning stages, and we know how much you all like our input, so why not input now?
Things that are probably required for sins 2
A campaign. You have this amazing back-story, now do something with it. What is chasing the Vasari? Where is earth in all this? When exactly do the advent appear? and what does TDN stand for? Questions that need to be answered, so why not do it in a campaign. Most people never play multiplayer, (unfortunately), so give them something to beat. (and, while I know you all HATE campaigns as tutorials, this way hopefully they will come into multiplayer with some ideas on what beats what)
A better tutorial is probably not a bad idea either.
Better Multiplayer support. Map sharing, auto mod downloading and activating. Auto version switching (so if someone without the expansion pack his hosting, someone with the pack can join, and everyone would play vanilla) no more mesh file errors. no more smurfs.. please! no more smurfs! players can have different names sure... but please link the games won/lost to the player account (and hence serial number)... people will still be able to smurf... but they will have to buy a new game to do it... which, I don’t think anyone is against.
Multithreading. 64 bit memory allocation. I dont really think i need to go into this.
Upgraded graphics/physics. The physics and graphics in this game are great, but there are some issues. weapon points can fire and ridiculous angles compared to what looks like a fixed weapon, and things that look like they could move don’t (turrets don’t turn) weapons can’t miss, it will look like that auto cannon totally missed that colony ship, but the colony ship will still pop. Missiles do weird things if they miss on the first pass. And finally, Strike craft do a great job of passing though solid objects. Just general graphic things that ruin my beautiful screenshots. I know that ridiculous levels of graphics tax systems, but don’t worry about it... by the time you admit to working on sins 2, computers will be able to handle it. (I also have an idea to help tone things down a bit too)
Anything I am missing here?
Thoughts on general things.
These are sorts of things that are probably a good idea.
Better AI. Since sins 2 will be very different, we can’t really talk about particulars, and the diplomacy AI is light-years ahead of the vanilla 1.0 ai, and we thank you for that. We don’t want an AI that can pass the turning test, but what would be nice is some of that procedural stuff that is going into the elemental AI.
Better balancing. I would suggest that you all record statistics on games fought, during the beta, things like that fought who on what map and who won, and what their win ratios was going into it. If you’re noticing that a Vasari player is always building at least one skirantra, and only one weapons lab, and then creaming the advent player 2 hops away consistently, then there might be some sort of balance issue. (anyone notice how all the advent players switched to Vasari when illums got fixed and skirantras buffed?)
Hold position for strike craft. Currently this is borderline exploit, so while it’s a game mechanic I think it belongs here. Strike craft that are holding position do more damage, and are harder for flacks to kill (thanks to only one weapons bank being able to fire) (not going to go into skarantra +repair cloud +hold position strike craft making strike craft literally invulnerable.... 2 lv 3 kols with flack burst won’t kill a single Vasari bomber thanks to the incredible healing... opps, sorry, not going into that.)
Any other thoughts on general things that don’t specifically affect the game mechanics?
Thoughts on things that expand on game mechanics.
These are personal thoughts and ideas that should be classified under the "interesting idea" category, and tossed into the gigantic pile of such things.
I mean, a sequel always has to be bigger, better, and do something new and interesting... so, what is it going to be? Well here are some ideas. allot of it is numbers pulled from no where, and they are just ideas to get the gist of what i think might be intresting to see in the sequel.
Perhaps some sort of game mechanic that discourages massive fleets of one thing. I know things can be countered.. But even if you build 50 carriers filled with fighters against his 50 carriers filled with bombers... he still killed your capital ship. I am talking more about focus firing, weapon types, and shield mitigation. I think there are a zillion threads with complex ideas on how to fix shield mitigation, caps popping, and such, and while I could go deep into this (I know I once did a massive though experiment), just mentioning that finding my cap stuck behind a resource rock with 50 LRMS chasing it is not a happy feeling. (Or worse, deciding that it could move closer back to the edge of the gravity well before jumping…, but that’s a different topic)
Just a random thought: why does armor type affect the damage shields take? Perhaps shields should take damage 100% across the board, would make balancing certainly interesting. Perhaps shield mitigation should go against a single damage type, and you can tune your shields to become almost immune to a single damage type, while letting most everything else pass though… hey, there is your discouraging massive fleets of one ship type game mechanic. Zillion things you could do with this. Go wild, be creative.
Diversify the fleets a bit. Make the factions a bit more unique. Why must all the light frigs have medium armor? Maybe the Tec want their light frigs to be faster in the sequel, and so they are downgrading to light armor, while the Vasari feel like beefing their light frigs up a bit so they put heavy armor on them. My advent contact never quite got back to me, something about “… the… unity…will..prevail…” it was rather freaky really, and he hasn’t returned yet… I kinda worry about him, but the point is, all the ships don’t have to have the exact same damage % as every other ship. Maybe Vasari lrms are a bit better at cap killing than the other lrms, so we reduce the modifier for them from 75% to 66% or something, or maybe Tec flack are rather meh vs. Vasari strike craft that are holding position next to a skirantra so we up their hit ratio… or oops, sorry, not talking about that.
One thought I have, is to reduce fleet sizes. There are over 100 people/Vasari (err, can we call advent “people”?) on almost every single ship, and tons of people on cap ships. As a way to reduce lag, system requirements, and allow things to be slightly less insane, make each individual ship more important and more valued. Why do we need giant fleets of 20 of each ship, when 10 twice as powerful ships would give the exact same result? (And use ½ the system memory and ½ the rendering) when you have 2 fleets of 50 lrms fighting each other, you hardly give the captain time to say “oh shit” before his ship disintegrates… let him say at least "it has been an honer serving with all of you" or something. be nice.
Now, as a final “interesting idea”… I want to know why ships operate perfectly at 1hp and then suddenly pop at 0. Shouldn’t weapons go offline, engines get damaged, and things like that. What if, say, at 3/4ds health ships start experiencing minor technical difficulties… just a few random debuffs that happen, and stack, and have chances of happening… and such… make the plasma plumes and flames and smoke that are graphically represented, mean something. At 3/4 health and below, a certain ship just might, say, get -10% weapon cool down for 20 seconds, or maybe regen only half normal passive shield/antimatter/health regen rates for 10 seconds, maybe -20% acceleration, or turn rate… just random chance occurrences that might happen when a ship starts taking damage… perhaps at 1/2 health serious things start happening, like -10% shield mitigation, or -2 armor, -50% engine speed, forward weapons banks offline, abilities disabled, no antimatter/shield/health regeneration, bad things…. And then maybe at ¼ th health, seriously bad damage accumulates… like phase engines offline, engines completely disabled, maneuvering disabled, the backup shield mitigation generators might go down, antimatter might breach containment (oh shi-!), armor might be reduced to 0 due to the fact that is just isn’t there anymore cause it’s just been blasted away. You know, the whole, engines failing, weapons offline, sir! We are sitting ducks! Make it feel like the ship is falling apart before it actually reaches 0 hp…. And then maybe when it reaches 0 hp, it isn’t quite dead… but it’s just a floating hunk of metal. Why does every ship have to explode the second it reaches 0? Just let it hang around a bit. Maybe the captain programmed in a collision course right as the command deck is blasted into oblivion, but the engines have just a few more seconds to give. (Anyone ever messed with dwarf fortress? You can gouge out an eye, and you enemy won’t be dead, but will be seriously hampered, cause he just lost an eye, if you crush his legs, he can only crawl around… aka… you can remove function without killing the thing (although, injuries accumulate till your enemy sustains enough damage that they bleed out)… idk, something like that.)
And i KNOW every single one of us can go on and on and on about "ooohh! we could do this!:" so lets do it. what are your ideas for sins 2? throw em out so maybe one of the devs will be like "herm, thats not bad..." or "huh, i didnt think about that..."
so lets hear it!