I take it you're a TEC player, eh, KerrdogJ?
I like your ideas, especially concerning the TEC's ships. However, I don't think the devs will go for updating just one race. If that were the case, they would probably scrap the idea of making new ships instead of just doing it for the TEC. Very good points, though. With the new Capital Ship class, I think there will be much more options. Unlike some, I don't think that it will be a counter to the Titan-Class capitals. Seems to me the game wouldn't scale well in that case.
What do you mean by "researching" the anomalies? It sounds intriguing, but I'm curious about the clarification.
You know what just struck me? I totally think mines should be beefed up a bit. As is, only the Vasari have a truly viable use for them, in conjunction with the ability that shuts down enemy ships (Enforcer, I think?).
I loved the idea of mines along with Starbases back when Entrenchment came out, but since then, they just seem weak. Especially with the Titans on the way, I think mines could use a bit more love.
Oh yeah! I love the TEC! I've always been partial to humans in RTS games (they taste like chicken), and the TEC suits my favored style of playing. I'm big on economics; grow the economy and then grow the fleet. Plus, I just think that the TEC ships are cooler.
You're probably right concerning the ship upgrades; across-the-faction changes won't hurt my feelings at all.
I agree; I wouldn't want capital ships with the ability to annihilate Titans. Let the Titans duke it out between themselves and large fleets. Having anti-Titanships would be like having Dgrovs; way too easy!
My understanding is that Sins is related, somehow, to the Galactic Civilizationsseries (somebody please correct me if I am wrong). In the series, there are anomalies scattered throughout the maps, such as space junk, mini-wormholes, derelict ships, small asteroids, etc. Research vessels can explore them to find upgrades and bonuses. Normally it's all stuff that will upgrade the economy, population growth, military, defense, hit points, research, etc.. etc., etc. by a couple of percentage points, but sometimes you can find a damaged ship that can be fixed and fielded alongside your forces while at other times you might accidentally awaken space monsters that can ravage small to mid-sized ships. I'm not recommending anything on that same scale - it would require an entire reworking of Sins, and would be to similar to GalCiv - however, a few anomalies that could bestow one times resource or research boosts, ships, or artifacts might be a fun way to add a bit more variety to the game. What's more, a few nasty space creatures might prove to be an interesting way to make the game more challenging.
I'm with you on mines! As a one-time use, they scarcely justify their cost, and are difficult to obtain early in the game when they are most needed. As much as I would like to see them "beefed up," it may be best to simply reduce their price and make them more accessible early in the game, so that player defenses can be bolstered more effectively. A new tech that could be researched later in the game, for each faction, could take care of boosting their damage ratings considerably, so that the upgraded, more costly mines can be balanced by a stronger, healthier economy. What's more, the TEC could use a special mine technology, since their mines are truly static. Perhaps they could be given a researchable tech that would allow their mines to home slightly. Maybe a better idea is to expand the range of the mines or to give them an ability to jam enemy missiles. Thus, mine fields would become safety nets, in a manner of speaking, that would negate the advantages of long-range ships and anti-structure vessels. The Advent mines are pretty nice as they are, although they could stand some more power. Perhaps a tech for them which boosts damage? As with the TEC, I would like to see their mines decreased slightly in cost to allow them to be used more effectively early in the game. A tech that boosts the speed of their homing mines and/or makes them more difficult for anti-fighter ships to destroy might also be a good idea. I was also thinking that psionic nodes might prove a nice tech; they could be deployed by the homing mines and would allow the Unity to channel its thought through them in a mental attack upon ships that venture too close. The ships could then be trapped within the psionic nets, however, the nets would not self-destruct. Instead, they would act as mini platforms that were easily destructible. They would, in essence, be a hindrance to fleet movement, would cost as much as a mine, but would not possess the same powers as a static defense turret or hangar. For the Vasari, I was thinking that a speed upgrade would be nice for the Minelayer, so that it could move more quickly. Also, in addition to the attack upgrade tech, a new tech that would give them a third kind of deployable weapon might be nice. How about deployable sensor nodes? It has been sometime since I played as the Vasari (so please, someone, correct me if I am wrong), but I do not recall the Vasari as possessing of a lingering scout presence like the TEC's remote sensor or the Advent's Lingering Presence. Perhaps a cloaked field of sensor nodes, detectable only by scout ships, would allow the Vasari a nice way to monitor phase lanes leading to their planets. We know that they have the tech because it is mentioned in their backstory; now is simply the time to pick it up off the shelf and dust if off!
The TEC and Advent could get some probes similar to probe droids from Star Wars which would be far more expendable than Arcova's or Seekers. The probes would not be cloaked, but could move quickly and provide intel into the movements of enemy fleets. This may, however, be redundant upon consideration of the scout ships already available and their unique abilities.
One last thought on mines: maybe a homing mine for each faction that affixes itself to the hull of an enemy ship and acts as a remote sensor for a limited amount of time. This could provide a lovely source of intel with regard to enemy fleet movements, and could allow a player to track fleets.