Hi all
This is my first post on this forum
I've been reading this post and I'm probably slightly late, but I'd still like to give my 2 cents.
From what I've seen most people are completely against z-axis control because its causes game breaking issues such as avoiding minefields and attacking star-bases from the top.
However, I think that it is still an interesting and cool piece of user interface and I don't believe the devs will remove it due to the fact that they put it in, in the first place.
So I thought of a couple of work arounds to deal with the probelm.
1) The simplest solution is to have the option to remove z-axis movement during ICO set up. However, this doesnt deal wit the problem over all so...
2) Someone has already mentioned the idea of having Sins use spheres instead of circles for powers, abilities and weapons. I think that would be awesome because it would solve most of problems of z-axis and also would look cool in the UI and give people the options to build fleets and defences in this space while not limiting their effectiveness.
3) There are some issues that wouldn't be resolved by spheres which are star-bases and and minefields. Star-bases are easily fixed by giving them ability rotate slowly on their x-y-z within 3d space aside from the Orkulus as it can move anyway. This is not gaming breaking because aside from the Orkulus, Star-bases have equal amounts of weapon banks on all sides, so there's no chance of players turning their star-bases side with the most weapons towards opposing fleets.
4) Mines fields cannot be fixed with spheres because even within 3d space you would still spend more money on building them in a formation that cover for example a phase lane exit than you would within a 2d plane. So my solution would be to create minefield cylinders within 3d space that automatically fills all the areas covered by minefields in a 2d plane. As all building within Sins are always built upwards in relation to the north-south poles of the planet or asteroid they are in orbiting around. This stops players covering the entire 2d plan with a minefield turned on its side.
There's my ideas for dealing with z-axis issues with Sins multiplayer.
I don't want 3d space movement removed and I'm sure that the devs have thought of better solutions than mine.
Cheers