suggestions

Some suggestions (basically stealing cool ideas from other games) :

- Travelling from system to system is really slow, but IMO it is also a good thing. The problem with this is that once you want to conquer another system, you need a foothold. There should be the possibility to build a Mothership (think HW2) with ship-building capacities (maybe only frigates/cruisers). Maybe limited to 1/player to prevent abuses (or using a huge amount of fleet cap (60-100 ?)

- When travelling from system to system, the ships arrive near the sun. This is not logical as they should at first go through the outer asteroids and planets. the links between stars should go from outer asteroids to outer asteroids. It would enable the possibility to build some defenses to deal with extra system invaders.

- I think this game has a "supreme commander" feeling (zoom feature, scale, size of the game map), but it lacks the T4 (experimentals). Hugely devastating weapons, immensely powerful humongous ships, that kind of things.

- planets/asteroids "militia" : frigates or cruiser ships that are good at defense and should stay near a planet or asteroid to defend it (I like this better than the static defenses). Maybe not taking fleet caps, but then, no capacity for travelling. The IA is using static defenses in a bad way IMO. It is too easy to circumvent or just go through to attack the planet. With defense ships, it helps resolving this problem.
1,962 views 11 replies
Reply #1 Top
Good idea, I like the mothership idea, but it should take a long time to build and cost a lot as well.
Don't know for the second one has it might make it easy to fortified your system so that no one can attack you without having massive loses.
T4 like ship might be a good idea but they need to be very late in the game, cost a lot and probably limited. The only problem is to find them special ability making them powerfull but without making them invicible. Maybe they should be geared towards capital ship attack.
Militia is a great idea, they could be a cap for each planet/asteroide of unit you can garnison in the systeme for defense purpose.

I like to add maybe the possibility to have localised damage on capital ship, simple model like engine, weapons or hull damage (simply select the ship and then the type of damage you want to do, all ship attacking this target will contribute to damaging the choosen section). This combined with you a new type of fregate, assault fregate (like in HW2) would make it possible to capture enemy ship. Of course the fregate should be weak and only able to make a successful take over if the ship is allready in great trouble. But this would add a further tactical layer to the game, as sending a undefended capital ship to a system can be a dangerous choice.
Reply #2 Top

As we've stated many times, no motherships in Sins.

Reply #3 Top
As we've stated many times, no motherships in Sins.


So....This is the answer to carriers in GC2?
Reply #4 Top

As we've stated many times, no motherships in Sins.




Reply #5 Top
Well that's to bad... Can we ask why?
I mean seems that it shouldn't be to hard to add and a cap of 1 should make it valuable and not overpowered. I don't see it as the ultimate fighting machine, more the ultimate support ship....
Reply #6 Top
Because this isn't Homeworld 3 and it wouldn't fit in with the space ponies (without windows).
Reply #7 Top
There aren't any T4 experimental units because units don't belong to tech levels. In SupCom, once you get the T2 units, the T1 all become obsolete. I've played the demo, and once you get the T3 "Loyalist" bot, it pretty much renders every other land unit obsolete. In Sins, all of your ships stay useful throughout the game, they aren't replaced by the newer model.
Reply #8 Top

Because this isn't Homeworld 3 and it wouldn't fit in with the space ponies (without windows).


Are you mocking me!!!! *looks for spoon*
Reply #9 Top

There aren't any T4 experimental units because units don't belong to tech levels. In SupCom, once you get the T2 units, the T1 all become obsolete. I've played the demo, and once you get the T3 "Loyalist" bot, it pretty much renders every other land unit obsolete. In Sins, all of your ships stay useful throughout the game, they aren't replaced by the newer model.


Yeah, but in SupCom even T1 sea units are still viable end game Land units do, to a degree, do what your talking about... but mobile shield generators and T3 artillery hardly go obsolete.
Reply #10 Top

Lordkosc - would I mock you?

In Sins the plan (last I heard) was that older ships (like scouts) which are more useful early, will be able to be retasked in later stages of the game via research. Basically giving them a renewed role in fleet operations.

Reply #11 Top
yeah, there is some kind of antimatter weapon they have that you can research, its in the research tree, no clue what it does.....