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List of Feature Requests
03-28-2012, 03:11 PM (This post was last modified: 06-01-2012 01:13 AM by VanderLegion.)
Post: #1
List of Feature Requests
In no particular order:

Multiplayer/Both:
  • Diplomacy
  • Fighter Bays
  • More ranks of some tech, such as Lasers, to keep them more competative late game
  • A ship system similar to fuel cells that increase a ships out of combat speed rocco stated this most likely won't happen - causes issues for fleets, what speed does a fleet use, slowest ship, each ship at its own speed, etc.
  • Transporters - ability to invade without the need for troop ships. Also would include a transporter nullifier to reduce effectiveness of transporters
  • Farming/Production/Science summary on empire screen
  • double tap to zoom out
  • Indicator on empire screen showing which planets finished producing something this turn, option to sort by recent event
  • Weapons scaling according to the size of the ship they are equipped on
  • Large weapons that can only be equipped on the larger ship sizes
  • Wreckage retrieval Rogue Captain gets this in 1.1.4
  • Weapon damage graph (from combat view) on the ship designer view
  • Science rollover - would work the same as the current industry rollover
  • Historical Stats & Graphs, both in game and at end of game (in game probably linked to spying)
  • Real-time chat in MP games
  • Ability to meet and play other "serious" players in game (not only on forum)
  • Non-asynchronous multiplayer games ( i.e., same TBS just not using asynchronous GC )
  • Ship system costs scaling with ship size
  • Revamping of hold together order - mostly fixed by escort, unsure if this is still desired
  • Ranking System
  • Upgraded troop ships - Upgraded marine barracks for defense and colony ships coming in 1.1.3, no new troop ships yet
  • Additional stationary defenses
  • Revamped weapons systems to have a difference in sustained vs burst damage depending on weapon type to increase viability of "weaker" weapons against certain targets (fighters, bombers, etc)
  • Take advantage of asteroids and gas planets via mining ships or some other means for more economic benefit.
  • More powerful space monsters in the center of the galaxy guarding quality planets.
  • Spiral galaxies where each player receives their own spiral arm. Distance between spirals should be far enough that it requires a high level of fuel cell research to jump spiral arms.
  • Supper massive black holes. You could have a map variant with multiple galaxies. This black hole allows you a possible way to travel to the other galaxies.
  • Spies. Proposal: spy training facilities cost more, say 400 industry points. These industries then produce spies, passively or in the background, at a fixed rate. Say they graduate a spy every two or three turns. Or five or six. And these facilities can be built on multiple planets. These facilities should also have the ability to be shut down/put on hold so you can control the number of spies.
  • Ability to dismiss spies.
  • Ability to turn around ships in flight or reroute them to another location. Morph has this ability in 1.1.4
  • Ability to specify what spies steal or sabotage. For instance, have spies focus on stealing military projects. Or, have spies focus on sabotaging fleet operations vs destroying fleets, verses disrupting research, etc.
  • Ability to board enemy ships and capture them
  • Ship XP and veterancy
  • Antaran Attacks
  • Add an option to start off with a specified number of tech/GC/colony ships
  • Allow games with 0 AI (and a feature like Antarans, invaders from outside the galaxy etc) (Survival mode)
  • Add an option to continue playing after all opponents have been defeated
  • Add options to set limits on AI, such as max systems colonized or max range from home system
  • Ability to remove the limit on the number of racial trait points if desired
  • Omnicience option - no fog of war
  • extra levels of existing traits (for example extremely high reproduction - +500%/+1000%)
  • Traits to increase luck for things like Brilliant Researchers and tech discoveries
  • Infinite tech trees - just keep getting new ranks
  • Ability to destroy and rebuild planets
  • Civil unrest for some number of turns after capturing an opponent's planet where production is hindered or nonexistent and possibly can't transfer colonists away.
  • Truly random maps
  • Option to pick random races
  • Ability to save ship blueprints
  • Ability to assign ship orders to all ships with the same name
  • Ability to scrap System buildings (Starbase, Artificial Nebula, Warp Gates)
  • Outpost ships - cheaper version of colony ships that doesn't colonize planets - just sets up an outpost in the system to extend fuel range without wasting a more expensive colony ship on a useless planet (also useful to get past systems with NO planets)
  • New races and/or racial traits
  • Options to set ships to use different formations for start of battle (such as small ships in front, big ships in back), instead of just the current line of battle.
  • Battle Simulator for testing various ship builds against each other - A variant of this is implemented for the beta only under Pass and Play
  • Cloaking - out of combat tech - system slot that renders ships invisible to the opponent when stationary or when moving toward an enemy position until they are only 1 turn away
  • Spy balancing - ideas outlined here and here
  • Option for custom games to set general galaxy make-up. Able to pick general size/minerals/classification of planets.
  • Upgraded Planetary Expansions when you have Colony Ship II or III

Single Player:
  • Single player saves changed to save the current state of the galaxy as opposed to the beginning of the turn
  • More auto-save slots, to be able to load older turns without constantly saving manually
  • Change default save name or allow player to specify a regex-like pattern for it

Implemented for v1.1.3
  • Change Pacifist Overhaul/Warlord Overhaul to be an empire wide +1 system slot or +1 weapon slot per ship, as opposed to using one slot to get an extra of the other - Also added a second rank of each that increases number of slots by +2 per ship
  • Upgraded marine barracks/colony ships
  • Stacking penalties (either by increased cost or diminishing returns) - stacking penalties added to Heavy Armor Plating, Reinforced Bulkheads, ECM, and Stockpiled Ordinance
  • Ships set to long range not charging into medium to close range then back out of range over and over
  • Ability to design starbases to set what weapons/systems are used
  • Ability to upgrade existing ships with new tech - achieved by scrapping the ship at a starbase to gain it's production value on one of the planets in the system
  • Housing build item - ability to set population to reproduction to increase population faster

Coming in v1.1.4
  • Colony & Ship Leaders
  • Ships not auto-repairing after every battle. Either have to return to a starbase to repair, or repair a certain amount per turn, possibly with tech to improve repair rate Must return to starbase to repair, Starbase 1/2/3 repairs 10/20/30% per turn. Fantastic Engineers repairs 5% per turn out of combat
If there's any I missed post the basic request here and I'll get it added to the list. I'll try to go back later when I have more time and provide links for each item to the thread where it's presented/discussed, and will try to keep the list updated as rocco gives feedback on whether something may or may not happen, or when things are implemented

GC ID - VanderLegion, GMT-9. Sandbox GC ID (Beta) - VanderLegion
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03-28-2012, 03:39 PM (This post was last modified: 04-01-2012 03:27 AM by rocco.)
Post: #2
RE: List of Feature Requests
Stickied! And thanks, I will add some comments soon.



General note about single player vs multiplayer requests

If you are on these forums and you are reading this post, then you likely already know some of the vision behind Starbase Orion. However, for any new people let's restate it now. Starbase Orion is a 4X strategy game that strives for a single, consistent experience whether you are enjoying the game alone or you are playing together with your friends. This is more than just a "one way is easier to do than the other" decision, it is a deep rooted belief that in the long run it will define SO as a game, allowing it to stand apart from the rest. The downside to this, of course, is that each and every feature is considered in the light of both forms of play; that means that it can and does take longer to find a good balance for new features such that they work well in both worlds.



Colony & Ship Leaders

Confirmed these are in production right now. Initial versions of leaders will be in the hands of the testing group for v1.1.3, but they may not make it into the official release until v1.1.4. Leaders in Starbase Orion are more equivalent to "hero units" than they are to "extra randomized things"; in other words, instead of having a mass of leaders that are randomly generated and all kinda vanilla, we are striving to have a smaller number of leaders each of which are uniquely talented. Leader X won't just increase production by 2 and boost growth rate by 10%. Leader X will have a small story, planet and/or system bonuses and then a unique "ultimate" ability that matches their purpose and gives them definition. Thanks to the wonderful imaginations of the SO players who contributed to their creation, we will launch with 18 uniquely desirable leaders.

Did I mention that players will be bidding against each other to hire leaders? Keep your treasury in check, as your galactic credits are gaining a whole new level of importance in the near future.

[Image: LEADER_FVE_BGEEEP.png]



Diplomacy

As you all know, diplomacy is probably the number one requested feature for SO. I am happy to say that work on diplomacy will start after colony & ship leaders is in. The observant player will likely know that I have been laying the ground work for diplomacy over the past several months ( advances in team play anyone? ). As mentioned in the note above, diplomacy will be considered in the light of both SP and MP games. That means that it will need to come with the options many of you have already noted, such as the ability to have full dynamic alliances/non-agression pacts/peace to retaining static teams while still allowing for trade/sharing research/etc. Be thinking along the lines of v1.1.7 - v1.2, I can't get any more specific than that.

I will likely start a Round Table discussion topic in the next few weeks to present specific topics for player feedback.



Historical Stats & Graphs

This was problematic before the data limit on GameCenter was increased. Now that this has changed, the plan is to start working in historical data and linking this to spying (think along the lines of sabotage spies having a high chance to generate a report every turn, and you can then review the whole as a graph). This would then become available at the end of the game for post-game review. No specific time frame for this feature yet.



Wreckage retrieval

As a means of gaining access to new technology, this is unlikely to happen. SO already favors the production races, allowing them easier access to new techs cause they build a scavenger ship will only make it worse. I could see this as a means of earning credits (selling the wreckage) or increasing production (towing the scraps back to base). This is not a high priority item.



Weapon damage graph (from combat view) on the ship designer view

Biggest challenge here is screen space. I would expect this in v1.1.4-1.1.5 timeframe, but it is a lower priority item.



Ships not auto-repairing after every battle

I like this idea. Unfortunately it is not a simple change, but I would label it a mid-high priority item.



Transporters - ability to invade without the need for troop ships. Also would include a transporter nullifier to reduce effectiveness of transporters

While troop transports may be a hassle, they do provide an clear and present warning to other empires as to the danger you and your fleet present. Removing troop ships entirely and "hiding" the ability to invade amongst your war ships takes away that strategic value. As this idea was presented I am generally against it.

One possibility might be an updated transport ship that would replenish marines over time (thus keeping the clear notion of "this fleet is an invasion risk" while lessening the needs to constantly be producing new troop ships). However there would need to be a cost associated with training new marines, you should not get them for free.



Ships set to long range not charging into medium to close range then back out of range over and over

This has been improved for v1.1.3. You are watching 41 frigates armed with plasma turret 1, ordered to stay at long range against a fully decked out mammoth with ion cannons 3.

Keep in mind, when you tell a ship to stay at long range that means it should stay at long range of its current target. If you tell a ship to stay at long range combined with weakest target, and the weakest target is at the far end of a mass of enemy ships, then long range would still put you smack in the middle of those ships between you and the target. To try and stay at long range against all ships, then you should set the target to closest target.



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03-28-2012, 03:53 PM
Post: #3
RE: List of Feature Requests
A few additions I recall:

- Colony & Ship Leaders
- Historical Stats & Graphs, both in game and at end of game (in game probably linked to spying)
- Real-time chat in MP games
- Ability to meet and play other "serious" players in game (not only on forum)
- Non-asynchronous multiplayer games ( i.e., same TBS just not using asynchronous GC )
- Ship system costs scaling with ship size
- Stacking penalties (either by increased cost or diminishing returns)
- Revamping of hold together order
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03-28-2012, 04:04 PM
Post: #4
RE: List of Feature Requests
(03-28-2012 03:53 PM)rocco Wrote:  A few additions I recall:

- Colony & Ship Leaders
- Historical Stats & Graphs, both in game and at end of game (in game probably linked to spying)
- Real-time chat in MP games
- Ability to meet and play other "serious" players in game (not only on forum)
- Non-asynchronous multiplayer games ( i.e., same TBS just not using asynchronous GC )
- Ship system costs scaling with ship size
- Stacking penalties (either by increased cost or diminishing returns)
- Revamping of hold together order

Hadn't added the leaders originally since they have their own sticky and are being worked on from the sounds of it, but doesnt' hurt to add to the list. Added the Ranking System as well

GC ID - VanderLegion, GMT-9. Sandbox GC ID (Beta) - VanderLegion
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03-29-2012, 02:37 AM
Post: #5
RE: List of Feature Requests
I remember a post were you Rocco had some ideas on upgraded barracks, or new defense structures and strengthen the science traits (in comparision to production trait). Overall goal was to make science turtle strategies more competitive vs rushing productive ones. I liked that, so hope it makes it to the list above!

Cheers
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03-29-2012, 02:55 AM
Post: #6
RE: List of Feature Requests
Correct. Upgraded marine barracks. Additional cheap system defenses to augment star bases, upgraded colony ships.
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03-29-2012, 03:50 AM (This post was last modified: 03-29-2012 05:37 AM by Nagov.)
Post: #7
RE: List of Feature Requests
Revamped weapons system to have a difference in sustained vs burst damage depending on weapon type to increase viability of "weaker" weapons against certain targets (fighters, bombers, etc)

Accelerated Tech Start (Allow players some points to pick certain tech's to start with as an game variant)

Take advantage of asteroids and gas planets via mining ships or some other means for more economic benefit.

More powerful space monsters in the center of the galaxy guarding quality planets.

Spiral galaxies where each player receives their own spiral arm. Distance between spirals should be far enough that it requires a high level of fuel cell research to jump spiral arms.
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03-29-2012, 06:31 AM (This post was last modified: 03-29-2012 11:32 AM by TerranEmperor.)
Post: #8
RE: List of Feature Requests
(03-29-2012 03:50 AM)Nagov Wrote:  Revamped weapons system to have a difference in sustained vs burst damage depending on weapon type to increase viability of "weaker" weapons against certain targets (fighters, bombers, etc)

Accelerated Tech Start (Allow players some points to pick certain tech's to start with as an game variant)

Take advantage of asteroids and gas planets via mining ships or some other means for more economic benefit.

More powerful space monsters in the center of the galaxy guarding quality planets.

Spiral galaxies where each player receives their own spiral arm. Distance between spirals should be far enough that it requires a high level of fuel cell research to jump spiral arms.

I agree that there should be some use for gas giants. Systems with just gas giants right now are pretty useless, but if some economic scheme was associated with it they would have a purpose. I also agree with the idea of more powerful space monsters scaling with richer and better planets. An idea I have is that there could be as an option a type of space monster that is a static race or auto-defense left over from a extinct race that guards really rich planets and certain Terran and Gaia planets.
I might start a new thread for this, but I think that there should be some More space phenomena in general like the wormholes would be cool such as asteroids for mining. I also think the galactic Core should be added to the maps with some importance. The supermassive black hole of the Galactic Core could have a purpose such as travel similar to wormholes or it could simply be that more systems are crowded around it.
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03-30-2012, 01:02 PM (This post was last modified: 03-30-2012 01:28 PM by falanor4421.)
Post: #9
RE: List of Feature Requests
(03-29-2012 06:31 AM)TerranEmperor Wrote:  
(03-29-2012 03:50 AM)Nagov Wrote:  Revamped weapons system to have a difference in sustained vs burst damage depending on weapon type to increase viability of "weaker" weapons against certain targets (fighters, bombers, etc)

Accelerated Tech Start (Allow players some points to pick certain tech's to start with as an game variant)

Take advantage of asteroids and gas planets via mining ships or some other means for more economic benefit.

More powerful space monsters in the center of the galaxy guarding quality planets.

Spiral galaxies where each player receives their own spiral arm. Distance between spirals should be far enough that it requires a high level of fuel cell research to jump spiral arms.

I agree that there should be some use for gas giants. Systems with just gas giants right now are pretty useless, but if some economic scheme was associated with it they would have a purpose. I also agree with the idea of more powerful space monsters scaling with richer and better planets. An idea I have is that there could be as an option a type of space monster that is a static race or auto-defense left over from a extinct race that guards really rich planets and certain Terran and Gaia planets.
I might start a new thread for this, but I think that there should be some More space phenomena in general like the wormholes would be cool such as asteroids for mining. I also think the galactic Core should be added to the maps with some importance. The supermassive black hole of the Galactic Core could have a purpose such as travel similar to wormholes or it could simply be that more systems are crowded around it.

On line with this, I have several ideas.

1) Gas Giants. I like the ideas mentioned to make them more useful. It could be done this way: fuel stations. Construction ships are made that build factories (these could also be used for asteroids). These factors can manage gas production and can have one of two effects: a) can increase ship tactical speed in battle or b) can increase strategic speed on the galaxy map.

2) The supper massive black hole you mentioned. You could have a map variant with multiple galaxies. This black hole allows you a possible way to travel to the other galaxies.

2) Spies. I think it's silly that it takes an entire planet multiple turns to train a single spy. My proposal is this: spy training facilities cost more, say 400 industry points. These industries then produce spies, passively or in the background, at a fixed rate. Say they graduate a spy every two or three turns. Or five or six. And these facilities can be built on multiple planets. These facilities should also have the ability to be shut down/put on hold so you can control the number of spies.

3) Ability to dismiss spies.

4) Ability to turn around ships in flight or reroute them to another location.

5) Ability to specify what spies steal or sabotage. For instance, have spies focus on stealing military projects. Or, have spies focus on sabotaging fleet operations vs destroying fleets, verses disrupting research, etc.
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03-30-2012, 01:47 PM
Post: #10
RE: List of Feature Requests
updated top post with some comments
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