Poll

Which DLC would you like to see next?

Ship - Ion Starship Line
10 (22.2%)
Feature - Build priorities
7 (15.6%)
Feature - Jump Drives/Gates
10 (22.2%)
Feature - Alerts for critical structures under attack
13 (28.9%)
Feature - Cloaker starship; priority cloaking
2 (4.4%)
Feature - New Transport Functions
3 (6.7%)

Total Members Voted: 0

Voting closed: June 20, 2010, 10:37:29 pm

Author Topic: Community DLC Suggestion Poll: Week of 6/13  (Read 2678 times)

Offline HellishFiend

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Community DLC Suggestion Poll: Week of 6/13
« on: June 14, 2010, 10:37:29 pm »
Up a day late, my bad! Looks like a light week, so I'm bumping it down to one vote each, temporarily.

Community DLC voting for the week is now underway!

The nominations that receive high amounts of votes will receive higher consideration to be DLC in the near future. If a particular piece of content is likely to be out-of-scope for the near future, it will be kept on a list of content we would like to see in the next expansion (Q4 '10). Please note that we may not know whether or not a suggestion will need to be shelved until after the voting.  Also bear in mind that this is Chris/x4000's game and inclusion of any content is ultimately his decision!

The voting will last one week. The next nomination topic will begin on the 20th.

Thanks for your participation!

Nominations:

Ship:
Ion Starship Line (http://arcengames.com/forums/index.php/topic,5732.0.html) superking

Feature:
Build priorities (http://arcengames.com/forums/index.php/topic,5616.0.html) - KToff
Jump Drives(Voodoomancer) {also, Jump Gates(zebramatt)} zebramatt
Alerts for critical structures under attack (fabricators and Mark IV factories) - http://arcengames.com/forums/index.php/topic,5360.0.html (AlexV)
Cloaker starship; priority cloaking http://arcengames.com/forums/index.php/topic,5841.0.html sebcw1204
New Transport Functions - http://arcengames.com/forums/index.php/topic,5151.0.html (Rubikscube)
« Last Edit: June 15, 2010, 07:14:01 am by HellishFiend »
Time to roll out another ball of death.

rubikscube

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #1 on: June 15, 2010, 02:17:12 am »
thank you for being late 1 day and let me squeeze my suggestion in ;)

Offline Shardz

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #2 on: June 15, 2010, 02:29:32 am »
Jump Gates FTW!  ;D Finally I pick something that appears to be popular right off the bat. We shall see about this one, but it sounds great to me! :D

Offline HellishFiend

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #3 on: June 15, 2010, 06:39:23 am »
thank you for being late 1 day and let me squeeze my suggestion in ;)

Glad it worked out for you.  ;)
Time to roll out another ball of death.


Offline HellishFiend

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #5 on: June 15, 2010, 07:11:52 am »
Sorry about that, forgot to copy over the embedded urls. Will fix.
Time to roll out another ball of death.

Offline Trezamere

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #6 on: June 15, 2010, 08:28:14 pm »
Seems kind of superfluous for alerts for critical structures considering they all have minuscule amounts of health, so the alert is doing nothing to stop it from dieing.  For that to have any meaning they'd have to have considerably more health which is something else entirely.

rubikscube

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #7 on: June 15, 2010, 08:57:50 pm »
I just wish whoever voted would share their opinions at the thread they voted for, kinda funny if the thread got 4 replies by 2 people and got voted by 17 people.

Offline Diazo

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #8 on: June 15, 2010, 09:31:09 pm »
Well, I voted for the alerts on critical structures.

In a system I've captured that has a Captured Human Settlement my defences are totally destroying an attack of a bunch of freed ships and everything is going good.

Until my Human Settlement gets destroyed for no reason. Oh, wait, 2 (yes, only 2) eye bots got through and had a free run at the settlement because I didn't notice them.

So ya, alerts on critical structures are what I'd like to see. It should also be (relatively) simple to implement as command stations already have this.

D.


Offline Trezamere

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #9 on: June 16, 2010, 03:18:26 am »
I just wish whoever voted would share their opinions at the thread they voted for, kinda funny if the thread got 4 replies by 2 people and got voted by 17 people.

I voted for Ion Starships because I'm a Starshiper' thought I equally like Warp Gates and Build Queues, I just figured more starships would very very slightly edge out the other two because I'm a Starshiper'.  Plus it looks cool  ;D

Offline Volatar

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #10 on: June 16, 2010, 10:26:19 am »
I voted for " Jump Drives/Gates" because they could be way awesome, though likely to be delayed a bit.

rubikscube

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #11 on: June 16, 2010, 08:36:51 pm »
I just wish whoever voted would share their opinions at the thread they voted for, kinda funny if the thread got 4 replies by 2 people and got voted by 17 people.

I voted for Ion Starships because I'm a Starshiper' thought I equally like Warp Gates and Build Queues, I just figured more starships would very very slightly edge out the other two because I'm a Starshiper'.  Plus it looks cool  ;D

on the original thread plz, seeing that no one has put a argument on there for a long time, and since everybody votes for anything with a picture.

Seeing that 4 out people did most of the talking and op has not offer a good argument .

Offline eRe4s3r

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #12 on: June 16, 2010, 09:59:11 pm »
Not seeing the love for Ion Starships - sounds like Sentinals to me. And Starships already got enough ships imo.

So yeah, i voted for Jump gates, not drives. Why? Because i have been asking for that for a long long time (even before suggestion forum existed ,p)  because its cheaper (tactical, not resource wise) to scrap even large fleets that are stuck in some remote place and rebuild them elsewhere) if theres no easy path back - or if its very long (10+ jumps) Especially the homeworld attack fleets suffer this problem, when the 2 homeworlds are very apart its faster to scrap and rebuild than move and replace.

Also Alert on Colonies and Rebel(or whatever ,p) Outposts needs to be there . Visual alert, not sound alert. I actually lost my human settlement once to a single infilitrator - i never even noticed it there because the enemy count was always 1, so i assumed a cloaked engineer somewhere..

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rubikscube

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #13 on: June 16, 2010, 10:08:20 pm »
go use them to suicide then scrap :-[

Offline eRe4s3r

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Re: Community DLC Suggestion Poll: Week of 6/13
« Reply #14 on: June 16, 2010, 10:20:28 pm »
go use them to suicide then scrap :-[

That reply makes no sense whatsoever ;P Do you mean the jump gates, the fleets, or the ion starships?  ;D ;D

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