In case you missed it, my previous three suggestion threads, Challenge Maps, Part 1, and Part 2
Misc and Details
This ties into my previous 2 parts, adding in details + other misc things.
New Diplomatic Options
New ways to make enemies and screw over your friends.
Give Units
You should give units directly to other players, if you want.
Trading
You should be able to trade directly with other players, exchange credits and resources for other credits and resources without going through the market. Trading planets should also be an option (See suggestion below)
Planet Selling
You should be able to trade planets to other players.
Fleet Cohesion
If you both agree to this, it would let your fleets use special abilities on each other, along with using each others repair bay, etc, with autocast. (Not sure if they already do this)
Embargo
The market doesn't show any resources from this player, and this player can't see your resources you put on. They are informed when you do this.
Pirates, Mercenaries, Privateers, Oh my!
New ways to interact with neutral units.
Pirates as a Faction
Pirates should be treated more as a faction then they currently are.
Pirate Supplimation
You should be able to give units you build to Pirates, which would decrease the chance they would attack you (Because they would like you more, see Pirates as a Faction), despite your bounty. It would also boost their attacking fleet.
Mercenaries
Not just pirates, but Mercenaries! You should be able to buy units instantly from the black market. However, beware that these units cost more and have a much higher fleet capacity usage then your average unit. But, great for when you need units in a hurry.
Privateers!
Making the pirate faction happy enough would perhaps let you give suggestions as to what to do. They wont nessesary follow them, however.
Blockades
Pirates move into an area, and kill any trade ships that pass through. They do this for high-trade ship areas at random. Generally chooses neutral planets lots of trade ships are passing through.
New Units, Techs, and Abilities
A new arsenal to take on the enemy!
New Capital Ships
More capital ships to play with. Also, horrible names. Feel free to think up better ones.
TEC New Capital Ship, Cargo Ship
In the times of peace, large cargo ships used to roam the Trader systems, holding huge amounts of resources. Most of these have been broken down for parts or turned into Capital Ships, but some still remained. As the wars drag on, they find that these ships are needed once again. Refurbished with limited weaponry and very heavy armor, they are able to widthstand a heavy beating.
Abilities
Mobile Trade Station
This ability lets the Cargo Ship act as a temporary trade port. It takes time to enter this mode, and while acting as a trade port it cannot move or use any other abilities. It also takes time to leave this mode, so bewared. Higher levels increase money recieved from trade, and reduces time it takes to shift between these modes
Expanded Bays
This ability increases the number of strike craft available. Higher levels mean more strike craft.
Undercut
This ability lets you make any enemy trade ships dock and turn their cargo and ship over to you, giving you a credit reward (Larger then just destroying them). Higher levels increases the range, decreases the cooldown, and decreases the antimatter cost. This ability at level 3 can be used to effectively blockade a grav well, stopping any enemy ships.
Level 6 Ability Integrated Trade Network
Passive, boosts all trade income in the capital ships grav well by 10%
Advent New Capital Ship, Missionary of Unity
When they first arrived, the Advents motto was, "Die". Now, it has become, "Convert or Die". This capital ship reflects that new stance on morality.
Abilities
Mobile Broadcast Center
Works exactly like the TEC's new capital ships ability, Mobile Trade Center, it lets this capital ship become a broadcast center.
Convert or Die
A bombarding ability that does damage to a planets health and also blasts it with culture. Higher levels means more damage and culture.
Cultural Boost
This ability temporarily boosts the effect of friendly culture on shield mitigation for units in the capital ships gravwell. Higher levels mean more of a boost for a longer duration.
Level 6 Ability Jammer
Using the capital ships powerfull broadcasting ability, you can jam enemy communications, resulting in loss of control for the player for a short period of time. Units still attack and autocast as normal.
Vasari New Capital Ship, Heavy Constructor
The Vasari have developed efficient methods for constructing and destructing settlements as fled accross the Galaxy. The Heavy Constructor, which normally never sees front lines, just arrived from the back of the Vasari fleet. Being rapidly modified for combat, they are being thrown into battle.
Abilities
Mobile Constructors
Acts as a carrier for the Vasari constructor ship, meaning it can assist in the construction of orbital structures. Unlike the new TEC and Advent ship, the Heavy Constructor can remain mobile while these are deployed. This is a passive ability, as they deploy automatically. More levels means more constructor ships, starting at 1.
Destruct
This slowly drains a buildings health, recieving resources from it, much like the Evacuators Drain Planet ability.
Refined Construction
Passive ability, increases the rate that buildings are created by the Heavy Constructors construction units.
Level 6 Ability, Starbase
Lets the Heavy Constructor create a starbase. This does not sacrafise the Heavy Constructor.
New Cruisers
TEC New Cruiser, Marine Cruiser
The Trade Emergency Coalition, now that they have managed to stave off the enemy, are focusing on other branches of combat. Marines are the newest product of the rapidly growing TEC war machine.
Slow with heavy armor, these cruisers are hard to kill. They can also easily be outrun, and don't have much firepower.
Abilities
Occupy Planet
This ability lets the Marine Cruiser increase the alliegience of any planet, up to it's max. While occupying the Marine Cruiser remains unusable.
Board (Needs to be researched)
This ability lets the Marine Cruiser board another ship, shutting it down. It takes some time to finish boarding a ship. While boarding, the marine cruiser completely shuts down it's shields, making it more vulnerable. Once a ship has been boarded, it is under your control.
Sabatauge (Needs to be researched)
This ability lets your marine cruisers board an enemy capital ship. The cruiser does damage, lowers shield mitigation, lowers antimatter pool, and slows speed over time. The effects of this don't come into play immidietly.
Advent New Cruiser, Preacher of Unity
Again a product of the new "Convert or Die" motto they have suddenly established, this cruiser excels at preaching to people who would really rather not listen.
Slow speed, hard to kill.
Abilities
The Word of the Unity
Lets the Preacher increase a worlds culture up to it's max. While increasing a worlds culture, the cruiser is unusable.
Psionic Sacrafice (Needs to be researched)
Lets the Preacher use his psionic powers to blast an enemy, doing large amounts of damage. However, the Preacher is destroyed in the process due to the powers involved. Also has an effect of increasing friendly culture in the Grav Well it's used in.
Vasari New Cruiser, Terror Cruiser
The Vasari have always excelled at controlling population. They are now re-deploying their Terror Cruiser, loaded with infantry, to hopefully help fight the new threats they face.
Medium Speed, hard to kill
Terrorize Planet
This ability lets the Terror Squad increase the alliegience of any planet, up to it's max. While occupying the Terror Squad remains unusable. Also decreases the effects of enemy culture on the planet.
Board Extractor(Needs to be researched)
Lets the Terror Cruiser board an enemy extractor, taking it over.
Planetary Assault (Needs to be researched)
Lets the Terror Cruiser launch assaults at planets, lowering the planets alliegence and doing damage.
I hope you enjoyed my suggestions! The end, for now at least!