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The Rebellion Speculation/Suggestion Thread

By on March 2, 2011 12:58:58 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Darvin3

Join Date 12/2008
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This thread is for speculating and suggesting ideas for confirmed features. At present, this is the list:

  •  
    • New Factions: Players decide whether to become Loyalists or Rebels, which unlocks a unique new tech tree granting them new technologies and ship variants.

    • New Titan-class ships:  Massive warships for each race that dwarf capital ships, these deadly new monsters are capable of wiping out entire enemy fleets single-handedly.

    • New Capital Ships:  A new capital ship class arrives, giving players new strategic options.

    • New Corvette-class ships:  Small, highly maneuverable light ships that are adept at a variety of tasks.

    • Loyalist and Rebel versions of some of the existing Sins’ frigates and cruisers, each with their own unique strengths and weaknesses.

    • Updated lighting and particle effects for enhanced visuals.

    • New Victory Conditions to allow for more variety, differing strategies and shorter game sessions.

    • Additional capital ship ability levels, for greater strategic choice.

    • Impulse::Reactor support for chat, friends, achievements and more.

 

While I know this community has a wealth of creativity and ideas, I want to keep this thread focused on stuff that's going to make it into the game. So, as much as we all know that people want a campaign, that's not on the list.  Feel free to write any comments, suggestions, ideas, or random responses to any of the stuff on the list.

 

So without further adieu, my own ideas and reactions:

 

Impulse::Reactor

Please, please, please have built-in map/mod transfer. Thank you.

 

New Victory Conditions

Victory conditions I'd love to see:

Domination: Control at least 60% of the galaxy for at least 30 minutes. The timer counts down twice as quickly if you control at least 70% of the galaxy, and six times as quickly if you control 80%. Victory is instant at 90% control. Uncolonizable gravity wells do not count to this requirement, but pirate bases do.

Artifact Excavation: All artifacts locations are revealed at the start of the match (there will be at least 2 per player under this game setting). To win, your team must control at least 75% of the artifacts (so if there are 5 artifacts, you must control 4 to win). Victory is instant when you achieve this.

Mega-Weapon: Super-weapons are disabled under this game mode; instead you build a “mega-weapon”. Its position on the tech tree replaces the super-weapon tech. The cost varies by faction (more for Vasari, less for Advent, compensating for prerequisites), but once it completes a count-down begins until it activates. Successful activation causes that team to instantly win the match. The location of a mega-weapon is revealed as soon as construction begins.

Contract Acquisition: All players can bid on a special contract to win the game. In order to win, you must maintain the higher bid for five consecutive minutes. Unlike bounty, this bid never depletes and does not contribute to anything except winning the game.

 

New Capital Ships

First off, I'm still hoping for the Dunov, Revelation, and Antorak to get some love.  They've always come across as a bit "rushed" and never have really shined on their own.  The guidance rework is a nice start, but doesn't quite get there.  But hey, new caps, let's talk about what each faction could use:

TEC: I'd love to see a “command class” capital ship that focuses on controlling the battlefield. The only capital ship ability for TEC that's anything like this is targeting uplink. Here's a concept ability to see what I'm talking about: Disruption Matrix: All units, friendly and hostile, in an area of effect around this capital ship are immune to all special abilities. Persistent effects that are already in play are not removed.. Wouldn't that go nicely to counter guardians or subverters, eh?

Advent: With the Progenitor, Rapture, and Halcyon already providing more fleet support than Advent could ever need, an entirely different approach should be applied here. Advent could really use a true “dreadnaught” like the Marza or Vulkoras, since the dinky Revelation certainly doesn't apply. Pack it full of hard-hitting combat abilities and good frontal weaponry, and perhaps an ability that has stricter cooldown limitations to finally give a good combo for guidance.

Vasari: What do Vasari really need? They have great combat options, great support options, great specialty options... easily the most well-balanced capital ship lineup. I guess the only thing left to add is the sugary cereal to go with the balanced breakfast.  How about an industrial capital ship that has the special ability to act as a frigate-factory, enabling it to produce units mid-battle (uses a cooldown rather than a build time, so the unit is produced instantly)?

 

Titan Class Ships

This one really gives me pause. What is the role of titans? What is their purpose? With capital ships and starbases both countered by bombers, and bombers being the dominant late-game unit to begin with, it would be total overkill for titans to be the same. So I'm actually rooting for some relatively strong anti-strike craft weaponry on these guys. The question becomes, what should their weaknesses be? They can't be unstoppable engines of destruction, after all.

Here's what I'm thinking:

Titans should be weak against capital ships and – wait for it – light frigates. The titans should have special abilities that require antimatter, but unlike capital ships they are not immune to the disruption abilities of light frigates. Once drained of antimatter, titans are much easier to take care of.

All titans should have anti-structure, anti-frigate, and anti-strike craft weapons. This enables them to be used to take down starbases, and tightly-packed frigate/SC forces. They use their antimatter-based abilities to boost their combat performance and plough through enemies, but are less powerful in the long-run once depleted and lack good weapons against high-durability targets that are not structures.

That's my angle on this issue.

 

Faction/Unit Variants

Am I the only one hoping we see a Skirmisher that gets phase missiles?  One-way ticket from least-used unit in the game to everyone's favourite light frigate.

Eh, I'm gunna stop myself there...

 

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March 2, 2011 1:18:07 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What about a 'Regicide' victory?

Like every player has a special ship (not particulary fast or manueverable but perhaps dodges phase inhibitors with research) where if you lose it, your out. It might be a good idea to make this ship a powerhouse of DPS or special abilities so as to reward those who bring it into battle. We could even do it with the Titans... 

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March 2, 2011 1:26:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Corvette Class ships:

trade/ore frigate guardians
minesweepers
spies
rebellion starters
planet defense support

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March 2, 2011 1:27:40 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Space Pony Fleets

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March 2, 2011 1:57:00 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well, my ideas for implementing some mundane victory conditions and some good ones in the replies (And some pact stuff) are in an older thread of mine.

Contract Acquisition: All players can bid on a special contract to win the game. In order to win, you must maintain the higher bid for five consecutive minutes. Unlike bounty, this bid never depletes and does not contribute to anything except winning the game.
My only problem with this is that it's the current pirate bidding... on steroids.

Am I the only one hoping we see a Skirmisher that gets phase missiles? One-way ticket from least-used unit in the game to everyone's favourite light frigate.
Don't Vasari lean on phase missiles enough?

As for Impulse Reactor, if it's like in Elemental, maps are able to be downloaded in-game, just done manually.

 

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March 2, 2011 2:37:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I like your ideas for the game variants, especiallythis one:

Domination: Control at least 60% of the galaxy for at least 30 minutes. The timer counts down twice as quickly if you control at least 70% of the galaxy, and six times as quickly if you control 80%. Victory is instant at 90% control. Uncolonizable gravity wells do not count to this requirement, but pirate bases do.

That would put a quick end to knuckleheads refusing to quit once the game is essentially over.

Hopefully they'll allow for custom (Galaxy Forge) map auto-download.  Maybe they could be vetted or virus checked first by Impulse Reactor and then auto-downloaded to people who join a custom map game.  It would be nice to have a reason to map again.

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March 2, 2011 2:55:33 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

My only problem with this is that it's the current pirate bidding... on steroids.

Unlike the pirate bidding system, this one's count-down would reset if the top bid changed, and wouldn't get whittled away by bounty payouts.

Don't Vasari lean on phase missiles enough?

I meant to say instead of another unit.  So one of assailants, flaks, bombers, or fighters would get swapped to pulse to compensate.

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March 2, 2011 5:23:23 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

How about a titan coloniser? get the massive ship in and jusr have it crush. literally flatten everything on your enemys planet and colonise it at the same time at the lose of the titan (but a heaps cool looking planet). The bonus, massive increase in credits/metal/crystal for a time and the planet get surface to space defences and defence for the novolith. the down side the planet becomes barren in about 30 mins or 1 hour leaving behind a planet version of a dead asteriod? sounds like a perfect vasari tactic to me,

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March 2, 2011 6:02:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Interesting but I doubt that will ever work.   If a titan can go ahead and wreck an entire system of ships and structures by itself, the expenses for supporting such a ship will be prohibitive and not worth sacrificing the ship for extra resource that may be used earlier.

My idea for the Titan class ship is to make them a "Dammit Rammit" ship.  They should a mix of starbase and capital ship in structure and abilities.  You can purchase a a basic hull which can be prohibitivly high in cost and fleet support yet you can purchase upgrades for its weapons, defences and abilities and slam the Titan through a heavily entrenched empire hoping to create a hole for your fleet to follow.  The only weakness I can think of is to not let the titan benefit from abilities of support ships since it could make a titan invicible with a number of Progineters around boosting the shields.

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March 2, 2011 6:04:36 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Plus the current engine can't change planets in a gravity well after they're loaded.

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March 2, 2011 8:33:24 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Titans sound essentially like another version of orkolus starbase at the moment. Just imagine a titan supported by tons of seravons. I do like rowaland's idea about having a 'commander' like ship, similar to in Total Anhiallation where, if it is lost, you lose. Would just add another dimension of strategy in the game. And could end games quicker.

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March 2, 2011 8:50:37 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

only issue with the artifact victory suggestion could be if artifacts are all bunched in one area of the map which, depending on how allies are dispersed, could be a huge advantage to one side.

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March 2, 2011 10:11:04 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

mmm good point with the titan+overseer combo.  will be intresting.

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March 2, 2011 10:49:21 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

There should have a "king of the hill" mode. 

 

FFA, each player starts with some frigates and a free capital ship. Player fight to see who can hold the central planet (which would have a lot of resources and a random atifact. You get points for ocupying the planet per minute. The player with most points at end of a select time wins.

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March 2, 2011 1:02:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If you have titan + orky + overseers in the same grav well, particularly on offense, vasari could be a tad more op, which is what I fear.

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March 2, 2011 2:14:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

First things that needs to be done in this game and to get rid of abilaties they have never really worked out in sins because they couldn't be adjusted properly. Namely Repulsion.

 

Then come titans okay. Pause. I don't fell like having a game with an I WIN button where the only way to fight back is to build one of your own. Also how many of these can you buiild. Just one I hope. Now also hopefully until you can build one you will also need to do alot of reasearch and unlock high fleet level like maybe need to have fleet and capital crew 5-6. Then how powerfull is it combat wize vs the cost to build/upgrade the thing (not counting reseach cost to get to build one). Personalay if it has the HP and Firepower of a fully upgrade SB it should cost atleast 2 to 3 times more for a titan simply because it is mobile and can jump around. Penalty idea here how about making it slower then other ships in phase space but 50-75% and to jump into phase space as well, so that when you bring it into a battle you have to be ready to comit it tot hat battle or plan well ahead to get it out. But this is only speculation right now since we know nothign about them at the time. I think making it a combo SB/Cap ship in the way ti gains abilaties would be good. In that sense you would need to make it gain xp to get new abilaties but you would also need to pay credits/metal/crystal to install that ability ont he ship as well and have a build time for it to. Speculations.

 

Faction specific versions of existing cruisers and frigets. Now this could be fun. Keeping the same ship unlock tree we have we first research the standard version of the ship says an LRM for this case. Once researched we can no build standard LRMs, we can now research the faction version. Once research at teh factory we can produce both version but in the field we can upgrade out standard LRMS to faction ones for a small (amount to be determine) credits/metal/crystal to upgrade. Upgrade should only be doable inside friendly grav well and maybe even only within "X" range of factory or other special building for that purpace. This will make the decisions of what you reashear and when even more important then currently.

 

Victory conditions I love Darvin3 ideas. Only I would not make artifact control instataneuous. Would give it a timer to so that the oposite team that loses that last artifact has time time to do soemthign about it.

I would also culture victory similer to domination but only with Culture. Spread friednly culture influence over the same area as domination witht he same time countdowns.

 

New capitals Darvin3 prety nails my sentiment down to the board there. great Ideas. Especialy for vasari they have been runnign away from what ever for thousands of years. Guest they would have some mobile production abilities.

 

 

OH AND VERY IMPORTANT P2P MAP TRANSFER.

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March 2, 2011 2:30:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

More screenshots or it never happened. 

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March 2, 2011 5:24:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting zig zag,
More screenshots or it never happened. 
)

You sir, need a different name if your going to ask for screen shots.

(dont... dont... ever image search.... *shudder* )

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March 2, 2011 5:33:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting zigzag,
More screenshots or it never happened. 

I have no evidence you actually exist!

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March 2, 2011 5:39:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

... EVEN WORSE DUDE.

NO EVIDENCE PLEASE.

 

*goes into fetal position and rocks back and forth*

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March 2, 2011 7:43:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I for one would like to see interceptor strikecraft as a counter to bombers (even though strikecraft have not been mentioned at all in relation to Rebellion)

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March 2, 2011 8:21:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Pbhead,
(dont... dont... ever image search.... *shudder* )
Hah. Win.

Why were you doing that anyways?

Also, there is a thing called safe search...

 

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March 2, 2011 8:37:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

But what about the space ponies?

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March 2, 2011 9:03:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I hope they shrink the size (scale) of the ships ala : SOGE, otherwise the titans will have to do a broken u turn in the wells to turn around.
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March 2, 2011 9:39:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

How will planetary defesnes hold up against titans

 

or will the new ship classes affect this?

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March 2, 2011 9:57:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting wbino,
I hope they shrink the size (scale) of the ships ala : SOGE, otherwise the titans will have to do a broken u turn in the wells to turn around.

Please No. Why don't we just make them fix the movement system so its a non-issue, for them and other mods that have large warships.

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