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GameSpy Exclusive Interview about Sins of a Solar Empire: Rebellion

By on January 25, 2012 4:29:16 PM from JoeUser Forums JoeUser Forums

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GameSpy has published their exclusive review with Stardock’s Brian Clair (Yarlen) about the upcoming Sins of a Solar Empire: Rebellion!

GameSpy: So you're dividing the existing three factions -- the TEC, the Advent, and the Vasari -- into a Loyalist and a Rebel faction each. How is playing as a Rebel faction going to differ from playing as a Loyalist faction?

Brian Clair: Well, it depends on which race you play. The TEC Loyalists are very defensive. If you're a gamer who likes to turtle, they're probably the best suited for you. They've been designed with that in mind. The TEC Rebels are very aggressive, so if you're a player who likes to go out, doesn't turtle at all, moves very quickly from one target to the next, they would fit you the best.

Read the full interview at GameSpy.com.

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January 30, 2012 10:11:07 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting lbgsloan,
This is good, the first meaty bit of information instead of vague hints.  Lots of in-depth answers this time around.  I'm a little concerned when I heard 'no major changes to caps' though.  I really hope efforts are made to make the support and battleship caps viable choices over the carrier/colonizer every time.

Yes, my bad on this during the interview. We have adjusted the balance on several of the capital ships to better fulfill their intended roles.

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January 30, 2012 5:22:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yarlen you rock!

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January 30, 2012 5:27:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Random quote:

Quoting Kobracan,

Great interview!

 

I  completely agree, it was a veritable flood of exciting revelations.

I am glad to hear the capital ships are being rebalanced. At least I will feel better about the game's balance.

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January 30, 2012 6:03:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,
Yes, my bad on this during the interview. We have adjusted the balance on several of the capital ships to better fulfill their intended roles.
That's exactly the one thing that scared me during the interview. Good to see my fear was unfounded.

IMO though, the problem of certain capital ships is not exactly in whether they can fulfill their role well, because most of them do.
The problem of certain caps is the combination of the following factors:
- The opening cap is usually Carrier for aggression or Colonizer for expansion. Other choices are very risky and less effective (with some being outright absurd in a competitive game), which forces many support caps to be built later.
- Only the first, the second and maybe the third cap actually get the chance to level up at any sensible rate; the latter caps will most likely enter a big fight at level 3-4 (if you purchase levels for them).
- You most often get no more than 3-4 caps in the regularly sized games.
- Support caps suck at low levels.

It's the combination of those factors that make certain caps underwhelming: you can't get them at the start cause they're useless in militia/pirate shootouts or in rushes against players SO you won't get them early BUT they need to get a few levels to be really useful, which levels they won't get the chance to aquire if you don't build them early.

I believe that you should probably consider giving the underused caps either:
- better survivability and utility at low levels (which would make them more useful when they get to a big fight at level ~4 in later game) OR
- stronger early game (so that picking them early doesn't make it an instant suicide; they should be worse choices than carriers or colonizers in their respective scenarios, but not as bad as they are now. For example, Antorak Marauder is useless as an opening cap... BUT if Phase Out Hull gave 40AM per use if used on a friendly frigate, it would synergize very well with colonization frigates early game and would allow the antorak to maintain a decent expansion pace when followed by a single colony frig.)

 

PS. I too agree that this interview was indeed very good and informative.

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January 31, 2012 2:30:25 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This^. I am afraid that Caps will still not be that viable. I want caps to be strong but Sins online so far has not favored Capital ships at all. Their cost per damage is just still too great. If that fixed some how capital ships would come viable IMO.

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January 31, 2012 6:06:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

2 capital slots, 150 supply.  Thats pretty cheap.

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January 31, 2012 6:48:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting EmpReb,
This^. I am afraid that Caps will still not be that viable. I want caps to be strong but Sins online so far has not favored Capital ships at all. Their cost per damage is just still too great. If that fixed some how capital ships would come viable IMO.

 

Problem with making more powerful caps is you will have guys like me use 3 to 5 of them to take out another person

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February 1, 2012 12:43:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting JohnJames,
2 capital slots, 150 supply.

Actually 3 Cap slots, 2 Cap crews. I assume it's 3 because of the 150 supply, which will be 50 per slot.

Quoting Yarlen,
A player can only field one titan at a time and they're very expensive to get out. They require 2 capital ship crew slots and 150 fleet supply.

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February 1, 2012 12:57:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting G_Bison,
Actually 3 Cap slots, 2 Cap crews. I assume it's 3 because of the 150 supply, which will be 50 per slot.

How exactly does that work? You get 16 cap slots/crews regardless...

Though it really doesn't matter, I bet those numbers are one of the first things to change during the beta.

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February 2, 2012 6:47:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I was wondering, will titans will be able to bombard planets??????

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February 2, 2012 8:29:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If they can't... I'm gonna laugh.

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February 5, 2012 8:56:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,

A player can only field one titan at a time and they're very expensive to get out. They require 2 capital ship crew slots and 150 fleet supply.

Quoting Darksxx,

Thanks for the bit of Info, I was wondering what the cost was.  How long does it take to build one of these ships?

Build time has obviously got to be long. I remember reading on another forum that all players in-game will get a notification that a Titan is being built. They (or you) will have a window of time to destroy the factory or whatever. 

Brings about another question. How are they built? Like a starbase from another ship (maybe a level 10 capital ship?)? Or in a factory?

Build cost in credits, metal, and crystal have to be another question. 10,000 credits? That would make Titans late game, but I also remember reading that Titans will be available mid-game. Maybe the cost will be adjustable to vary game length?

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February 6, 2012 3:12:36 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

They might be available early-to-late game, but they're going to cost you in the same way that building 16 capital ships would cost you.  Having to weigh the costs an benefits at a given time in the game is just part of what makes it a strategy game.

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February 6, 2012 10:35:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

We're adjust balance around on the titans, so things have and will continue to change probably up until release.

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