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Is the option there NOT to join factions?

By on February 16, 2012 8:43:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

wbino

Join Date 02/2008
+21

      It would be great if you had the option in Rebellion not to join the sub factions.

 I'm guessing the new factions branch off the tech trees, if you had the choice to continue on with the regular techs, it would create a total of nine different races in Sins and three variations per race.

Thoughts?

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February 16, 2012 9:09:55 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

From what I understand you can do so but you would gimp yourself. That may change soon though.

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February 16, 2012 9:12:54 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The benefit of choosing a subfaction is that you get your hands on a titan, and of course there will be some other benefits aswell, but which these are is still not completely clear. If they would create titans for the neutral factions aswell, it may actually be worthwhile not to choose any subfaction...

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February 16, 2012 10:15:47 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Initially we had planned to go this route, but it proved to be confusing to testers.  As such, you must now choose to be rebel or loyalist during game setup.

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February 16, 2012 10:37:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It only makes sense anyway. American Civil War, Confederacy secedes from the Union. Everyone looks over the Oklatexarkana and asks whose side they're on.

Oklatexarkana: We're not going to take sides.

Confeds: So you're still part of the Union?

Oklatexarkana: No.

Union: Ah, so you're with Davis.

Oklatexarkana: No.

Confeds: Then whose side are you on?

Oklatexarkana: We're just going to stay out of it.

Union: Really? Okay, then just go wait in the corner.

Confeds; Yeah, we'll send you a telegraph when it's over.

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February 16, 2012 10:43:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,
Initially we had planned to go this route, but it proved to be confusing to testers.  As such, you must now choose to be rebel or loyalist during game setup.
I love it that way! Hoped that you guys would implement it like this (I even suggested it in numerous threads).

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February 16, 2012 11:06:11 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have a thread from about a month or two ago called "Sub Factions: How Many".  Here is a link to it: http://forums.sinsofasolarempire.com/416193.  You should check it out.  Hope it helps.

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February 16, 2012 7:16:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

so, if it's during game setup (before play starts), it sounds like we should be able to set the sub-faction for AI's then, which was a popular request.

The one's who just choose to stay out of it must be the neutral militia's and, well, you know what happens to them.

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February 16, 2012 7:23:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,
Initially we had planned to go this route, but it proved to be confusing to testers.  As such, you must now choose to be rebel or loyalist during game setup.

Since this route is being taken, it'd make sense to include Random TEC/Advent/Vasari option too.

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February 16, 2012 7:25:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,
Initially we had planned to go this route, but it proved to be confusing to testers. As such, you must now choose to be rebel or loyalist during game setup.

Seriously? Am I the only one who wanted to be able to scout the map before choosing a subfaction?

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February 16, 2012 7:50:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Quoting Yarlen, reply 3Initially we had planned to go this route, but it proved to be confusing to testers. As such, you must now choose to be rebel or loyalist during game setup.

Seriously? Am I the only one who wanted to be able to scout the map before choosing a subfaction?

Yeah that's kinda of a bummer. I would want to at least be able to see my position in the map before I choose the subfaction. It's no use going TEC rebel when you are in the eco slot and should focus on well eco and defense which is for the Loyalists.

On the brighter side of things it means that players will have to adapt to each subfaction's playstyle and use it to the best of their ablities regardless of positioning. I am sure the basic and essential upgrades are still there for performing the counterpart's roles though not specialized in them.

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February 16, 2012 8:02:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Could you make it where the sub faction that you chose is random instead of choosing specifically cause that would be cool

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February 16, 2012 8:05:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Same here. I was hoping for a Company of Heroes path choosing style where you could choose at any time but I understand wanting to streamline and not make things more complex than they need to be so selecting from the start is fine by me

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February 16, 2012 8:43:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,
Initially we had planned to go this route, but it proved to be confusing to testers.  As such, you must now choose to be rebel or loyalist during game setup.

Not happy with this, was hoping to determine which faction to choose mid game depending on my enemies strengths and weakness.

You need smarter testers

Isnt this what beta's for?

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February 16, 2012 8:56:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What if there were a set of sequential tutorial missions that show the player how choose a side and explain the ramifications of the player's choice in the form of a story about the rebellion?

 

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February 16, 2012 9:03:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

They must have some pretty dumb testers...sins is very user friendly to begin with, choosing sides IN game is WAAAAAY better then choosing sides BEFORE the game.  This change dampens my enthusiasm a bit as this is a dumbing down of sins, a game that has an easy learning curve if you don't play multiplayer.

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February 16, 2012 10:00:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hmmm if as others remarked, you gimp yourself by going Rebel in eco slot or Loyalist on the front, then the design of "choose at setup" is not good.

 

Also I'm hopping they implement the resource option to setup and number of militia option, with random for both being the way the game is now.

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February 16, 2012 10:15:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,

Quoting Yarlen, reply 3Initially we had planned to go this route, but it proved to be confusing to testers. As such, you must now choose to be rebel or loyalist during game setup.

Seriously? Am I the only one who wanted to be able to scout the map before choosing a subfaction?

 

Is there any way there could be more dialogue about this? I know the community has vastly varying opinions so maybe it might not be beneficial, I don't know. It just seems like a 'choose your own tech tree' worked well in games like Age of Empires III where you could rebel against your homeland and gain access to new units while losing access to others.

 

I've got to say (at the expense of sounding like I'm 'whining' [e digicons]:'([/e]   which is unsettling in and of itself) that I had hoped that we could have something like where you would play through Tier 2 research and in order to get to ANY tier 3 research you had to choose rebels or loyalists or something like that. That way you could at least take the map configuration into account before you committed to a game choice.

 

I understand that there is probably balancing issues with having three factions per race but at the very least I was hoping for a limited in game window of time for scouting and jockeying for position before I nailed down a race and research tree I wanted to select.

 

...

 

Outside of that, everything that we've seen so far and the answers to the interviews have been awesome so, keep up the good work and keep us in the loop! Thanks!

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February 16, 2012 10:41:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting boshimi336,
Is there any way there could be more dialogue about this?

^^^

THIS.

 

I would love to understand a bit more whats going on, in everyone heads to see what we can expect for beta and beyond.

 

 

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February 16, 2012 10:59:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

edit: Plug for possible Sins roleplaying game.

Okay, back to OP

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February 17, 2012 12:11:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,
Initially we had planned to go this route, but it proved to be confusing to testers.  As such, you must now choose to be rebel or loyalist during game setup.

 

Well I am assuming that going Loyalist would be the "Standard" faction that your used to playing and that going Rebel is where the real divergence would take place. Or are the sides going to be completely redone?

 

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February 17, 2012 12:24:31 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Draakjacht,
edit: Plug for possible Sins roleplaying game.

Pretty sure that's the definition of a plug Draak.

Quoting AgentExeider,
Well I am assuming that going Loyalist would be the "Standard" faction that your used to playing and that going Rebel is where the real divergence would take place. Or are the sides going to be completely redone?

Before it sounded like loyalists and rebels had two separate tech trees, and the moment you researched one, you were locked into that tree and could no longer research anything on the other. Under either system, the loyalists are no more the default faction than the Rebels are, as you need to either consciously research the a loyalist tech (old system) or choose the loyalists before the game starts (current system).

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February 17, 2012 1:10:59 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Pretty sure that's the definition of a pug Draak.

Not exactly, there's suppose to be more storytelling and something of a drawn out campaign to it. Think of it as Total War: Sins. We're still chatting about particular ways to execute it.

And yes, I figured it would be something like once you get to tier 3 or 4 research, you could go one way or the other and that it would have in the description the understanding that there was a lockout of conflicting technologies. This doesn't sound too difficult to me as long as the tree is set up with visual queues to let you know what's up.

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February 17, 2012 1:27:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Draakjacht,
Not exactly, there's suppose to be more storytelling and something of a drawn out campaign to it. Think of it as Total War: Sins. We're still chatting about particular ways to execute it.

Seems my fingers didn't get the 'L', meant to say "plug". Thanks for the clarification though.

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February 17, 2012 11:41:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I can think of some advantages to your pending system.

Loyalists and Rebels could be set as opposing teams.

Therefore creating 6 true teams/races, as opposed to 3 teams/races, which branch off.

I still would like to decide mid game which side to choose though.

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February 17, 2012 12:18:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'm torn...

I liked the concept of declaring your a rebel or loyalist in game. From a strategic standpoint it just seemed like good fun to determine if you could rebel (i.e. be aggressive IMO) or stay loyal (standard path IMO). 

That said what would be the impetus to declaring yourself a rebel or loyalist during the game? What would the difference conceptually have been between a loyalist and the neutral stance?

Why would you rebel mid-way through the game? It's your empire after all. 

I kinda get why it was changed to declaring up front whether you are Rebel or Loyalist when I step back and look at it a bit.

 

From a modding perspective I'm pretty happy with the decision as it simplifies what I need to account for, but still get to take advantage of the two main features of Titans and Corvettes...

The question though is "How moddable will rebellion be?". Of which I'm not too concerned until a public beta starts up.

 

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