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Titan death un-impressive

By on March 3, 2012 10:11:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

DevilHunter64

Join Date 04/2008
+2

I know this is a beta and things have yet to be added, but i killed my first titan today and well it wasn't very spectacular. you would think a ship of that size would leave more derbies then it did. hopefully in the final release they will add more maybe even have a massive hulking hull laying broken in space rather then tiny bits every where.

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March 3, 2012 10:28:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I second this, titan's need a massive explosion, maybe even a death clone where you see it slowly break apart and drift into space or towards a planet before the bits disappear.

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March 3, 2012 11:22:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I think the titans should also severely damage near by ships when destroyed as well, a fitting end for them.

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March 3, 2012 11:28:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Polistes,
I think the titans should also severely damage near by ships when destroyed as well, a fitting end for them.

Oh man, this. Just imagine the energy needed to operate one of these ships: it's got an incredible amount of mass (from the looks of it, it's heavier than an Argonev Starbase), and it manages to propel that mass at amazing speeds; it's almost as maneuverable as a capship!

Anything with that much power has just got to go boom in an amazing way. Maybe send out an explosion shockwave covering a very significant part of the gravity well (half or so), bypassing shields and dealing a big jolt to capships, and flat-out obliterating lesser entities like construction ships and light frigates? Enemy and friendly alike, of course.

The damage of such an explosion would have to be carefully balanced so that people don't throw a titan at an enemy just to clear their grav well with the explosion (titans aren't that expensive in the late game if you have a large empire). I'm thinking something like:

* Low-level, "Heavily Damaged" capships (per the voice announcer) would die in the explosion

*Construction Ships - gone

*Raloz - gone, except maybe with full hull upgrade research they may survive

*Cobalts - gone

*Corvettes - gone

*Fighters - gone

*Protevs - gone

*Weaker light cruisers such as Cielo and Hoshiko - probably gone, but maybe survive with hull point upgrades

*Kodiaks - can barely survive if at full health

*Capships with full hull - survive but takes about 25 - 40% of total hull points depending on level

*Titans - "mild" to "moderate" damage

*Starbases - "mild" to "moderate" damage to a fully upgraded SB; very heavy damage to one without any hull upgrades

*Planets - if they get hit by the shockwave, it's like ~5 volleys of bombs hitting it all at once (about 400 - 500 damage to infrastructure / planet health)

*Modules - heavy (40 - 70%) damage, but most modules except mineral extractors should survive due to their high armor

 

Also, the shockwave damage should taper off slowly with distance -- not to the point that it barely tickles a fighter's nose at the edges, but something like 20% less damage at the outermost reaches of the shockwave compared to being right on top of the titan when it explodes. It'd still obliterate fighters even at the edges of the shockwave.

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March 3, 2012 11:44:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes!

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March 4, 2012 12:32:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

As an Advent player Allquixotic, I am very opposed to the bypassing shield bit of your idea.

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March 4, 2012 12:38:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Allquixotic,



Quoting Polistes,
reply 2
I think the titans should also severely damage near by ships when destroyed as well, a fitting end for them.


Oh man, this. Just imagine the energy needed to operate one of these ships: it's got an incredible amount of mass (from the looks of it, it's heavier than an Argonev Starbase), and it manages to propel that mass at amazing speeds; it's almost as maneuverable as a capship!

Anything with that much power has just got to go boom in an amazing way. Maybe send out an explosion shockwave covering a very significant part of the gravity well (half or so), bypassing shields and dealing a big jolt to capships, and flat-out obliterating lesser entities like construction ships and light frigates? Enemy and friendly alike, of course.

The damage of such an explosion would have to be carefully balanced so that people don't throw a titan at an enemy just to clear their grav well with the explosion (titans aren't that expensive in the late game if you have a large empire). I'm thinking something like:

* Low-level, "Heavily Damaged" capships (per the voice announcer) would die in the explosion

*Construction Ships - gone

*Raloz - gone, except maybe with full hull upgrade research they may survive

*Cobalts - gone

*Corvettes - gone

*Fighters - gone

*Protevs - gone

*Weaker light cruisers such as Cielo and Hoshiko - probably gone, but maybe survive with hull point upgrades

*Kodiaks - can barely survive if at full health

*Capships with full hull - survive but takes about 25 - 40% of total hull points depending on level

*Titans - "mild" to "moderate" damage

*Starbases - "mild" to "moderate" damage to a fully upgraded SB; very heavy damage to one without any hull upgrades

*Planets - if they get hit by the shockwave, it's like ~5 volleys of bombs hitting it all at once (about 400 - 500 damage to infrastructure / planet health)

*Modules - heavy (40 - 70%) damage, but most modules except mineral extractors should survive due to their high armor

 

Also, the shockwave damage should taper off slowly with distance -- not to the point that it barely tickles a fighter's nose at the edges, but something like 20% less damage at the outermost reaches of the shockwave compared to being right on top of the titan when it explodes. It'd still obliterate fighters even at the edges of the shockwave.

 

THIS!

One more note though the ship deaths need to be set so that the player cannot cause this by scuttling their titan in the middle of an enemy fleet.

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March 4, 2012 12:39:46 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Aethus,
As an Advent player Allquixotic, I am very opposed to the bypassing shield bit of your idea.

Same here. Go Unity!


Your idea is not a bad one, but making the code for that (different damage for different ships) could cause issues. The shield bypassing will take away what make Vasari special as well.

Also, there will be some crazy people (I will be guilty) that will just use a Titan as a "bomb" against Advent fleets. The Unity would be at an incredible disadvantage since if they even fully tech up, their heavy cruisers alone hardly have more than 1,000 hull. Also, an Advent player HAS to ask this question to him/herself with confronted with a Titan, "Do I try to destroy the titan and lose all of my fleet, or do I just let it go?"

I do agree that damage should be done to ships in the intimidate facility, but just not as much (and not shield penetrating) as you are proposing, Allquixotic.

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March 4, 2012 12:45:23 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes big band and area of effect damage would be cool.

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March 4, 2012 1:10:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I think there should be different damage types for ship classes (bigger the ship more shockwave hits it, so more damage it has to cope with) but damage should go against shields first, should always be able to wipe out the shield, and then the remainder of the damage goes to the ship. This can still easily destroy smaller ships and do damage to larger ones. 

 

But yes, when a Titan explodes, it should do damage to all surrounding ships and structures, allied and enemy. Its only the right thing to do for such glorious behemoths.

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March 4, 2012 1:32:41 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Aethus,
As an Advent player Allquixotic, I am very opposed to the bypassing shield bit of your idea.

 

Yeah, that was a silly idea, I admit. It works for TEC, but not the rest.

Maybe make it so that the explosion has to go through shields first, but it can "strip off" a significant portion of shield mitigation, thus making shields go down easier to the damage points dealt? What I'm saying is, it should basically rip right through the shields of almost anything except a starbase or another titan, and deal significant hull damage to anything (if not flat-out destroying the weaker ships). But, I agree that it shouldn't be unfair to the Advent or Vasari; their capital ships should be able to survive it as well.

So we've established that there are two very significant defenses to this energy shockwave, and both of them should factor heavily into favoring the survival of a unit:

(1) Armor,

(2) Shields.

If a unit has either one of these characteristics in good measure, it should survive. So: modules with their armor should survive; all Titans and Starbases (unless they were already very heavily damaged) should survive; heavy cruisers are beefy enough to hang tough; and all but the weakest capital ships (a level 1 Sova with its shields down and no hull point buffs?) should survive.

You know what would be really funny is if the Ankylov damage reduction buff would reduce the damage suffered from the shockwave, then you could keep your fleet of frigates and cruisers by using your Ankylov's last seconds of life to cast the group shield ability on your fleet... then your Anky dies but its explosion obliterates the enemy fleet, while yours survives due to the buff He was a martyr! ;_;

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March 4, 2012 7:02:23 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Make it realistic...

First, remove the explosion sound... sound don't propagate in space

Remove a lot of the fire/smoke effect... the only for something to burn in space is to have some oxidation... you need oxygene... if a section in fire come in contact with space vacuum, it simply extinguish...

Shockwave don't propagate in space... shockwave will only propagate at fast speed along the structure of the exploding ship, helping to reduce it in tiny little piece...

The only thing who have a increase range on space is the radiation propagation in case of nuclear explosion... not atmosphere for slowdown them... http://history.nasa.gov/conghand/nuclear.htm ...

In space battle will never look like it is show in plenty of Hollywood film... if kinetic weapons or laser beam are used, the impact site will be vaporized... with all these little holes in the hull, will depresurate the ship and crew will die from lack of oxygen... if nuclear device is used, it is the high level of radiation who kill the crew...

Make it realistic will reduce the use of particle effect in game and spare CPU/GPU resource for bigger space battle...

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March 4, 2012 3:44:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Thoumsin,

Remove a lot of the fire/smoke effect... the only for something to burn in space is to have some oxidation... you need oxygene... if a section in fire come in contact with space vacuum, it simply extinguish...

This does make the game realistic. Do not forget that a ship absolutely needs oxygen/atmospheere in it so that the crew can breath. So, the flames you see are the results of fires inside the ship and the venting of the atmosphere in that same section of the ship.

Quoting Allquixotic,

Quoting Aethus, reply 5As an Advent player Allquixotic, I am very opposed to the bypassing shield bit of your idea.

 

Yeah, that was a silly idea, I admit. It works for TEC, but not the rest.

Maybe make it so that the explosion has to go through shields first, but it can "strip off" a significant portion of shield mitigation, thus making shields go down easier to the damage points dealt? What I'm saying is, it should basically rip right through the shields of almost anything except a starbase or another titan, and deal significant hull damage to anything (if not flat-out destroying the weaker ships). But, I agree that it shouldn't be unfair to the Advent or Vasari; their capital ships should be able to survive it as well.

So we've established that there are two very significant defenses to this energy shockwave, and both of them should factor heavily into favoring the survival of a unit:

(1) Armor,

(2) Shields.

If a unit has either one of these characteristics in good measure, it should survive. So: modules with their armor should survive; all Titans and Starbases (unless they were already very heavily damaged) should survive; heavy cruisers are beefy enough to hang tough; and all but the weakest capital ships (a level 1 Sova with its shields down and no hull point buffs?) should survive.

You know what would be really funny is if the Ankylov damage reduction buff would reduce the damage suffered from the shockwave, then you could keep your fleet of frigates and cruisers by using your Ankylov's last seconds of life to cast the group shield ability on your fleet... then your Anky dies but its explosion obliterates the enemy fleet, while yours survives due to the buff He was a martyr! ;_;

This sounds much more reasonable. This way, all factions will suffer similar amounts of damage while not crippling just one or two factions. Using the Ankylov's ability group shield ability before it dies, though, would be a viable strategy.

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March 4, 2012 7:02:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I feel like it's an excellent idea. Kind of like the TEC starbase self-destruct. Does anyone even use that anyway? But I think your damage effects are a little too much. If your own Titan is destroyed and your fleet is decimated, then you have probably no defenses left to stop their Titan. I guess that makes them all the more valuable.

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March 4, 2012 7:07:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Maybe give it red button:P

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March 4, 2012 7:58:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I think a titan death should do moderate damage and be reduced by armor and shield mitigation (say base 1000 damage for ships in blast radius).  This gives the titan commander one last hurrah and would make killing them more interesting.

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March 5, 2012 9:22:56 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i just am hoping for a more impressive death in a visual manner, but having actual effects on the game play would be a plus these vessels are huge after all.

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March 5, 2012 9:41:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Please don't have titan deaths do splash damage, it'll be horrible. A a more visual demise would be nice though. It could also have certain 'stages' of destruction like some large units in CnC4. The random flames sprouting out doesn't quite cut it for me.

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March 5, 2012 11:49:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes, make it a much bigger explosion. kind of like the one the Starbases had with the Balknights Explosions had.  Super nova!!

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March 5, 2012 3:07:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Some good ideas but I'm thinking something more than just damage.

Make the explosion have the same effect as Phase Inhibitors, damage ships that try to leave for a minute or 2 after the explosion.  Maybe also stop the use of abilities for a short duration.  Perhaps a lingering radiation in the gravity well reducing planet population/growth rate & destroying constructors & trade/refinery ships only.

What about a de-buff/forced retreat for the side that lost the titan, something akin to shattered morale of friendly crews forcing them to retreat to nearest friendly planet or a certain distance.  Make it detonate all mines in the gravity well or stop all movement of strike craft for a short period.

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March 5, 2012 6:02:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting DeathReborn,
What about a de-buff/forced retreat for the side that lost the titan, something akin to shattered morale of friendly crews forcing them to retreat to nearest friendly planet or a certain distance.  Make it detonate all mines in the gravity well or stop all movement of strike craft for a short period.
Yeah, because the faction that just lost it's titan hasn't been punished enough, let's have them feel it even more badly, right?

In other words: not a good idea. Sins was meant to be a game that makes players able to rebuild and be able to get back in the fight even when the odds are against them. Losing a titan warship is bad enough for a player, don't make it worse by clearing an entire minefield, forcing a retreat or making certain ships unable to move.

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March 5, 2012 6:21:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes, the Titan exploding should generate a powerful aftershock which would hit friend and foe alike.

BUT I think it should be dependent on the Titan ship type.

Suggestions:

TEC Loyalist: Ultra heavy damage + shockwave pushing everything away - including structures, even starbases.

TEC Rebel: EMP pulse depletes shields and disables ship weapons and hull regen

Advent Loyalist: Scream of the Unity - detonates antimatter causing damage which ignores shields, telekinetic boom pushes ships afar

Advent Rebel: Muted Death - disables skills, weapons and ship movement.

Vasari Loyalist - Black hole death causes an implosion which pulls everything, including structures, even starbases, towards the point where it was. Ships take damage by knocking on each other and flight controls become inoperable for some time. The smaller the structure, the more it is pulled. Corvettes in range will all be swallowed, Frigates too unless they are very far away.

Vasari Rebel: Explosion sends a shockwave of nanobots-gone-haywire in all directions, which start eating on ships hulls. Ships affected get longer cooldowns less turning, speed, antimatter and shield regen, and hulls stop regenerating.

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March 5, 2012 6:26:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting DevilHunter64,
i just am hoping for a more impressive death in a visual manner, but having actual effects on the game play would be a plus these vessels are huge after all.

You're in luck, as I am our resident Particle Effects Modder, and I currently have plans to make Titans die spectacularly...

Quoting Halos,
Please don't have titan deaths do splash damage, it'll be horrible. A a more visual demise would be nice though. It could also have certain 'stages' of destruction like some large units in CnC4. The random flames sprouting out doesn't quite cut it for me.

Quoting Darksxx,
Yes, make it a much bigger explosion. kind of like the one the Starbases had with the Balknights Explosions had.  Super nova!!

In the interest of proper credit, it was actually Mansh00ter who made all of the explosions that you see in Bailknight's mod...

 

Muahaha, I'm thinking like 1 minute of glowing fire as the massive investment that you have placed into this behemoth comes spewing out in molten chunks.

Zorodius' capship explosion would probably have fit better as a Titan explosion...

maybe I'll tweak his as a starting point...

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March 5, 2012 6:54:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Brazilian_Joe,
TEC Loyalist: Ultra heavy damage + shockwave pushing everything away - including structures, even starbases.

TEC Rebel: EMP pulse depletes shields and disables ship weapons and hull regen

Advent Loyalist: Scream of the Unity - detonates antimatter causing damage which ignores shields, telekinetic boom pushes ships afar

Advent Rebel: Muted Death - disables skills, weapons and ship movement.

Vasari Loyalist - Black hole death causes an implosion which pulls everything, including structures, even starbases, towards the point where it was. Ships take damage by knocking on each other and flight controls become inoperable for some time. The smaller the structure, the more it is pulled. Corvettes in range will all be swallowed, Frigates too unless they are very far away.

Vasari Rebel: Explosion sends a shockwave of nanobots-gone-haywire in all directions, which start eating on ships hulls. Ships affected get longer cooldowns less turning, speed, antimatter and shield regen, and hulls stop regenerating.
I love the idea of a titan death causeing some sort of effect on nearby ships and structures. I really like the black hole suggestion and the one with the nanobots popping out.

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March 5, 2012 7:04:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Thoumsin,
Make it realistic...

etc...

 

The game designers have said (granted, it was 2+ years ago) that realism is not the goal, they have an art style and wish to stick to it. TEC factories have exhaust, Vasari starbases give of green smoke/plasma, it's all part of the style. If they wanted absolute realism, there wouldn't be 80+ planets surrounding one star in tidally locked orbit at odd distances either. =P Explosion and light effects and flames and what have you look good, I care more about that than realism.

 

Point is, I want a big boom. The damage aspect is not so crucial, but would make their death that much more... important. Instead of worrying about shields so much, just have it do a flat 1000 damage or so, reducing to 800 at the edges, mitigated by shields and armor. Still a big chunk of change, but not a game changing trick play worth wasting so many resources for. It means you can't just sit there and hammer on a titan, you have to get it low then kill it with the least amount of your fleet as possible. More tactical, as it were.

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March 9, 2012 11:47:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes, it most certainly needs a nicer explosion on death.

 

A huge explosion should deal some damage to ships in the close vicinity if possible, but the nice graphic is more important imho.

 

I mean, when you manage to wear down such a collossal ship, you want some kind of reward.....a large fireball should testament the loss of a titan.

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