Sins of a Solar Empire : Real-Time Strategy. Unrivalled Scale.
© 2003-2013 Ironclad Games Corporation Vancouver, BC. All rights reserved.
© 2006-2013 Stardock Entertainment

Wishlist idea: Superweapons facionalized.

By on May 8, 2012 3:48:31 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

StarFallArmada

Join Date 02/2008
+6

I had the idea that the superwepons could have a unique secondary effect, based on which faction you are. advent rebs super could have a chance to convert a small % of ships in the well, while the advent loyalists could have it reverse the culture spread on not just the target, but any planets 1 jump away as well. Vasari loyals could have theirs automatically call in a few dark fleet ships upon impact, while the Vas rebs could have the phase node last longer and the disabling last longer as well (since the TEC and Advent have shared information about their technology)or you could fire it at friendly world to just creat the phase node. The tec loyals could have their super temporarily give them thier defensive combat bonuses for a short time in that gravwell, while the tec rebels could trigger a small pirate or rebel attack upon impact. these could even require research to unlock. Anyone have any other ideas about faction specific bonuses to supers?

7 Replies
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
May 8, 2012 10:30:19 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Great ideas!

Reason for Karma (Optional)
Successfully updated karma reason!
May 8, 2012 12:34:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Bump. I want to hear some other ideas/reactions to this...

Reason for Karma (Optional)
Successfully updated karma reason!
May 8, 2012 1:39:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I certainly don't have anything against such things, though I find it unlikely that this would occur.  I would prefer though that the Novalith irradiated ships or something instead of causing a revolt as it doesn't really fit IMO.

Reason for Karma (Optional)
Successfully updated karma reason!
Reason for Karma (Optional)
Successfully updated karma reason!
May 8, 2012 4:12:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I really do like the idea of differentiating the factions more, and I would suggest not just doing this with the super weapons, but even just the normal ships.  I really think even the frigates of the factions should have differences, maybe add small passive abilities to them.  And maybe not only ship stats and passives, but make them look visually different from one another even if only slightly.

Reason for Karma (Optional)
Successfully updated karma reason!
May 14, 2012 2:52:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Blueshocked,
I really do like the idea of differentiating the factions more, and I would suggest not just doing this with the super weapons, but even just the normal ships.  I really think even the frigates of the factions should have differences, maybe add small passive abilities to them.  And maybe not only ship stats and passives, but make them look visually different from one another even if only slightly.

 

The visual wont happen, since it drives closer to the dreaded 2 gig limit, but passive bonuses in frigs from different factions is a great idea

Reason for Karma (Optional)
Successfully updated karma reason!
May 14, 2012 4:16:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

nice ideas, would love to see them.
btw, will there be another buff for the Engine, or will it stay like it is now?

Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108436  walnut3   Server Load Time: 00:00:00.0000203   Page Render Time: