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Vasari Rebel Suggestion?

By on May 25, 2012 5:14:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

jadurnik

Join Date 09/2008
+1

I haven't been following the forums lately so i don't know if anyone suggested this but...

I cant help but think that the vasari rebels, based on their lore of alliances, should be able to gain tec/advent ships.

Think about the ability of the Vasari loyals being able to select their choice of reinforcements via the phase gate, but instead of the dark fleet for the rebels, their choices are for tec or advent ships.

Maybe they can only gain the reinforcements of the in-game allies?

 

any thoughts?

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May 25, 2012 5:24:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I like the idea of it and it would certainly make them a unique race.  Vasari PM's+TEC regen+Advent shields.

Would be very interesting, but I doubt there'd be enough time to balance such a change at this point.  Great idea though. I may make a mod out of it at some point. 

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May 25, 2012 9:50:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I also like this idea a lot. Even though I am generally no fan of any race having access to other races' technology. It would be a lot of fun to combine TEC, Advent and Vasari ships in a single fleet.

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May 26, 2012 4:02:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well fingers crossed for this to be implemented!

Quoting Volt_Cruelerz,
I may make a mod out of it at some point. 

Hopefully you do! However i think it has promise or potential to make the game.

Quoting Teun-A-Roonius,
Even though I am generally no fan of any race having access to other races' technology.

I was thinking ship selection being randomized would help solve the inevitable strongest ships of the three races problem.

anyways, food for thought haha

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May 26, 2012 4:05:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting jadurnik,
Well fingers crossed for this to be implemented!

Wouldn't get your hopes up. The game comes out in 2 weeks or so.

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May 26, 2012 4:14:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,

Quoting jadurnik, reply 3Well fingers crossed for this to be implemented!

Wouldn't get your hopes up. The game comes out in 2 weeks or so.

... and I don't remember balance being worse than it is now.

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May 26, 2012 4:25:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mecha-Lenin,
. and I don't remember balance being worse than it is now.

Balance will always take a while. Look at Starcraft2. Still not balanced.

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May 26, 2012 10:51:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Unless it's small amounts (ie. Like control with a Corsev or Advent control, maybe a bit stronger) then I'd say no as people could take advantage of massive amounts of resources and just have an uber fleet that can't really be easily beaten.

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May 26, 2012 10:56:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well TC, the more I think about this idea the more I like it. I think I will add it in my Enhanced 4X mod, considering I was going to rework returning armada for the Rebels anyways may as well make them more unique with this.

Quoting Democrab,
Unless it's small amounts (ie. Like control with a Corsev or Advent control, maybe a bit stronger) then I'd say no as people could take advantage of massive amounts of resources and just have an uber fleet that can't really be easily beaten.

Do keep in mind ships you've captured or otherwise acquired from another faction tend to be weaker than your own because you can't get their researchable abilities or usually their weapon upgrades. The other factions do have more efficient stat per supply ratios those, and with the Rebel shared shield and armor techs they might be a bit better defensively.

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May 27, 2012 9:24:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Do keep in mind ships you've captured or otherwise acquired from another faction tend to be weaker than your own because you can't get their researchable abilities or usually their weapon upgrades. The other factions do have more efficient stat per supply ratios those, and with the Rebel shared shield and armor techs they might be a bit better defensively.

Would it be possible to tie the strength of the additional ships to level of research of your ally?

for example: If your tec ally has all their shield research completed at the time of your purchase, then your added ships are stronger than if they didn't. just a thought

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May 27, 2012 3:25:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The ability to "buy" ships from allies would be interesting...  I mean, I could certainly make something that would allow the "purchase" of a ship via a mod.

  1. Seller delivers ship to VR planet with phase stabilizer.
  2. Buyer selects "purchase" option from the PS and selects the ship to be bought.
  3. Buyer loses resources; seller gains them.
  4. Sold ship has ownership converted.

That wouldn't transfer abilities unfortunately.  Idk about health/damage research though (probably not).  Regardless, it's a very fun idea if you ask me.

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May 27, 2012 4:33:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting jadurnik,
Would it be possible to tie the strength of the additional ships to level of research of your ally?

for example: If your tec ally has all their shield research completed at the time of your purchase, then your added ships are stronger than if they didn't. just a thought

Not easily. With enough ability magic you could sort of fake it, but when you take over ships they get your research bonuses and don't keep the original ones. That's just how it works.

 

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May 28, 2012 7:34:42 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Ryat,

Quoting Mecha-Lenin, reply 5. and I don't remember balance being worse than it is now.

Balance will always take a while. Look at Starcraft2. Still not balanced.

If I am correct, the balancing problem of StarCraft I and WarCraft III were only improved after the Koreans make them as professional e-sports.

And look at Rebellions now! Pirate allies, phase jump SBs, permanent map-changings, now there are way too many special contents.

Special = Imbalance.

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May 28, 2012 9:21:47 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I think the combination of different ships in one fleet is what the sequel to this game will be about. Right now, the Vasari Rebels are OP as it is. Either delaying the starbase jump tech or switching it over to the loyalists will balance things out given the loyalist's more nomadic approach.

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