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I still think we need a battlecruiser class between cap and cruiser

Battlecruisers are about 15-25% smaller than caps

By on May 30, 2012 8:54:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Destraex

Join Date 10/2007
+6

I think it just makes no sense for capital ships to be so few in number considering how most navies have historically outfitted their navies. 

I know caps are meant to stand out as heroe ships. But I really think all of the cruisers just look like auxiliary fleet vessel instead of staple of the line for a battle fleet.

Battlecruisers would have the same feel as capital ships but be slightly smaller and have less abilities as it were. In other words they would look long and deadly without being quite as big as their hero brothers.

This would look like a battle fleet and represent a significant investment.

P.S. I also think it would be great if capitals got personalities at the helm. A commander that is that you could choose. For Flavour and voice overs if nothing else.

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May 30, 2012 9:26:41 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Boooring.

 

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May 30, 2012 10:06:39 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

agreed

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May 30, 2012 2:00:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So that they counter corvettes?

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May 30, 2012 2:31:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Brazilian_Joe,
So that they counter corvettes?
We need an early game corvette counter, not a late game expensive cruiser.

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May 30, 2012 2:46:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'm a big fan of capital ship class/sizes that reflect how our navies are made up. So I like this!

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May 31, 2012 6:15:33 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Just buff corvettes a little and you'll have them.

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May 31, 2012 11:39:15 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums


I think it just makes no sense for capital ships to be so few in number considering how most navies have historically outfitted their navies. 

I know caps are meant to stand out as heroe ships. But I really think all of the cruisers just look like auxiliary fleet vessel instead of staple of the line for a battle fleet.

Battlecruisers would have the same feel as capital ships but be slightly smaller and have less abilities as it were. In other words they would look long and deadly without being quite as big as their hero brothers.

This would look like a battle fleet and represent a significant investment.

P.S. I also think it would be great if capitals got personalities at the helm. A commander that is that you could choose. For Flavour and voice overs if nothing else.

Your talking about Destroyers and I have mentioned it before.

Where:

 

Destra crusader

hull 775

armor 4

shields 825

--Weapons--

Plasma Cannons: 19

 

Then a Destroyer Class Support Ship for Capital Ships at Tier 0

Pricing--> Credits: 1760 metal: 210, Crystal: 150

 

hull 1100

armor: 4

Shields: 1280

--weapons--

Plasma Cannon 28

Laser Cannon 24

beam:16

Flak:2 x20

 

 

 

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May 31, 2012 12:06:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

In a mod I was once working on (never finished due to my lack of skill implementing models/skins into the game, though IIRC, the code was all done) that added Defense Cruisers to the factions.  They were designed as the late-game answer to bomber spam, unlocked at tier 7-8, though with very powerful weapons that effectively made them what you're suggesting.

Marksman Defense Cruiser
Hull: 2300
Shields: 750
AM: 350
Weapons:
 Fore: Two H-RF Autocannons 6 DPS, One Missile Tube (when fighting bigger things than SC) 10 DPS
 Port/Starboard: Three H-RF Autocannons 8 DPS
 Aft: Two Light Autocannons 3 DPS
 Total DPS Versus SC: 25
 Total DPS: 35
EXP Yielded Upon Death: 125
Abilities:
 Fragmentation Rounds: Deals 10 splash damage with all autocannons [Passive]
 Volley: Reduces the CD of all autocannons by 100% for 60 seconds.  Costs 75 AM

Inquisitor Vessel [Advent]
Hull: 1100
Shields: 2100
AM: 240
Weapons:
 Fore: Four Laser Cannons 12 DPS, Two Plasma Cannons 8 DPS
 Port/Starboard: Two Laser Cannons Cannons: 7 DPS
 Total DPS: 32
 EXP Yielded Upon Death: 125
Abilities:
 Retribution: Returns 25% of all damage dealt to this unit [Passive]
 Inquisition: Reduces damage dealt by all SC within range (3500) by 40% for 10 seconds.  Costs 65 AM

Lasharak Protector [Vasari]
Hull: 1850
Shields: 1350
AM: 275
Weapons:
 Fore: Two Pulse Beam Cannons 6 DPS, Three Wave Cannons 9 DPS
 Port/Starboard: Three Pulse Beam Cannons 9 DPS
 Aft: Three Pulse Beam Cannons 9 DPS
 Total DPS: 39 DPS
EXP Yielded Upon Death: 125
Abilities:
 Graviton Warheads: Reduces the speed and increases the CD of of all ships hit by this ship's weapons by 50% and 30% respectively for 10 seconds.  Only applies to Wave Cannons.  Costs 75 AM
Imperial Guard: Reduces all damage taken by nearby forces (4000) by 30% [Passive]

 

I never bothered to properly balance them, but that's what I had in mind.

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May 31, 2012 1:45:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@ volt

ya those sound quite cool

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May 31, 2012 2:47:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Really Nice Idea I agree 100%.

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May 31, 2012 3:16:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

YEp- the more ships the better to me (more micro- more in depth strategies and interesting outcomes)

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May 31, 2012 3:17:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sounds more like fleet escorts. Generally better at defending the fleet than attacking the enemies. What type of fleet supply were you looking to have on them, those abilities and damages seem appropriate for 25-35 per ship range.

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May 31, 2012 4:02:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I was thinking probably upwards of 35 or so.  That said, I don't think the devs should bother trying to implement this in Rebellion and should remain as potential for Sins II (if it were to happen) or in a mod somewhere.

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May 31, 2012 6:00:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It's the textures and models that have to be added that keep it from happening.

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May 31, 2012 9:03:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

2 GB Limit, we meet again...

 

argh

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June 1, 2012 5:32:15 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I bet they are already working on Sins2 64bit and have some sort of internal TEC demo (pun intended).

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June 1, 2012 10:34:59 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I bet they don't.  They're working on Sins of a Dark Age now, so I really doubt that SoaSE II would come out until after SoaDA's completion (assuming it ever does).

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June 1, 2012 1:38:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ironclad may not even carry the torch on Sins 2...there's a good chance the game would be on an entirely different engine, with only the lore and basic game concepts being taken from the first SoaSE...

Both companies are busy and a lot of 4x space titles are coming out soon...so, I'm thinking it's better to wait awhile, finish what they're doing now, and see what concepts work/don't work in other 4x space games before making a sequel...

 

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June 2, 2012 4:15:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Addressing more ram is very important for textures....atleast thats what we are made to believe.

So suppose the game is 64bit? what kind of performance gain are we going to get..i'll tell you:

The frame rates will be stable but they won't be any significant increase.

Rate of return on Investment : VERY BAD FOR GAMING but they will be less issues with memory addressing.. A good long term investment for development but not worth it.

The performance gain for a multi-threaded Iron Engines  even at 32bit addressing is far more economical in terms of the rate of return. We are talking about a bump in all areas of the game,ai, physics, graphics, etc

 

 

 

 

 

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June 4, 2012 10:14:28 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wait...how did Riddleking sound smart?  I'm confused.

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