Sins of a Solar Empire : Real-Time Strategy. Unrivalled Scale.
© 2003-2016 Ironclad Games Corporation Vancouver, BC. All rights reserved.
© 2006-2016 Stardock Entertainment

[MOD Alpha 0.3] Sins of the Sirius Sector (For Rebellion)

Freelancer Based Mod

By on February 6, 2013 6:25:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wintercross

Join Date 10/2009
+25




Mod Home Forum is setup: Sins of the Sirius Sector Home
Thanks to Danmangames for hosting the foum

ModDB Page:
Sins of the Sirius Sector on ModDB

Nexus Mods Page: Sins of the Sirius Sector on Nexus Mods

Facebook Group: Sins of the Sirius Sector on Facebook

CREDITS: Credits Section on ModDB

Latest version of the mod can be found at ModDB or at the Nexus

 



=================================
The events in this mod occur 10 years after the story of Freelancer.

Not all of the Nomads were pulled through the Hyper Gate by Edison's
work, in fact those events led to another group being awakened and
consequently getting another shot at taking out the colonies. However
this group is larger and more experienced than the previous ones awoken
by Rheinland, and they're not happy about being separated from their brethren.

About 5 Years ago: all the trade lane and jump-gate
technology 'inexplicably' failed, however thanks to some breakthroughs
by Ageria Technologies, Cruise drive speed has been increased to fill
the gap left by the failure of the trade-lanes. They also developed a
system to allow a cruise drive to be 'super charged' in close proximity
to a star, allowing for long distance jumps between systems. While not
as fast as jump-gates it helped to keep the colonies in contact.

4 Years ago: the relative peace shared between the colonies since the
nomad infestation started to breakdown. The Kusari Empire annexed GMG and raised the
export taxes to Bretonian space, raising the cost of vital H-fuel.
Bretonia responded in kind cutting back on the raw resources they were
exporting to assist in Kusari rebuilding. Once Liberty de-regulated
Ageira Technologies' new cruise drive upgrades and shared the designs throughout
the colonies Rheinland was no longer held back, and started flexing
their muscle again. Focusing on moving their newly rebuilt fleet to gain
a foothold in contested space.

3 Years ago: the first Corsair
capital ships were seen. A large Bretonian military convoy carrying
supplies and materials were ambushed by a Corsair fleet led by a cruiser
of unknown design. The cruiser destroyed the escort gunboats with ease
and raided the transport ships. Corsair raids become more frequent and
daring requiring the houses to devote more resources into their military
and police.

2 Years ago: Secretive 'Nomad Cults' have been on the rise,
these Fanatics believe that the Nomads were the messengers of 'God' and
that Edison is the Devil Incarnate who tried to stop mankind hearing their message.
While they were thought to be a few harmless kooks at first,
they have recently become quite aggressive and militant;
and their insanity is quickly spreading.

Current day: relations between factions has
deteriorated even more. With increased military focus due to piracy and
border disputes and the political situation quickly turning sour,
all-out war could break out at any moment.
=================================

208 Replies +1
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
February 6, 2013 7:33:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Some very cool ideas 

May I suggest you add what version this is for, eg Rebellion 1.1, it will save a lot of postings.

 

 

Reason for Karma (Optional)
Successfully updated karma reason!
February 6, 2013 9:20:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ah yes... good point, thanks for that =P

Reason for Karma (Optional)
Successfully updated karma reason!
February 6, 2013 11:52:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I am over the moon right now. Finally, a Freelancer mod for Sins? You sir, have my full and utmost support and appreciation. BEST DAY EVER.

I've often considered how to setup a Freelancer mod with Sins limitations, I hope if you don't mind if I give some feedback on your ideas and give some of my own? Maybe it might inspire you?

I came to the same idea you did, with having fighters as frigates, however, I felt that because of that, you couldn't really use the regular Sins fighter mechanics anymore. Having a group of Defenders flying around fighting, and then having another group of Defenders that were handled completely differently, seems a bit odd. Plus, ships do sometimes act a bit weird when attacking fighters, only shooting some of the time and as such, the squadron based fighters would likely have a great advantage over the normal frigate based ones. Plus, the fighter based ones would be free, essentially. They won't cost personel or anything.

Your ideas for the Capital ship functionality are pretty cool, with the whole starbase mechanics allowing great customization. I do feel, however, that they may be better suited as just normal capital ships instead of starbases. War between the four houses didn't involve single capital ships per battle. Of course, you could up the limit on how many starbases each gravity well could accept, but it would still feel somewhat unwieldy, I believe. I don't believe starbases would get selected with the rest of your ships in many situations, you would have to manually chase after them a fair bit

Your elite pilots as fighters in the capitalship role is quite interesting, I'd love to see where you take that.

Does this mean that if the Corsairs are a playable faction, that the Outcasts will be the pirates? Or did you have something else in mind?

The Bounty Hunters Guild and the Corsairs also don't have any capital ships in vanilla Freelancer, so would you have asteroid bases instead? Could be very interesting, stuff like deploying an asteroid base off in some useless system that constantly builds and repairs new fighters for raiding or hunting pirates.

Well, anyway, I'll be happy with whatever you end up doing, and I hope all my rambling didn't bother you or anything.



P.S. I squealed like a little girl when I saw this in the modding section.

Reason for Karma (Optional)
Successfully updated karma reason!
February 7, 2013 12:15:40 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have a way of making the limit of starbases praticaly non-existant meaning you can have as many capital ships in a grav well as you want.


sins traditional fighters work fine alongside the 'frigate' type fighters. I have ways of limiting weapons fire so that weapons that can't fire on the traditional fighters cannot shoot the frigate type fighters either.

 

Also, squads will be greatly limited compared to traditional sins, with Academies housing two squads (of 3 or so fighters, and acadamies will take up a fair amount of module slots) and battleships having to sacrifice armor or other abilities to field a Squadron.

Frigate based fighters have the advantage that they can act autonomous of any capital or module.

 

 

As far as the bounty hunters and corsairs... I'm hoping i hear back from the discovery dev team with permission to use some of their assets =D

Reason for Karma (Optional)
Successfully updated karma reason!
February 7, 2013 12:33:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Wintercross,
sins traditional fighters work fine alongside the 'frigate' type fighters. I have ways of limiting weapons fire so that weapons that can't fire on the traditional fighters cannot shoot the frigate type fighters either.

Yeah, but I was refering mostly to the ships' autoattack AI, which I've seen act very bizarrely sometimes when it comes to targeting fighters. They'll either almost completely ignore them, regardless of whether they have weapons capable of firing at them at the time, or they'll hunt them down with an unholy fury the likes of which chills my blood.

Quoting Wintercross,
As far as the bounty hunters and corsairs... I'm hoping i hear back from the discovery dev team with permission to use some of their assets =D


Nice! The Discovery ships fit in perfectly with vanilla Freelancer, I hope they give you permission. If you do get permission, would you give the house factions some of the mod fighter and capital ship types, like the Liberty Assault Carrier, or will you use them just to fill in the holes of the factions which don't have enough ships?

Reason for Karma (Optional)
Successfully updated karma reason!
February 7, 2013 12:49:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

tried to get into the discovery server back in july, but email never replied to.  GL on this mod.  Too bad there is nothing in the way of campaign for SOASER or it'd be fantastic.

 

Reason for Karma (Optional)
Successfully updated karma reason!
February 7, 2013 4:10:47 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yholl,



Nice! The Discovery ships fit in perfectly with vanilla Freelancer, I hope they give you permission. If you do get permission, would you give the house factions some of the mod fighter and capital ship types, like the Liberty Assault Carrier, or will you use them just to fill in the holes of the factions which don't have enough ships?

 

I hope to as it will help provide a bit more diversity in the house ships as well as providing capitals for corsairs and the Bounty Hunter Guild. In particular some of the house style freighters for troop transports and support ships.

I'm also thinking of making some of the minor factions act as 'militia forces' at a later date.

 

If I'm not able to get permission to use the assets, then I'll have to cut back a bit, and corsairs and the Guild will probably act as 'mercenary' units similar to what the TEC get in 7DS

 EDIT: About the auto attack ai, I've been testing a little and I haven't seemed to have had too much trouble with it... Probably due to the fact that the 'fighters' have much lower speeds than in regular sins. The Patriot for example has a base speed of 600. I'm planning to make 'afterburner' abilities that will provide a short burst of speed to some ships, but generally they will move a bit slower than normal sins.

I will keep an eye on it and test a lot more though to make sure there is no really weird behaviour...

 

@Samaz: I know hey! Having some sort of scripting or campaign structure would have been awesome. I would have planned out a campaign probably as the Order trying to take out the Nomads.

Reason for Karma (Optional)
Successfully updated karma reason!
February 7, 2013 6:56:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Wintercross,
EDIT: About the auto attack ai, I've been testing a little and I haven't seemed to have had too much trouble with it... Probably due to the fact that the 'fighters' have much lower speeds than in regular sins. The Patriot for example has a base speed of 600. I'm planning to make 'afterburner' abilities that will provide a short burst of speed to some ships, but generally they will move a bit slower than normal sins.

I will keep an eye on it and test a lot more though to make sure there is no really weird behaviour...


Well, if it works fine, awesome. I've had some weird issues in my personal mod, glad to see it's all working here.

Anyway, another huge barrage of text as I vent my brain at you, sorry for the inconvenience, but it might explode otherwise.

Now, I have had a horrible thought.
Capital ships are starbases. There is a limit on how many per gravity well, which will be fairly high I imagine. But there is no limit on starbases overall. Eventually, the endgame could end up as a galaxy comprised of endless capital ships, waiting for the ones ahead of them to die so they can join the grinder of destruction.

You've got crystal as personel now, which could possibly help avert this, but what are you doing with the regular Sins supply? I am quite interested to know.


I'm assuming you'll have Freelancer music in this mod, but will you have it unchanged, or will you edit it to fit in with Sins better? Perhaps editing each song so it loops 2 or 3 times before fading out at the end would fit in.

Will the Elite fighter pilots basically be like the level 19 Ace fighter pilots you encounter in Freelancer? That would be neat. I'm assuming you won't have Titans of any sort, because they would also use the random elite pilot names, which would be odd if it's meant to be something or someone specific.


What are your thoughts on the whole Loyalist/Rebel mechanics for this mod? I came up with an idea that I thought was pretty neat for it.
I remember ZombiesRus5 was working on research mechanics in Sins of the Fallen, where instead of the normal Loyalist/Rebel mechanics, he used a discarded Rebellion research modifier that changed the player to the appropriate side ingame, and locked out research for the other side. Perhaps you could find out how that works from him or something?

Basically my thinking was that in Freelancer, the Rheinland military gets heavily infested with Nomads, to the point where their ships start sporting cloaking devices and nomad lasers and all sorts, but there were also a few small sections of the military that escaped infestation. The same goes for Liberty. You could have all the factions start off normal, but at one point, you could choose to have your faction become Nomad infested, which unlocks nomad tech, or become a rebel faction that fights against the Nomad infestation, and unlocks special ships, like the Osiris Battleship. The bit that would make it great, unfortunately, I don't think can be done in Sins, which would be to increase your relation bonus with Nomad players; as far as I know, a bonus like that can only be global, I've never seen it work on one faction specificly.

But yeah, the reasoning behind doing it this way is that the Nomad Infestion was mostly quiet and subtle. You're playing the mod squabbling with the other houses as usual, all of a sudden BAM! Bretonian ships are decloaking behind your defences. Unless you're constantly checking the other factions, you won't even know they're infected until it's too late.

Mmm, sorry for typing so much again, I think about this sort of stuff a looot.

Reason for Karma (Optional)
Successfully updated karma reason!
February 8, 2013 12:11:42 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I too was thinking about how to balance and limit  the capital ships. There is (as far as I know) no way to make 'starbases' use supply.

Then the thought occurred to me; give them an 'upkeep' cost, by making them produce 'negative trade income'.
It means if you build capitals without being able to support them, your economy will crash into the ground preventing you building more ships until you cut back on your capitals.

Of course the limit of personnel will help too, as I'm hoping to make the recruitment ability actually reduce the orbiting planets population, which will again reduce your tax income for a while.

 

About the Nomads... I have a few ideas.

'artefacts' for example I want to make as various alien remains which can unlock special abilities, ships and research.

For example, one will be a 'cloaking device' when you have a planet with this artefact as liberty, it will allow you to build Osiris class cruisers with a cloaking ability. If you lose the artefact, you can no longer build the Osiris but it's abilities remain intact.

As far as Nomad infestation, I hope I can use the diplomacy pacts here. My thoughts are any pact made with nomads will destroy your relations with other factions and perhaps harm other aspects of your faction while allowing you access to some powerful nomad technology.

The rebellion 'faction' choice I might use to some extent later, for example it would work well for a Cosair/Outcast split, and also for Kusari/Blood Dragons. But that would depend heavily on available ship assets.

Reason for Karma (Optional)
Successfully updated karma reason!
February 8, 2013 2:30:39 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Wintercross,
Then the thought occurred to me; give them an 'upkeep' cost, by making them produce 'negative trade income'.
It means if you build capitals without being able to support them, your economy will crash into the ground preventing you building more ships until you cut back on your capitals.

Of course the limit of personnel will help too, as I'm hoping to make the recruitment ability actually reduce the orbiting planets population, which will again reduce your tax income for a while.


Brilliant thinking! That could work quite well. These personnel mechanics are sounding very interesting indeed.

Hmm, as of yet, I've been unable to discover where the relationship amount required for a pact is stored. I hope that I'm just looking in the wrong place, it would be a shame if it wasn't moddable.

I think I might make a little mini-mod right now, and see how well I can get Freelancer music going in normal Sins. I've already got a good idea of how to pull it off, I'll let you know how it goes.

Reason for Karma (Optional)
Successfully updated karma reason!
February 8, 2013 3:18:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yholl,
Hmm, as of yet, I've been unable to discover where the relationship amount required for a pact is stored.

Gameplay.constants

Reason for Karma (Optional)
Successfully updated karma reason!
February 9, 2013 10:02:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Made the music mod. I edited the songs to be generally longer, and setup the music into the basic 6 Sins factions to test them. Worked pretty well, tested it for a few hours with a few factions. Each faction has their own specific music, along with nebula music depending on their location (i.e. Crow Nebula for Kusari), and extra music that is shared between all factions. I also made a nice little main menu theme that fits rather nicely, both quality and lengthwise.

Reason for Karma (Optional)
Successfully updated karma reason!
February 9, 2013 11:12:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well that sounds pretty good, would love to use the Freelancer music when I release the first version.

Reason for Karma (Optional)
Successfully updated karma reason!
February 9, 2013 9:38:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Wintercross,
Well that sounds pretty good, would love to use the Freelancer music when I release the first version.


Sent you a PM

Reason for Karma (Optional)
Successfully updated karma reason!
February 10, 2013 9:35:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Capital ships in this mod will not actually be traditional Sins capital ships. They will be starbases that are fully capable of phase jumping (thanks to that lovely overpowered vasari ability)

Another thread just made me realize I ought to post this here, but FYI the AI will never jump starbases, even if you have the research. So unless you want to make this a multiplayer only mod you're going to have to figure out something else for them.

Reason for Karma (Optional)
Successfully updated karma reason!
February 11, 2013 12:37:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Another thread just made me realize I ought to post this here, but FYI the AI will never jump starbases, even if you have the research. So unless you want to make this a multiplayer only mod you're going to have to figure out something else for them.


Ah damn, that sucks. Well at least you warned us ahead of time, thank you very much for the info.

Reason for Karma (Optional)
Successfully updated karma reason!
February 12, 2013 1:33:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,

Capital ships in this mod will not actually be traditional Sins capital ships. They will be starbases that are fully capable of phase jumping (thanks to that lovely overpowered vasari ability)

Another thread just made me realize I ought to post this here, but FYI the AI will never jump starbases, even if you have the research. So unless you want to make this a multiplayer only mod you're going to have to figure out something else for them.

 

Hmm... that does indeed suck... However I'm pretty set on using this method to help set my mod, and the ship classes apart. 'leveling' like traditional capitals seems better for the Elite/Ace pilots, and the upgrades of starbases suits the capital ships.

 

I guess the mod will have to be only semi-single player compatible. Though I hope the Sins team fix this in future, after all they fixed the AI never using super weapons.

The Nomads should be fully compatible with AI as I don't think I'll use the starbase mechanics for their ships.

Reason for Karma (Optional)
Successfully updated karma reason!
February 12, 2013 1:57:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Wintercross,
Hmm... that does indeed suck... However I'm pretty set on using this method to help set my mod, and the ship classes apart. 'leveling' like traditional capitals seems better for the Elite/Ace pilots, and the upgrades of starbases suits the capital ships.

You maybe able to make two version of each ship, and using an AI exclusive research let it build normal capitalships while human players will use the starbase versions. The feasibility of that though depends on how many capitalships you are going to have, as you can only have 9 types of capitalships built from factories.

I agree I think using Starbases as customizeable capital ships is a good idea, but only for a fairly unique or limited thing, like a race specific mothership or maybe even as a titan substitute for all races. If freelancer has as many capitalship equivalents as Sins does, I don't think it will be feasible to set them all up as Starbases.

Quoting Wintercross,
I guess the mod will have to be only semi-single player compatible. Though I hope the Sins team fix this in future, after all they fixed the AI never using super weapons.

Yeah, two years and expansions after the game came out. The AI also doesn't use Striped to the Core or Wail of the Sacrifice, and I don't think it uses any of the returning Armadas either, among other things. So I wouldn't cross your fingers unless you can get everyone to agree that the devs should fix it (or really add the ability for the AI to use it). I don't think most people care honestly (and many single players probably don't want the AI to use those things. Some were upset when the AI started using superweapons).

Reason for Karma (Optional)
Successfully updated karma reason!
February 12, 2013 2:26:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hmmm, I was starting to think of ways we could work in AI specific stuff to fix that, but having the Elite fighter idea really breaks it completely. Wintercross, if you're dead set on using caps as starbases, the only option I see is to make seperate copies of factions for AI use only that use them as normal capital ships, and have no Elite fighters. You could make their stats not increase by level, but give them abilities that passively increase them instead. A research that gives them slow XP all the way to Lvl 10 would allow them to upgrade in a somewhat similar manner to the starbases, and of course, they'll choose abilities randomly instead of just the first ones they can get.

Personally, I'd rather have it work well in singleplayer, as it's been years since I've been able to play a multiplayer game of Sins with my friends, but I'll go along with whatever you have in mind.

Ah, what a pain, giving the factions all these fancy abilities that the AI has no idea how to use.

Reason for Karma (Optional)
Successfully updated karma reason!
February 12, 2013 2:59:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

well, each house faction only has 3 capitals ( a couple more if I get permission for the discovery stuff) so it's not too hard to work with.... Most of the fleet will be made up of 'frigate' fighters, and combat freighters/transport ships etc.

 

I have an idea for AI compatibility.... I can give the shipyards abilities to spawn AI capital ships (wich will be unlocked by ai only research) This should help make the AI a bit more of a challenge without making them too overpowered as the spawned caps should take up fleet supply. This way they can still use the Elite/Ace pilots properly, and will still have capitals that roam around.... I'll probably give the abilities fairly long cool down times to prevent the ai spamming them too much too.

That is the best solution I can come up with while still keeping the original concept fairly intact.

Reason for Karma (Optional)
Successfully updated karma reason!
February 12, 2013 5:04:06 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Wintercross,
I have an idea for AI compatibility.... I can give the shipyards abilities to spawn AI capital ships (wich will be unlocked by ai only research) This should help make the AI a bit more of a challenge without making them too overpowered as the spawned caps should take up fleet supply. This way they can still use the Elite/Ace pilots properly, and will still have capitals that roam around.... I'll probably give the abilities fairly long cool down times to prevent the ai spamming them too much too.

That is the best solution I can come up with while still keeping the original concept fairly intact.


You could just add them to the shipyard if you were doing that, no need to make abilities for it, unless you absolutely want to hide the impossible-to-build capship icons from players. The problem is simply that the AI capital ships and the Elite fighters will pull from the same name group. It's entirely a cosmetic problem in nature.

So you'd have either a fighter pilot called McCollins, and a Liberty Dreadnought called Smith, or you'd have a fighter pilot called LNS Mt. Rushmore and a dreadnought called LNS Yukon. It doesn't affect gameplay, but it hits immersion over the head with a mallet and dances on it.

(I also realised while writing this that the Elite pilots could only have their last name, as there is no way to sync up their name and gender. Unless they were all the same gender.)

Reason for Karma (Optional)
Successfully updated karma reason!
February 12, 2013 10:09:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well, the AI capitals will probably be frigates... I want to keep the Elites separate and like you said it would cause naming problems...

I might actually have an answer for keeping the ships separate... I can use the rebellion selection screen. so on the left is Liberty, right is Liberty (AI)

That way I can also not give the ai the starbase increase code so that they don't have like, 20 starbase battleships around their homeworld =P

Yeah, for elites I'm going to just use last names for simplictiy. I'm thinking of making the names like: Ace. West, Ace. Hawks etc.

currently working on some variants... Got a Recon Rhino for scout, Combat Rhino with cannons, Missile and torp Rhino for LRM and an unarmed rhino for the trade ship.

 

Also have a Defender with autocannon and missiles, the defender I posted the pic of earlier will be an Elite/Ace Defender.

 

Also, I heard back from the Discovery admin, They're gonna check with all their modlers for permission to use the assets and get back to me.

Reason for Karma (Optional)
Successfully updated karma reason!
February 13, 2013 1:37:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Wintercross,
Well, the AI capitals will probably be frigates... I want to keep the Elites separate and like you said it would cause naming problems...

I might actually have an answer for keeping the ships separate... I can use the rebellion selection screen. so on the left is Liberty, right is Liberty (AI)

That way I can also not give the ai the starbase increase code so that they don't have like, 20 starbase battleships around their homeworld =P


Awesome! Good thinking, I agree with this approach entirely. Frigate-capitals is the best idea, and we can even give them passives that get improved through research, so the AI can keep up late game and gets a free boost.

Quoting Wintercross,
Yeah, for elites I'm going to just use last names for simplictiy. I'm thinking of making the names like: Ace. West, Ace. Hawks etc.

currently working on some variants... Got a Recon Rhino for scout, Combat Rhino with cannons, Missile and torp Rhino for LRM and an unarmed rhino for the trade ship.

 

Also have a Defender with autocannon and missiles, the defender I posted the pic of earlier will be an Elite/Ace Defender.

Nice work! Can't wait for the day they have their own weapon effects, I might expire from awesome-overdose.


Quoting Wintercross,
Also, I heard back from the Discovery admin, They're gonna check with all their modlers for permission to use the assets and get back to me.


That's awesome news! Did you also ask about whether you could use their data? In vanilla Freelancer you have a leveling curve within the game, where Liberty is fairly weak because they're the starting point of the game and Rheinland is a god with Class 8 guns of death, but Discovery balanced that out somewhat with new weapons.

If we could, we could base the stats of all the ships based on high tier weapons and shields from Discovery, Vengeance Mk IVs and all sorts. That way we have a starting point for balancing the game further already done, just pulling hull numbers, shield strengths, weapon damages and ranges, etc. from Discovery. (oh god, dreadnoughts armed with heavy mortars)

I've been trying to think of a way to incorporate the three types of shielding into the game, but most of the ways I came up with are clunky and rather unbalanced. I'll give it further thought.

Reason for Karma (Optional)
Successfully updated karma reason!
February 13, 2013 7:00:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

My thoughts on Shielding is something along the lines of having passive abilities and research to set each faction apart.

Obviously because game mechanics are different there has to be some creative license...

Liberty for example tend to use Graviton shields, I imagine this as being something like a powerful magnetic/gravitational field which slaps projectiles aside.. So I'm hoping to make Liberty shields gain a % chance to avoid damage. (physical only if I can)

 

Bretonia I'm thinking of a % absorption of energy weapons into antimatter. (the model for Bretonian shields is called a 'conversion shield')

 

I was thinking I might make Kusari shields regen faster, and give Rheinland shields Phase block (Considering making Torpedos act like phase missiles) though that might change.

 

I have an idea for ship balance for the four houses:

 

Liberty ships will be the base line, with balanced maneuverability, speed, armor and weaponry, and a few powerful special weapons (like the cruiser main gun)

Bretonia will be about 'tanking' Heavy armor and shielding with more focus on forward guns on the caps, their ships will be a little less agile than Liberty ships.

Kusari ships will have slightly weaker armor and lower anti-matter reserves, but will have superior maneuverability and speed along with slightly stronger shielding. They will focus on quick strikes and counter attacks and will outrun most other ships of similar class

Rheinland ships will focus on armor and firepower and have high antimatter reserves, with weaker or slower regenerating shields, with slower acceleration and turning due to higher mass. Rheinland battleships will have devestating long range broadside barrages.

 

as for the Bounty Hunter Guild, Cosairs and generic Pirates I'm not too sure yet.

 

I'm going to use armor type to designate ship class, so that anti-capital weapons for example cant be used against light fighters.

Here's what I have so far:

Verylight - Light Fighter

Light - Heavy Fighter

Medium - Bomber/VH fighter

Heavy - Freighter

Veryheavy - Small Capital

CapitalShip - Large Capital

Module - Stations/modules etc.

Pirate - Nomad armor (this is so I can make certain weapons less or more effective against nomads)

Titan - ??

 

 

Reason for Karma (Optional)
Successfully updated karma reason!
February 13, 2013 10:20:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Excellent ideas, I think all of that is perfect.

Bounty Hunter caps I think might be more about speed and firepower, and adaptive abilities that enable them to survive even in the edges of known space. They'd probably have weaker hull and shields, not being built to proper military standards though. Weaker hulls and shields, rapid fire high damage laser cannons, and heavier particle guns.

Corsairs are geniuses when it comes to ship building, so I imagine they'd have fairly tough hulls. With the heavy use of short range neutron weaponry, their ships would likely need to quickly close the distance to enemy caps and rapidly blast them into dust. High hulls, short range neutron weaponry, with pulse gun support.

 

Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108432  walnut2   Server Load Time: 00:00:00.0000297   Page Render Time: