sareth01 sareth01

Implementing TITANS as a MID GAME SHIP

Implementing TITANS as a MID GAME SHIP

Ah titans are a great idea, and completely doable.

For understanding what i mean by "mid game", please refer to this post :  https://forums.sinsofasolarempire.com/421761

Its just HOW they are incorporated into the game. The development decision to say "titans will be a early mid game ship"   is more detrimental to game balance then anything else.  Developers asked for this knowing full well that they were upsetting the game at so many levels(did they get a new design leader who wanted to make their mark on the game? please god tell me no!).  The player base doesn't like the game getting too upset as to render several fundamental ship types irrelevant.  Also, this development decision could be EASILY changed by increasing the tech requirements of titans, and increasing their cost, and buffing the ship for arrival in the mid game.

A tech level 6 titan that costs a LOT of resources would be the ultimate game ender for large fleet vs fleet fights. (say 25k credits, 6000 metal and 5000 crystal).  This would be something that multiplayer games rally behind and if you don't pressure the economy player enough you will just get an uber ship of death knocking on your door.  IMO, this would make endgame matches really cool, instead of just a spam fest. Might even get a frontlines player to get some feed researched so they could feed the economy player for a titan :) .   Reverse feeding? novel concept no?

This would fit better with SoaSE as it is currently designed.  The developers made the decision to get these ships early to ensure players got to use them more.  They can still be achieved, but now they are achieved in the mid game.  Many multiplayer matches reach this point, so its not out of this world to concieve that yes, players would be able to play titans.

Titans would offer players the stalemate capability IN THE MID GAME, where it has rarely, if ever, been possible. 

Stalemating in the mid game allows for more longterm strategies to play out that enable the game to reach the END GAME. 

In this way the game is better balanced and you might have the potential for some incredibly long and exciting multiplayer matches of truly epic proportions.

Also, my suggestion allows for stronger titans starting out of the gate, and stronger titan abilities.  This would allow titans to still feel totally badass.

That, or the developers change the titan levelling curve so that they

A: level slower

B: Gain more in ability strength and endurance per level.

Currently developers are nerfing titan health.

WHY? because they are an early game ship...they are TOO STRONG FOR THE EARLY GAME.

I'd rather see titans later on in the game, as it stands they arrive too early and will wreck too many tried and true game mechanics.

ID rather see TITAN BUFFS, then TITAN NERFS at this point.

We are still in a beta after all, lets do some actual testing of ideas.  Its our moment to be heard, and its well within the developers budget to make these changes.

17,095 views 33 replies
Reply #26 Top

It's the Protoss Mothership all over again....

Reply #27 Top

Quoting martox1, reply 25
mp games done normally last that long their like 2-3 hrs
End of martox1's quote

 

Maybe yours don't ... :-\

Reply #28 Top

I think experience for Titans is a bad idea. Make their upgrades unlockable via a very expensive upgrade. Maybe at the very end of the Titan line an upgrade you can do x times that let you pick two buffs/skills.

Reply #29 Top

Quoting martox1, reply 22
i agree they need to come at later in the game but making them cost more and pushing tech back it not the way to go

maybe a timer where they can only start building after an 1 or something but idk how or if that would work
End of martox1's quote

I'd be interested in your reasoning.  From experience these requirements DO actually make the titans come much later on in the game, as you will have to leave yourself critically weak against a rush if you go for an early titan with all of these requirements.

Timers?  We don't need this in sins.  I'm against titans being announced as well... the player should actually SCOUT the titan production... its very easy to see how far along the titan is, and you can do so by also counting the labs.

@Grubnessal

Titan experience is a fine idea, imo.  It would work better if titans were facing endgame fleets, as it would be easier for them to fulfill their combat role as anti fleet ships.  When they fulfill their combat role, you have titans killing stuff for XP, and therefore they level at a good pace.  You get titans facing endgame fleets by increasing their cost and lab requirements.

Reply #30 Top

it would delay them in SP but not rly in MP since someone would get feed to build them and i think they cost more than enough now

 

i never said it was a great idea just one that rly would delay them lol

Reply #31 Top

@ martox

Oh they need to be delayed in multiplayer though.

My suggestion implies that the economic players would build these ships for immediate fleet support for their allies, somewhere near the center of the map.

Economic players would need to get feed for their allies for such a costly endeavor (reverse feed) to ensure that they start production ahead of the opponent.

 

Reply #32 Top

I agree with titans not leveling up but rather using resources to research specific features about them. I'd love to also see an entire tech tree dedicated to just titans much like the defense tech tree is some what dedicated to star bases.

 

This would really make titans more unique as people would be able to customize them to be more equipped for support, combat, and planetary bombing. I'd even go the extra mile and say you should upgrade individual weapons for it like flak.

 

Reply #33 Top

@ elude

Yes, this would be quite nice...