@ Volt's Original Post
Developers would start succeeding more at balance if they started listening to their single/multiplayers/modders and actually applying their suggestions to the game. They need to start thinking differently, because the player base sure does have a lot of excellent, gift wrapped ideas requiring minimal effort on their part to impliment. As a community we should seek to provide suggestions that ensure the developers do not need to add a lot of new ship models, combat calculation alterations, and EVERY SUGGESTION should attempt to maximize the game's enjoyment while mantaining balance. This requires thinking outside the box, this is in essence an attempt to assist the developers to maximize their priorities and ensure that every developer stroke of the keyboard, and every click of the mouse, is worth it.
That being said, a few things before I go faction by faction.
Vasari starbases are amazing, yet the other starbases in the game are now becoming lackluster and irrelevant. Even a small movement capability (see my thread) would allow them to remain relevant in the game.
They are almost balanced, i'd say they don't need any combat efficacy changes, price changes, etc. What the game needs is weak AOE power on static defense structures( I prefer turrets), and all factions need to get a constructor upgrade of some sort. That being said, Check out my threads on those two topics.
Vasari Loyalists: since others are going to talk about this to death, i'm just going to defer to them.
Vasari Rebels: I figured I'd attempt to balance this faction's super ability.
Any starbase that can act like a ship, should require logistics slots as a ship. I think the vasari starbase movement upgrade should require 150+ logistics slots, and 1 capital ship upgrade. This starbase is in effect a secondary fleet eating titan, and should be treated as such. Not having a large logistics slot cost ensures that this will be exploited in multiplayer until they fix this issue. The easiest way to limit something in this game is via logistics slots and capital ship crews.
Its what that entire design decision is designed to do, please use it.
This would serve to drastically limit the amount of these mobile starbases that can be pre built, ensuring that endgame "starbase stacking" won't occur. Also, one vasari starbase jumping into a gravity well that immediately disables the other is a complete gimmick. What all the vasari on that starbase just stop firing their turrets to ensure that they don't overpower their enemy? Aside from killing game immersion for the entire single player base, this is just a terrible game mechanic.
Sins is a better game then this. Here's how you fix this and still retain the developer's vision, cool jumping starbases:
First and foremost, limit each vasari rebel player to 1 vasari starbase jump drive upgrade active at any time, so that they cannot stack these in reserve.
Lore: Orkulus starbase phase drives destabilize other vasari starbase cores around them, causing severe gravity shearing damage to all of these powerful starbase ships. This only occurs in fully constructed starbases. So if one is building, you recieve no penalty.
In game: EVERY Vasari starbase in the gravity well would take 1.0% Hull damage per second(shields would be unaffected) While the vasari starbase with the jump drive would take 2.5% Hull damage per second. This ensures that the offender that jumps in dies first, yet has enough time to escape again if it accidentally warps into the gravity well. The starbase can be phase jump inhibited.
When the Orkulus jumps into another gravity well with another Orkulus, gravitational shearing is occuring internally (shields are still up!), so opponents wouldn't necessarily be able to take advantage of the situation if a player accidentally sent it in(yet in some cases they would be able to). A player would have a total of 40 seconds to retreat their mobile starbase or they would lose all of their starbases(even allied starbases would be affected, so good ally communication in using this extremely powerful weapon would be necessary, which keeps true to the vasari rebels diplomatic approach as a faction).
In this way you ensure that the risk of jumping in two starbases in the same gravity well is extremely high (yet if you accidentally do this you would have time to retreat it out of the gravity well). The risk is only great when you don't plan ahead, and if you are using this vasari starbase on the attack it should be relatively easy for even a new player to avoid calamity. yet at the same time, A new powerful deterrent tactic would arise to combat the vasari starbase jumping technique, The vasari would build a defensive starbase cheaply on their worlds to ensure that any incoming starbases would be marginalized. The vasari would have a unique defense/deterrant against these starbases, which means that more strategy options are available in the game.
such a "two titan, one player"pure power strategy should carry with it an immense risk of loss, as one player having the capability of bringing two titans into a fight is extremely overpowered, period(even with all the balance options i've been discussing).
This would make vasari rebels vs. vasari rebels matches very interesting, as precise use of these jumping vasari starbases is needed to ensure that you don't cause significant damage to yours (and your allies) defensive orkulus's.
With all of these balances in mind, the vasari rebels would have one costly, yet powerful mobile starbase that has a lot of power, yet at the same time has a lot of risk involved when playing with other vasari starbases(friend or foe). This has been carefully balanced for team play so that one vasari starbase with a jump drive could deal a lot of damage to a group of orkulus starbase built by allies on a single world. You warp in your starbase, deal 40% damage to the hull points of these starbases, and rebuild, repeat. You can attempt to wear this almost impenetrable fortification down over time by destabilizing them. Yet, if they had enough overseers this strategy might not work so well.
If you include in my suggestion to allow ALL starbases in the game some degree of movement, you will help to reduce the real problem, that a vasari starbase and a vasari titan together in the same gravity well is overpowered. Moving starbases help to even the odds.
Loyalists: They are good at culture, and have a cool, yet weak titan. They have no pure power upgrades like all the other races get, and advent loyalist culture is not strong enough to ensure that they are always culturing their opponents. I feel the advent loyalists need something else to spruce up their faction as a whole, since thier primarily an early game faction that gets one more extra trick the their rebel counterparts, and have little to no long term capability when compared to the end game combos of every other factions in the game. Come mid game, every faction just stomps them, because surpression aura isn't actually as good as the developers consider it to be. The main limiting factor on its efficacy is the range of the aura and the speed of the titan. Doing hit and runs on the advent fleet, even with surpression aura ensures that the Coronata's prime ability is easily marginalized. Considering most matches have a great deal of fleet movement, the developers need to account for this into their calculations.
To fix the weakness of the advent, consider my advent loyalist capital ship thread as a perfectly viable solution to this issue.
Coronata- The coronata focus fire ability needs to not have a ship cap so that as the game progresses the coronata's focus fire ability becomes very strong, yet never quite as good as snipe. The ship would be perfectly balanced against other titans because it would have a strong focus fire ability that would enable it to have an advantage that is BETTER then snipe. Yet once its fleet gets whittled away, it would be far worse then snipe. I strongly recommend it having a range component per nearby ship as well so that the coronata can engage an enemy at range. Personally I would be okay if this ability didn't work with malice at all, considering advent need far more focus fire capability then another AoE.
As a faction, Advent rebels are actually quite fine, its nice to see an advent faction that wasn't totally neglected. Considering finer balance points, i'll agree the with the OP in that the eradica's final ability isn't that amazing and is quite useless against an oponent that knows what they are doing.
Unity Mass is forever doomed to be compared to and be considered an inferior version of Snipe. What must be remembered however is that you are dealing with a highly defensive race rather than the more aggressive AR which have Chastic Burst. Even so, casting Malice can result in nuking a good chunk of the enemy fleet. Unfortunately, the damage boost appears to originate from ships around the target, not the caster, meaning that while ships could conceivably be "in-range" from the perspective of the Coronata, they wouldn't be in-range of the target. A simple range increase to the radius should help this.
I disagree with the OP on this. The advent rebels are actually far more powerful defensively and offensively. Unity mass
Chastic burst is even better in defense as any engagement in your own territory allows for phase jump inhibitors to play a powerful role. Any situation where chastic burst is being applied to your fleet means you are losing. Passive shield regeneration increased by 100% actually has a measurable effect on ensuring that advent rebel starbases are harder to pop. Shield repair capabilities ensure that advent can actually defend their capital ships against heavy assault without needing a progenitor. I'd argue that both factions need the passive shield upgrade and late game shield repair capability, yet i now people will cry "homogenaity!". Many people on these forums cannot deny, that the advent loyalists need another big design idea to ensure that they feel whole.
The advent loyalists just have really strong culture, which isn't that interesting, and is a very slow and STILL easily countered capability. Also, culture is passive, and therefore boring. i'm not saying that the developers should get rid of it, i'm saying that they should realize that culture is still not a substantial strength in this game.
Good faction all around. Even the OP doesn't see anything that out of balance.
BOTH vasari factions also have the capability of having 2 "titan like ships in one gravity well". The loyalists will be able to field a vasari starbase offensively and defensively, just not quite as much in an OP form as the Rebels will be able to.
This is extremely powerful, period. That is why, to have any semblence of balance in this game, the other races need to have starbases that can move about the gravity well(they don't have to be as fast, see my other post). I see this as the easiest, most effective fix (for long term balance) to this entire issue that would be the most time efficient for the developers to impliment. Also, it would add a lot more utility to the TEC and Advent starbases. I have yet to see how, gameplay wise, the concept waters anything down.