@AJ: I'm certainly not offended that you didn't list making corvettes strike craft as a possible nerf suggestion, but it's more than just a cosmetic nerf. If you limit corvette numbers in the same way that strike craft numbers are limited, you can effectively balance corvettes stat-wise by comparing them to strike craft. Specifically: Corvettes should have less DPS than a full squadron, since corvettes cannot have their numbers thinned like a s
Frostflare
As I mentioned before, a good solution to this problem is as follows: 1). Make Corvettes strike craft (i.e. when choosing squadrons, players can choose either a single corvette, a fighter squadron, or a bomber squadron) 2). Balance armor class, health, shields, and damage accordingly so that a single corvette is less powerful than a fighter or bomber squadron, but has shields In this way, your corvette numbers are limited by how many carrier units you can build.
@DeadOnImpact: I like the way you think with regard to corvettes as scouts and saboteurs, as well as the lack of stealth operations capability in Sins, but I think scout frigates (with a few researchable upgrades) would be better suited to filling that role. I mean, the Arcova can already plant explosives, and all scouts are able to phase jump through inhibitors. Give them a stealth ability (operating like the Diplomatic Immunity ability given to envoy vessels) and they'd be
[quote who="GoaFan77" reply="1" id="3103621"]Two things that could be wrong with this approach. 1. Carrier cruisers become even more flexible, able to switch between fighters, bombers, and corvettes to counter almost everything. 2. Per command point, fighter and bomber squads do more damage than a single corvette. [/quote] 1). This is why you balance corvette damage output so that they don't do more damage than a fighter or bomber squadron t
So. 1). Corvettes lag the game (sometimes use intentionally by malicious players to force a gg) 2). Unless they are in massive numbers, corvettes don't seem to do much damage Rather than impose an artificial cap on the number of corvettes, or suggest that the devs remove them from the game... why not modify corvettes to act as a one-ship strike craft squadron and balance them accordingly? Here's how I see it working. Any ship that can host squad
I'm actually more worried about CPU performance than I am about corvette performance. Though it might not be feasible for one player to build 2000 corvettes, if every player in a game with 10 players builds 200 corvettes, you still have 2000 corvettes running around. Since multi-threading isn't an option, here's to hoping that the developers are working on some kind of rendering shorthand for corvettes. I don't care if they render the things as BRICKS until you z
[quote who="MayallCommunion" reply="7" id="3071506"]Frostflare what do you think of this? "For the first time in their history, the war creates a schism in the Advent Unity. The loyalists seek to continue their policy of revenge against the Traders, and to assimilate all others to the Unity’s influence. However, others amongst the Advent suspect that a corrupting influence from within has diverted the Unity from its proper destiny." perhaps whatever is getting closer
@Lachlamp: I did a forum search. I didn't see anything that gathered all the evidence to the extent that I did. As for waiting for the devs to reveal the truth behind the Vasari exodus, I addressed that in my original post: [quote]In a game that asks questions like those above, it doesn't really matter what the Vasari are running from. ... That said: though the above premise is sufficient to enjoy the game, it's still fun to speculate.[/quote] To be
An alternative to the hit point system is the Silhouette system (for pen and paper RPGs). It's primarily used for DreamPod 9's tabletop warfare games (and the associated RPGs): Heavy Gear, Gear Krieg, and Jovian Chronicles. Silhouette is modular, extensible, fast, and, to put it mildly, unbelievably hard-core. It contains rules that can be effectively applied to almost any campaign setting, from high fantasy to gritty cyberpunk. The core rulebook also contains rules t
To my mind, the beauty of Sins of a Solar Empire derives from its comfort with ambiguity and room for interpretation. Players are free to participate in the story in a variety of ways, if only by dictating how their fleets behave during Sins games. With the exception of competitive multiplayer (in which culture and diplomacy are less efficient than orbital bombardment), players can choose to be ruthless warlords, gentle diplomats, or puppet masters. Victory can be achieved by inciting planeta
[quote who="GoaFan77" reply="3" id="3065791"]I guess I'll take that as a compliment and hope its not too sarcastic.[/quote] I wasn't being sarcastic in the least. I realize, of course, that there's no way to tell via text (since you can't hear me, and each clarification can be interpreted as an additional level of sarcasm), but your contributions are always on-point and address important details. You never use two words when one will do (which is one of my failings).</
Unbelievable. Loving the Vasari Titan. o.O
Always a pleasure to get replies from you, Goa. [quote who="GoaFan77" reply="1" id="3065761"]It is pretty underrated, the only real bad thing about is that I think only the duration increases with its level, the damage or healing it does is the same at all levels, thus not giving you much reason to advance it.[/quote] At level 3, this ability provides ten seconds of inaction -- pretty substantial for a capital ship. And its cooldown is next to nonexistent -- you can basically
I'm aware that the Antorak is a solid ship: Phase Out Hull can either cancel a channeled ability, interrupt a phase jump, or temporarily take the pressure off a friendly ship that's being focus-fired. Likewise, Distort Gravity is quite good, but I have two problems with it: It tends to end before the ships of a large fleet position themselves for a group phase jump, causing them to reposition themselves at a shallower position in the gravity well. If you r
[quote who="GoaFan77" reply="3" id="3059239"]This is actually more thought out than most that try to make more sense out of the limited game lore, but I have an issue with this. I don't think its fair to compare weapon strength either visually or with the in game DPS numbers. For balance reasons there is no way the beam weapons on a carrier could be equal to that of a battleship, and this could be explained in universe by the battleships obviously having far superior conventional power sy
[e digicons]:omg:[/e] I am unworthy!
@Goa: You bring a lot to the discussion. Mad karma for you! I think the phenomenon you're describing derives from a combination of factors that isn't strictly limited to the Advent: LRFs are low-tier and trump light frigates, owing to their much longer range and much higher damage. Flak frigates + bombers trump LRFs I recently created a thread to discuss addressing bombers (my suggestion: point defenses on capital ships, in addi
I've been thinking about the directed energy weapons in Sins of a Solar Empire: how do they function, how do they relate to one another, and what do they signify in terms of the technological development of the three factions? I'm aware of the pitfalls in thinking too much about this issue. Allow me to forestall a few arguments with the following disclaimer: Sins takes place in a universe in which psychic powers and deflector shields exist, faster-than-light tra
I always felt it would be nice if the Illuminator's side lenses were actually free-floating drones (Anima-controlled, of course, for those loremasters out there) which could be toggled between fixed forward mode and free-aim mode (allowing them to hover around the ship and spit beams at whatever target they liked. Not only would this be useful, but it also opens the door to add a third or even a fourth beam drone at later research tiers. THAT would kick the Illuminator up a notch!
@Whisker_Fish: You're not being a forum nazi -- you're just being helpful and trying to follow the forum rules, for which I give you karma. That said: I didn't see any OTHER place to post this discussion -- it's not TECHNICALLY a suggestion for Rebellion, it's more like a discussion designed to reach a consensus on what suggestions to make. :P Regarding the slow economy: I agree. Call me crazy, but am I the only one who thinks that the Adven
Fellow sinners, The general consensus I've seen on the forums is that the Advent are at somewhat of a disadvantage, and could use a buff. Weaknesses appear to include: Slow economy + resource focus Illuminator damage is divided up among three beams Culture-based superweapon (culture is getting a buff in Rebellion, specifically Advent culture -- see latest Q&A) The Envoy's abilities are terrible Some abilities a
[quote who="Wrath89" reply="7" id="3053139"]also, Sins is not Starcraft. The most important difference is that in Sins, ships take a LONG time to rotate around; [/quote] I'm well aware of the fact that Sins is not Starcraft. I was simply pointing out that Starcraft 2 players face a comparable situation with MUCH less time to react (accurate clicking and reaction time requirements for Starcraft 2 are insane -- Sins is slightly more forgiving in this department owing to slower overa
[quote who="Seleuceia" reply="4" id="3052187"]Some advocated giving the guardian's shield projection the PM blocking...doing so would make PM blocking more accessible early on, and it also would help protect all ships instead of just a few as shield projection is an AoE ability...some however felt PM blocking was only needed late game...furthermore, many felt PMs were only a problem against capital ships and not against fleets, so having fleet wide PM blocking would be too powerful...<br
@Seleuceia: In a word, I agree. With everything. I'll add the bit about flak accuracy against fighters to the above post under the "rebalancing fighters" suggestion, with credit to you. Likewise, I'll add a section on Phase Missiles vs. Advent to the section on phase missiles -- since, as you said, Advent (with their paper hulls) suffer more from an attack that ignores shield mitigation than a race with beefier hulls. EDIT: I like the suggestion of providing a
Greetings, fellow Sinners. Though I do not play enough competitive Sins to have an accurate grasp of the metagame, I get the impression from these forums that bombers and phase missiles are considered essential, owing to their overall effectiveness. I have a few ideas as to how to address some of these issues, and I would like to put them forward for discussion. If you feel my ideas are stupid, please say so -- I welcome (constructive!) criticism. Ideally, this thread