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ENTRENCHMENT EXPANSION

ENTRENCHMENT EXPANSION

Question about the new "Entrenchment" expansion pack? Perhaps we can get them answered here!

302,513 views 115 replies
Reply #76 Top

 

I think the expansions are going to have to be pretty danged good for them to get picked up by the online multiplayer crowd.  I'm not going to say that it won't happen, but for the expansions to get adopted online, they'll have to be very, very good.

Reply #78 Top

I'm personally looking forward to each and every content update, whether free or paid...

Reply #79 Top

The main concern I have about these is where the single player campaign fits in, and if there is going to be something in the "big" pack at the end that isn't in the mini packs. I'd rather not pay for each mini pack only to find out that by buying the big pack instead I'd have gotten some bonus thing that I now miss out on.

 

I realize its probably too early to know whats going to happen there yet, but its a concern for me.

Reply #80 Top

Hrmm. I'm going to buy the expansions mini or not, through the internet or not. I never heard of stardock until this game but I've been playing sins since it came out and they are, happy to say this, Blizzard caliber game producers.  And with Demigod, I am buying that game. So , all I have to say for your expansions is this "BRING IT ON! RAOR! *mans halycon carrier*

Reply #81 Top

Quoting Tridus, reply 4
The main concern I have about these is where the single player campaign fits in, and if there is going to be something in the "big" pack at the end that isn't in the mini packs. I'd rather not pay for each mini pack only to find out that by buying the big pack instead I'd have gotten some bonus thing that I now miss out on. I realize its probably too early to know whats going to happen there yet, but its a concern for me.

Knowing Stardock and Ironclad, everyone will get the same in the end. It sounds like the final "big pack" will contain the 3 minis plus extra, but they're bound to work out a way for those who got the minis as they came out to get the same content (without paying twice, obviously).

Reply #82 Top

 I can't wait to get the add on packs, Sins is a really great game and the creators of this wonderful game is really dedicated to making sure that the game will remain great :grin:

Keep up the good work :thumbsup:   

Reply #83 Top

Quoting kryo, reply 21
Hi Craig,Did you guys ever consider that people prefer having one add-on that can be bought in stores ?Love the game, think what you guys created is superb, BUT, I'm sorry to tell you, if you guys are solely going to release these threw the internet, then I can assure you, you are going to loose alot of fans !!!Do hope you guys reconsider and make them available threw retail !!!
 
These micro-expansions are basically the major parts of a later full expansion, delivered as they're developed. For those who want a "normal" expansion pack, there will be one that combines all of the micros into one box. Obviously though it won't be until after they're all done.

cool, i can live with that, because i really don't like online activated content.

Reply #84 Top

Will building a starbase use the tactical slots of a planet and/or fleet/capital ship capacity?

Reply #85 Top

Quoting shmilydana, reply 9
Will building a starbase use the tactical slots of a planet and/or fleet/capital ship capacity?
 

my bet is the devs will probably have something like starbase cap. that would make sence because it would give the TEC a HUGE! advantage if they could just keep building starbases wherever they want becasue of thier huge Economy.

 

But that is just a guess i have no idea how they will limit the building of starbases if they do

Reply #86 Top

shmilydana said

Will building a starbase use the tactical slots of a planet and/or fleet/capital ship capacity?

 

It is highly ikly that starbases will take tactical slots, maybe in the range of 18, like the superweapons.

My questions are,

what will be the weaponry on the starbases?

are they gonna act like hangar defense (capable of launching fighter/bombers)?

what will be the level of protection they will be able to offer a planet (they will be stationnary, so a player can avoid them easely, unless they are cheaper and they only take like 6 tactical slots each)?

Reply #87 Top

Quoting Craig, reply 7
Whoa, this kind of came from left field?  I just came back from PAX and it is pretty dispointing to read this kind of negativity. The people we've been speaking with all weekend were thrilled at idea of receiving new Sins content without having waiting for another 2+ years of development and full expansion price. All we did was divide our development schedule and expansion price into three micro expansions. This is a very good thing for Sins fans. You get the same content for a lower price, with more community input, way faster...I don't see how this could possibly be a bad thing. Perhaps I am misunderstanding your comments, or purhaps you're just having a bad day, but to me if feels like throwing the 'G' word around and insinuating the price will be high and content low feels pretty uncalled for -  especially for a company that has released nearly a gig of free content within less than 7 months of release.

 

Where is this free gig of content I must download!

Reply #88 Top

we need pictures......

 

:pout:

Reply #89 Top

Quoting lordkosc, reply 13
we need pictures......
 

I'm sure eets will be rather happy to oblige. You don't really even need to ask real hard, either!

Reply #90 Top

Quoting Dargoon999, reply 11
shmilydana said
Will building a starbase use the tactical slots of a planet and/or fleet/capital ship capacity?
 
It is highly ikly that starbases will take tactical slots, maybe in the range of 18, like the superweapons.
My questions are,
what will be the weaponry on the starbases?
are they gonna act like hangar defense (capable of launching fighter/bombers)?
what will be the level of protection they will be able to offer a planet (they will be stationnary, so a player can avoid them easely, unless they are cheaper and they only take like 6 tactical slots each)?

 

how should they take up tactical slots if they can be built at gas giants, suns, etc? these can't be colonised and I didnt see any information indicating they would be. and I cant imagine that their resource drain in that matter would be split, like tac slots for colonisables and something else for suns, etc.

my guess is that they take some fleet points and have a research capped number similar to capships. that would also coincide with the dev's stated intent of making them pretty expensive.

 

the other big point is, how are they able "to protect an entire planet by themselves"? it means they must have a fairly large gun range. also the increased range for smaller guns sounds interesting. completely ringing a planet isnt really an opiong now and concentrating on the part where installations are stationed does leave the rest open for siege. well, again, we'll see. definately a good areas to introduce improvements.

Reply #91 Top

Shadowhal said:

"how should they take up tactical slots if they can be built at gas giants, suns, etc? these can't be colonised and I didnt see any information indicating they would be. and I cant imagine that their resource drain in that matter would be split, like tac slots for colonisables and something else for suns, etc."

 

Where is it stated that you can build them near gas giants and suns????? (see Stardock statement at the bottom of the post)

In SOASE

1. to build a structure you need a constructor

2. to have a constructor you need to control a planet

3. constructors can't leave the gravity well

unless a dev came in here and said that starbases would be build next to a sun/gas giant. I'm gonna stick with tactical slots.

I'd really like to know what tech research level to you think starbases will be at. I'm guessing military research 7 or 8

 

Stardock statement:

''Specifically, Entrenchment promises to bring fans a Starbase defense platform for each race (extremely powerful and armored bases housing a variety of weapons and other upgrades capable of defending an entire planet), turret upgrades for each race to make them more powerful (not only stronger than the current versions, but also upgradable with long-range weapons), mine fields and a Subspace Inhibitor platform that will slow enemy ships within its range.''

Reply #92 Top

Quoting Dargoon999, reply 16
Shadowhal said:
"how should they take up tactical slots if they can be built at gas giants, suns, etc? these can't be colonised and I didnt see any information indicating they would be. and I cant imagine that their resource drain in that matter would be split, like tac slots for colonisables and something else for suns, etc."
 
Where is it stated that you can build them near gas giants and suns????? (see Stardock statement at the bottom of the post)
In SOASE
1. to build a structure you need a constructor
2. to have a constructor you need to control a planet
3. constructors can't leave the gravity well
unless a dev came in here and said that starbases would be build next to a sun/gas giant. I'm gonna stick with tactical slots.
I'd really like to know what tech research level to you think starbases will be at. I'm guessing military research 7 or 8
 
Stardock statement:
''Specifically, Entrenchment promises to bring fans a Starbase defense platform for each race (extremely powerful and armored bases housing a variety of weapons and other upgrades capable of defending an entire planet), turret upgrades for each race to make them more powerful (not only stronger than the current versions, but also upgradable with long-range weapons), mine fields and a Subspace Inhibitor platform that will slow enemy ships within its range.''

 

which is exactly what happened:

 

Quoting Blair, reply 15

So to answer the question above: yes you will be able to place Starbases around stars (and other places you wouldn't have normally been able to build). See, even that fact alone is going to dramatically change how Sins is played (and for the better).

 

good news, isnt it?

Reply #93 Top

How the hell are they gonna build a starbase without any constructors, unless they could be build by Capital ships with the colonize ability??????

 

I am speechless???????????????????????????????????

Reply #94 Top

OK, I just thought of something, maybe they decided to create a new class of ships, a constructor ships build at the frigate factory and capable of phase jump. This would mean that the constructor frigates could build starbases anywhere they want.

I would also like them to add a new class of ships to the expansion, a super-class capital ship. After all, all the races have 1 superweapon, why not allow them to have a super capital ship.

Imperial Star destroyers are the equivalent of the capital ships

Super Star Destroyer would be the equivalent of the super capital ship

They could cost something like 15,000 credits, 2,000 metals, 1,000 crystals, 6 capital ship command points, 250 fleet command points

Players would have to choose what is best for them, build 5 capital ships or 1 super capital ship or 2 superweapons (same price range)

Reply #95 Top

Maybe the new starbases will have a new class of fighters...a interceptors that are extremely deadly, maybe they would shoot a slower moving Cap ship killing missle that would have to be independently manually targeted.

Reply #96 Top

Well minefields might need a new type of ship, a minelayer...and a minesweeper (though those capabilities could be combined in one ship)

I'd LOVE to lay minefields in stars or wormholes and laugh as enemy fleets warp in and get fragged :) (PLEASE make mines work like they did in HW2)

I would really like to be able to put turrets and hangars in noninhabited or inhabitable planets also. Perhaps a construction ship made for that purpose...

It would be very interesting if the starbases can gain levels just like caps, and I think this is how they will make them. Have them gain different powers like repair or trade bonus, or make your own ships faster, etc. Have them not take up to much orbital space (8?), but only one per gravity well be possible and have them be extremely expensive. Have them gain a constructor so you can build more stuff in that orbit, eg hangars arround a gas giant. Give gas giants and solar gravity wells large ammounts of orbital space so you can really enforce those two the most. Giving them more use than just being a stepping stone.

Special race related powers that would be cool, I'd love to see the Vasari get a space station that can build space lanes to other gravity wells (less antimatter cost if it's to a system with a stabiliser)

All in all, a huge ammount of gameplay changes coudl result from this expansion and I'm looking forward to it. Being able to put defensive forces in non inhabited gravity wells is great.

Reply #97 Top

Entrenchment sounds much better now.

 

Im really getting quite a fair amount of content with it for $10.

 

How do i pay to pre-order?

 

Sorry for the negativity in my previous post.

Reply #98 Top

I've read Ender's Game, and yes, it does remind me of the simulator (well, except for the adaptave AI). Has anyone read the Conqueror's Trilogy by Timmothy Zahn? The Advent ship design before 1.09 reminded me of the Conquerors, with the ceramic white hulls and the beams tearing apart the TEC fleet...

Reply #99 Top

Quoting Cheesenium, reply 22
Entrenchment sounds much better now. Im really getting quite a fair amount of content with it for $10. How do i pay to pre-order? Sorry for the negativity in my previous post.

Glad you've had a change of heart! See Stardock, your policy of working with the customer and personally providing information pays off.

I really wish I could buy the micro expansions but I can't buy online. I'll be looking out for mega pack, after all 3 have been released. :)

*off topic*I think I'll go checkout Demi-god when it is released, there is a demo coming when its out, right?*off topoc*

Reply #100 Top

pre-order here :

 

https://store.stardock.com/product.aspx?productid=ESD-TGN-W302&theme=impulse

 

:P