Suggestions for Rebellion

Every Sins player + dog might have ideas on how to improve Sins, and I am no different.  :grin:

Here are my 0.05 cents:

Make siege ships useful:

I never invest in siege ships, they are paper planes, I don't the=ink they are useful enough.

I want to suggest two skills, perhaps one could be for loyalist siege ships and the other for rebels. 

Occupation Forces

Instead of bombing to wipe out population entirely, Occupation Forces descend and take effective control of the planet surface. This has the advantage of keeping the population alive, thus making the planet profitable sooner. A penalty for culture spread in the planet should stay in place for a limited time though, to reflect resistance against the occupation forces, but the population would eventually be subdued by the new government. 

Boarding Parties

Siege ships would also have marines ready to board and take over enemy ships permanently. It would be a chanelled, short range skill, so that the siege ship would have to get very close to the enemy ship. While boarding, the ship wouldn't be able to engage in combat. Capital ships shouldn't be boardable.

Siege tech tree

I think siege ships should have a tech tree for their armor to improve, which would branch for these skills to be unlocked. The primary path would concern mainly their armor/hull increase.

According to the Rebellion theme, I think that it would fit to have Occupation Forces belong in the Loyalists tree, since it is likely that they would have more resources available, and Boarding Parties would be the Rebels' way to get their hands on more ships and technology. Or both skills could be made available to both parties, if it is deeemed appropriate.

 

Piratitude!

I still think pirates too much like armies-for-hire, and not enough like pirates. 

I would like to see them have their mechanics changed from 'fight till you die' to more hit-and-run tactics. Pirates should scavenge resources from destroyed ships and structures, in a skill much like the Orkulus debris 'Omnomnom' skill (but gathers resources).

Pirates should flee to another gravwell when a strong fleet jumps in, and would jumps around the target's gravwells until a set of resources is gathered. The 'Pirate AI' should pick the targets according to its 'mission'.

The player should be able to set missions to the pirates, unlockable on tiered skills:

Tier 1:

1) kill ships 

2) kill tactical structures

3) kill civilian structures

Tier 2:

4) disrupt economy (targets trade ships, refineries and trade ports)

5) disrupt technology (targets science labs, constructors and shipyards)

Tier 3:

6) terrify populace - attacks anything in the gravity well and the planet, damages culture and culture propagation

7) head bounty - sets a specific ship or structure as a target to be destroyed. 

Tier 4

8) negotiate - when pirates arrive on a target faction gravwell, the player/faction will be able to bribe them to avoid the confrontation. There will still be some economical "damage", but not structural. selecting a pirate ship would display a button to bribethe pirate fleet away. 

9) disrupt diplomatic relations - attempts to disrupt relations between faction A and B by:

  a) attacking all diplomatic ships of both factions

  b) when inside a gravity well belonging to A, pirate ships look as if they belonged to faction B and attack using the 'terrify populace' methods, but giving the negative war penalties to diplomatic relations. When in gravwell belonging to B, pirates decoy as belonging to faction A.

 

And pirates should have Boarding Parties too, arr!

 

14,607 views 18 replies
Reply #1 Top

I like the pirate ideas. arr!

Reply #2 Top

I like the pirates ideas as well. As for them implementing some of that in Rebellion, I'm not sure.

Reply #3 Top

Eh, siege ships aren't as terrible as you might think.  I personally wanted a minor buff for them, in the form of higher population death at planets that they bomb.  This would encourage players to be mindful of surprise siege frigate bombing raids, since it would put a damper on that planet's taxes.  But, you need to keep the high cost:defense ratio intact to avoid spamming them.  As they function now, they are best used with small task forces that mop up behind the rest of your fleet or attack unprotected fringe colonies while the majority of the enemy's fleet is concentrated elsewhere.

 

Some of my pirate ideas from a year ago:

https://forums.sinsofasolarempire.com/377796

 

With Diplomacy 1.2 a number of pirate upgrades target economy now.  They have to purchase these upgrades, so you won't see them at the beginning of a game.  But in larger games the pirates will purchase them.  Some of this include: siege gets Nuclear Fallout, I'm guessing the Cutthroats are the ones with Embargo, alongside their already unique ability to Plunder.  One of the ships has Timed Explosives. They also get access to other basic TEC tech now, like Quick Jump Calculations, Sabotage Reactor, etc..  The Corsairs have the Intercept ability from Kodiaks too.  I'm not sure if they kept their Gauss Rail Gun tech nor not though.  I need to plop into another game and start using Domination on them to check out their goodies late in the game. 

 

Will Rebellion add to the pirates somehow?  I kind of hope so.  Maybe I'll get to see a new pirate ship called a Buccaneer or a Ravager and can laugh to myself.  XD

 

 

 

 

Reply #4 Top

I really like pretty much all of these ideas, it would definitely make the pirates a more dynamic and threatening faction.

I would add that if a Empire A colonizes a Pirate Base then Empire A would have control of all Pirate functions, abilities and missions, essentially giving Empire A control of two factions during the course of a game. Any resources collected by the controlled Pirates would be added to Empire A's economy, it would kind of turn the Pirates into Privateers.

Definitely add a Pirate ship that would board and take over another ship, arrr!

Reply #5 Top

I already use the siege ships.   That's how I remove a planet while I fight the enemie they are disposable but they remove the planet. So on the siege craft I disagree.   I disagree with most of your pirate up-grades but the ability to pay off the pirates would be great to keep them from attacking your planet which would be much more pirate like.

Reply #6 Top

Implementing those two skills, even as a separate ship (a corvette perhaps?) would add interesting dynamics to the game IMO...

Reply #7 Top

New forum and new suggestion thread? cool  :)

 

I agree with the suggestions, I always imagined space pirates would be more after trade ships than heavily defended planets.

 

- allow longer ship/station/planet names, allow players to name their fleets

- GalCiv style fleet management window, automatic fleet split button

- new planetary (and non-planetary) bodies, anomalies etc, more planet variety (see Seven deadly sins mod)

- fix strikecraft flying straight through a star or a planet

- I would really like the possibility of being able to fleet down

- new music
 

Reply #8 Top

Quoting ShotmanMaslo, reply 7

- fix strikecraft flying straight through a star or a planet

 

Nope, won't happen. This is done intentionally to save on memory usage.

Reply #9 Top

Occupation Forces: also, occupation forces would not destroy all planet improvements, like the normal planet bombing does.

 

Reply #10 Top

Gameplay changes:

I. Structure placement

Have the AI use some strategy when deploying structures. Placing a few turrets around the metal/crystal 'roids/factories , or leaving the starbase alone at the gravwell edge with no repair stations nearby is not exactly a good strategy. 

My favorite deployment is to place 4 turrets around the planet, so that the planet bombers will always take damage, and do a porcupine formation clustering stuff around the starbase, usually close to the planet.

Labs and factories closest, then repair stations, then the starbase, and hangars and turrets in the outskirts. This makes it tougher for the AI to nail my starbase, I almost never lose one with this layout.

II. AI improvements

Better pathfinding - AI should know to fly around starbases, and should be smart enough to attack the planet from a different side to avoid the starbase carnage. 

Better engagement rules - AI almost always send a too weak force to try to beat a starbase, it should be able to scout ahead and better estimate the fleet size to attack it. 

III. Add a 'no-fly' flag to gravwells 

With a 'no-fly' toggle button I should be able to tell my ships (pathfinding resolver) to never fly trough the pirate base - or any gravwell I enable it. 

 

 

Reply #11 Top

I love the 'no-fly' flag that you suggested.

The thing I think about most, I think, is fleet veterancy. Instead of individual unit veterancy, I would like to see a fleet level up as a whole. Perhaps it could work on levels from 1-5 and have some benefits such as increased firepower due to the efficiency and unit cohesion of fighting together for a period of time. A problem I see with this idea is combining fleets in an easy manner. The only thing I can think of is having to disband an entire fleet first and then you'd have to manually add the ships to the desired fleet. I think the units themselves should keep the veterancy, but just not be able to gain any unless they're in a fleet (except scout ships or any other ship that may work more efficiently when not in fleets). To add to this, I think it'd be practical that you could also lose those levels you gained if you lose a number of veteran ships.

As another user above said, I think you should be able to name fleets. I think it'd be cool to have to "stalk" a level 4 fleet of some name to identify them like "Omega Battlegroup" (I can't think of any other name :P). The point is, it'd be cool if a battlegroup just decimated your planet and you hunted them to seek your revenge. Also, it may help identify your fleets better.

And probably my last suggestion involving fleets (as I don't want to get annying with this), I wish there were a more efficient way of adding ships to a fleet. I think that if you select a fleet and you're in the gravity well of a planet that has a shipyard, there should be a tab that'll let you add the ship to THAT particular fleet. Like, if you have three fleets in one gravity well and one of the fleets need replacements, you can select the fleet, select the frigate/cruiser tab, and build the desired replacements. But if you build more replacements, you'd lose fleet levels.

Well, I do hope all of that made sense, and you guys at least like the ideas. :P Again, I know there may be some problems when trying to combine fleets when they have levels, but I'm sure a clever fellow could figure that out.

Reply #12 Top

I have also this pie-in-the-sky wish of having more starbases, ya know.

 

0.01% chance of seeing it actually implemented is already optimistic.

 

Still, here ya go:

STARBASES

TEC - ring station

The station is not hand-placeable, it is always automatically placed at the center of the gravwell, and is pretty much comprised of a man-made , erm, ring station, making one turn around the whole planet.

It focuses on planetary defense, but is so big it can house a large colony in it. 

Upgrades:

weapons:

  0 - short range powerful lasers

  1 - gauss guns around the station

  2 - very long range missiles

  3 - increases damage & number of targetable enemies on all weapons systems.

hull - 3 levels

hangars - 3 levels

colonies: 2 levels

trade ports: 2 levels

aux. government

planetary shield: 2 levels

missile barrage: 1 level - like the capship skill, but targeting is like the advent's meteor strike  skill.

Repair bots - 1 level - repair facility-like ability.

 

Vasari - Energy Advanced Research Lab (EARL)

Stationary starbase/advanced lab research facility specialized in various methods of energy manipulation

Upgrades:

Weapons:

0 - medium range wave weapons

1 - long range pulse weapons

2 - very long range phase missiles

Hull - 3 levels

Hangars: 3 levels

Civilian Research Lab: 2 levels

Military Research lab: 2 levels

Phased disintegrator: 2 levels - similar to the short range Orkulus disintegrator, but is a single extremely powerful blast. Phasing the energy allows the beam to be targeted at extremely distant targets - anywhere in the gravwell. Being an effectively teleported energy blast, ignores shield on the primary target. Second level increases the damage output, and gives area damage around the primary target. the secondary (area) damage does not ignore shields.

Zero point energy field: 2 levels (passive) - harnesses zero-point energy and propagates it in a coded field, increasing energy available to empire's ships (area effect, centered on station, increased AM/shield regen, reduced cooldown).

Enforced Loyalty: 1 level

Energy destabilizer: 1 level - detonates antimatter on enemy ships, dealing damage. Area effect, Ignores shields.

 

Advent Asteroid Temple

This station must be placed on a crystal resource asteroid. If the asteroid did not have an extractor, the starbase will make it behave as if it had one. If it already had an extractor, it will be replaced by the starbase. Cannot be placed over enemy extractors.

Weapons: 

0: laser guns

1: plasma guns

2: increases weapon banks

Hull: 3 levels

Hangars: 4 levels

Enhanced preservation: 1 level

Domination: 1 level - like the capship skill.

Telekinesis attraction - very long range skill, targets one ship. instead of repulsing enemies, attracts it, causing the ship to collide against the rocky body of the asteroid. The starbase does not occupy the entire asteroid surface, so it is not damaged. The impact paralyzes the ships operations (maneuvering, weapons, skills) briefly, as the crew recovers from the shaking and take back control of the ship. Can target frigates, cruisers and capital ships.

Friend or Foe: 2 levels - masks one enemy ship as being your own, and alerts all nearby enemies, causing them to attack their own ship and diverting them from attacking you. Area effect centered on one enemy ship. second level increases the area and duration of the illusion.

Purification Temple: 2 levels - greatly increases crystal output on the gravwell. Each level equals to the effect of 2 trade-port-in-refinery-mode, but does not add to the stacking limit.

Chant of Victory: 2 levels - psychics in a frenzied trance emit a psychic blast from the starbase's temple that refills shields and imbues all operator in the starbase with a renewed will to vanquish the enemy. The lingering after-effect reduces cooldown, making weapons fire faster, with longer range, and increases antimatter and shield regen.

 

Reply #13 Top

I like those Starbase ideas.

Reply #14 Top

^

Me too. Well thought out.

Reply #15 Top
I'd like to add a personal suggestion. Please create Alliances. Don't you hate two of your allies fighting each other instead of team up as well, forming a big Alliance? If you are allied with two or more AI's, they should get Diplomacy points and start to settle up until they finally bear with alliance. Apart from that... rock on!
Reply #16 Top

Quoting Brazilian_Joe, reply 12
TEC - ring station

The station is not hand-placeable, it is always automatically placed at the center of the gravwell, and is pretty much comprised of a man-made , erm, ring station, making one turn around the whole planet.

It focuses on planetary defense, but is so big it can house a large colony in it. 

Upgrades:

weapons:

  0 - short range powerful lasers

  1 - gauss guns around the station

  2 - very long range missiles

  3 - increases damage & number of targetable enemies on all weapons systems.

hull - 3 levels

hangars - 3 levels

colonies: 2 levels

trade ports: 2 levels

aux. government

planetary shield: 2 levels

missile barrage: 1 level - like the capship skill, but targeting is like the advent's meteor strike  skill.

Repair bots - 1 level - repair facility-like ability.

I quite like this idea--especially much since the AI wouldn't be able to put it in a useless place no matter how much it wanted to. X|

Reply #17 Top

Story drifen Campaine whit charakters whit special ships end rewardts

Reply #18 Top

New ships and buildings would be awsome for me :D

Specially ships since the new ships from the micro-expansions where directly created for the purpose of the new content and no new ships in terms of combat we're made (excluding the structure assault ships).

 

Also new starbases would be very interesting too