I'm guessing a lot of people missed the updated feature list

Just surprised I haven't seen any discussions about the updated Rebellion feature list. From the Sins facebook page yesterday.

 

If you are looking for some more features of Rebellion, Yarlen has posted a new short list:

•12 all new ships
•2 new structures
•6 new tech trees
•6 new factions (subfactions of the original 3)
•New victory conditions (including updated Diplomatic Victory condition)
•New scenario maps
•Updated capital ship balance and level 4 abilities for each
•Improved AI
Updated Galaxy Forge w/trigger system for more interesting map designs
•Updated graphics w/shadows, in-game anisotropic filtering, many new updated particle fx, skyboxes and more
•Plus a bunch of other stuff

So, seems we know 9 of the new ships (6 titans, one for each subfaction, and 3 capitalships, one per race), but that still leaves 1 new ship per race unaccounted for. Corvettes have perhaps been cut, but I really didn't care for them much anyways. Two new structures I'm assuming is per race, and besides a possible titan factory I don't think we have any info on that either.

The six new tech trees is obviously 1 per subfaction. I wish we could get a confirmed capture the flag/king of the hill mode, as I think most people would prefer that to an improved diplomatic victory.

The new Scenario maps probably will just be standard new maps, but the updated galaxy forge with trigger system suggest they could also be sort of special missions, though not an interrelated campaign. The triggers are truly a huge feature, even just a basic spawn fleet or declare victory trigger would make all sorts of interesting "player campaigns" possible.

The improved AI could also be a very big deal, but that's still so vague that no one should be excited at this point.

And lastly some more concrete graphics components. Shadows and new skyboxes sound awesome, not sure what anisotropic filtering is but I don't think they've talked about it before.

39,310 views 27 replies
Reply #2 Top

I noticed that Anisotropic filtering had been omitted previously, and now that fixes billboard particle textures...

I also hope that Particle forge has been updated as well...

I'm interested to see the particle effects that they have made...

Reply #3 Top

Maybe there is just one corvette class ship for each race, and I suspect that the devs took a leaf out of the DS playbook with them?

Reply #4 Top

Quoting myfist0, reply 1
I would guess this is what they added to get good zooming on Titans.

Well I can't say I've ever noticed that happening in Sins before, even with very large models like the Super Star Destroyer.

Reply #5 Top

12 all new ships... we know that there are 3 corvettes, and 3 new capital ships (one for each faction), and 6 titans (one for each subfaction).  That's 12 folks, nothing new to glean here, sadly.

What gets me is the "two new structures" bit.  Clearly this must be per-faction.  Even presuming one is just a titan shipyard, that leaves something unannounced...

Reply #6 Top

Quoting Darvin3, reply 5
12 all new ships... we know that there are 3 corvettes

Well I think it was assumed corvettes were a whole new class of vessels, if there really are just three it sounds like it will just be a new type of frigate rather than ship class.

Quoting Darvin3, reply 5
Clearly this must be per-faction.

Agreed, unless the Vasari deploy there Titan with a colony frigate as well.  ;)

Reply #7 Top

What might be interesting with Corvettes as well as the other faction ships is what picking one or the other actually does? Are they simply stat/research changes/bonuses? Or, will they utilize the structure and ship 'modular' system for unique customizations to ship classes?

 

I could see there being three 'versions' of a Cobalt, three versions of a 'Kortul' etc etc ... They would all technically still count as 'one' ship though. ^_^

Reply #8 Top

Gotta say, I'm dissappointed there's no mention of Empire Tree improvements, sorry to say so.

What about all of the suggestions.

The rest sounds really exciting.

Reply #9 Top

Quoting SageWon, reply 8
Gotta say, I'm dissappointed there's no mention of Empire Tree improvements, sorry to say so.

Considering there is no mention of any changes to the tech trees, and most things on that list are "new" rather than "improved" features, I don't think that means they aren't still doing that. Probably falls under the "bunch of other stuff" category.

Reply #10 Top


Just surprised I haven't seen any discussions about the updated Rebellion feature list. From the Sins facebook page yesterday.

If you are looking for some more features of Rebellion, Yarlen has posted a new short list:

•12 all new ships: more stuff for modders to get hold of and improve
•2 new structures: more meshes, woot
•6 new tech trees: more stuff for modders to have to modify so their mods work right -take that!
•6 new factions (subfactions of the original 3) -maybe modders will uses this... who knows.
•New victory conditions (including updated Diplomatic Victory condition) -HA, you entrenchment only modder!
•New scenario maps
•Updated capital ship balance and level 4 abilities for each -which should have been moddable from the start
•Improved AI -but they still might run like cowards for no reason straight back to their homeworld...
•Updated Galaxy Forge w/trigger system for more interesting map designs -hopefully good system
More eye candy because that's still better than a campaign system
Plus a bunch of other stuff that hopefully we'll get the bugs out of so Rebellion isn't like buggy Diplomacy

Woot, more crap to mod!  If new ships equates to more classes to use, then WOOT!  mucho modding!  2 new structures.  Maybe Titan shipyard and who knows... It will be interesting to actually see screenshots, or better VIDEO, of the tech trees. 

The most interesting thing I see there is the trigger system and imagining just what it'll be capable of, but I won't get my hopes up that it's like FRED2.

Reply #11 Top

The one thing I am most curious about is the new levels of capital ship abilities. It seems pretty obvious to me that all basic capital ship abilities are able to be upgraded to tier 4 on higher level capital ships. However, will this also affect the 'super abilities'? The new list does state that every ability will be upgraded to have 4 tiers. I wonder if they also meant the supers, though, since they might be way too overpowered on higher levels... On the other hand, it would be extremely cool :grin:

I am also guessing that the capital ships will now be able to reach max level 13 (or even 16 in case of upgraded super abilities).

Thoughts on this, anyone?

Reply #12 Top

Capital ships still max out at level 10. There will be 3 new structures in the game (1 per race).

Reply #13 Top

Quoting Yarlen, reply 12
Capital ships still max out at level 10. There will be 3 new structures in the game (1 per race).

 

You know, you could kill all this speculation people have been making by just releasing the beta. :-"  

/poke

/ikidikid

/iwantitnow

Reply #14 Top

Quoting Yarlen, reply 92
Yup, it will be. The tech guys are doing some work on it at the moment, but it should be back up soon.

@Felkins:  Sorry, it's still 32-bit - that kind of thing isn't easy to change. There will be some new modding options, however.

@SageWon:  Agreed on Empire Tree. I'm really hoping we can look at this and do something.  I have some ideas for how I would like it to be...

@DirtySanchezz:  I can't speak too much as to multiplayer at the moment, but we are treating Rebellion like it's a semi-sequel and will be marketing it to new players.

 

FYI

 

 

Reply #15 Top

I'm interested in the "Galaxy forge trigger system". Sounds like you might be able to make maps that have story elements in them.

Reply #16 Top

Hmm, wonder if things like the Trigger system could allow you to make a star go supernova after a certain amount of time. Destroying all colonies in the initial star system, requiring players to restart in linked ssytems...

As a random EVENT :)

 

Or wormoholes that shift at various times..

Reply #17 Top

Oh yeah, I can't be the only one looking forward to "and a bunch of other stuff"! so vague that it entices and seduces.

Reply #18 Top

Personally Id like to see them restructure the Research Buildings.  Make only two pre race Science and Military that are upgradable that gets you to the higher levels so you can research higher end tech.  Get rid of having to make 8 or nine smaller research structures. And make it so you only need two that would be fully upgradable.  Buildings would change in appearance as they are upgraded.  This would also help to cut down on the over head on the engine and over crowding planets.

Reply #19 Top

Only have one research lab is a bad idea.  What happens if you lose them? then you have lost all your tech tree upgrades in one fatal blow.  That would prove to be game over.  No it's good the way it is,

Reply #20 Top

Where is the rest of the information?  I can't wait for them to start showing more of this new udpate

Reply #21 Top

Quoting Darksxx, reply 18
Personally Id like to see them restructure the Research Buildings.  Make only two pre race Science and Military that are upgradable that gets you to the higher levels so you can research higher end tech.  Get rid of having to make 8 or nine smaller research structures. And make it so you only need two that would be fully upgradable.  Buildings would change in appearance as they are upgraded.  This would also help to cut down on the over head on the engine and over crowding planets.

That's part of the point though, you're supposed to require several planets in order to advance up the tech tree. After all, most companies have research teams working on different things in different labs, I don't see the advantage of having it all consolidated in one place.

 

 

Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.

Reply #22 Top

Quoting boshimi336, reply 14

Quoting Yarlen, reply 92Yup

@SageWon:  Agreed on Empire Tree. I'm really hoping we can look at this and do something.  I have some ideas for how I would like it to be...

FYI
 

 

Step 1: Fix Empire Tree

Step 2: SHUT UP AND TAKE MY MONEY

Step 3: Profit.

 

:)

Reply #23 Top

Quoting DarkSide73, reply 19
Only have one research lab is a bad idea.  What happens if you lose them? then you have lost all your tech tree upgrades in one fatal blow.  That would prove to be game over.  No it's good the way it is,

 

First off, if the AI or another player has gotten that deep into your territory, then your toast anyway. So what difference at that point does it make anyway? 

Also, I’m not saying that you can’t build more than one of these stations.  Build two or three. All I’m saying is it would be nice to consolidate them.

Secondly, we are talking about a planet.  a very large planet where you would be keeping your most highly regarded secrets close to home.  You would not be wondering off far into the depths of space doing classified research anyway.  Again, if they are that deep into your systems and destroy your research station. Then the game is over at that point.

Plus, this makes for a very good strategy to protect that system from attack and keeping a very good defense in place.

Reply #24 Top

First off, if the AI or another player has gotten that deep into your territory, then your toast anyway. So what difference at that point does it make anyway?

Not necessarily - a consolidated research station may well be treated by an enemy in the same way a superweapon is. In the most common online games, which are cramped single-system 5v5s, it would probably be very easy for a player to mass LRF or Disciples and then raid their enemy's HW and wipe out their research station and then win by attrition + ship research advantage.

Having such a high-priority single target would make players very vulnerable in the beginning, which would only increase as the game progresses and fleets get larger. A TEC player with Timed Explosives could send just 5 scouts to your HW and completely wipe out all of your research progress.

Also, I’m not saying that you can’t build more than one of these stations.  Build two or three. All I’m saying is it would be nice to consolidate them.

While it would be nice for that player, I kind of like the idea of forcing players to expand and build multiple logistics research structures to get new technology.

Again, if they are that deep into your systems and destroy your research station. Then the game is over at that point.

Certainly not. A good opponent would form up a raiding party and send a bunch of ships on a suicide mission to that planet. This would be pathetically easy if the the opponent was TEC, since scouts are nearly uncatchable and can be upgraded to be immune to PJIs.

Reply #25 Top

In other words: A single research station would not be a good idea.

And being able to build multiple of those stations while having one of them would practicaly be sufficient seems a little rediculous to me, for there would be no advantage of having multiple stations except for the fact that they all need to be destroyed in order to eliminate a player's researched tech.

Nah, doing research the way you have to do it now is fine with me. I don't see the point of changing the whole game into a "Destroy the Research Facility" mode because some people are too lazy to conquer other planets in order to build some more research stations...