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.
Just surprised I haven't seen any discussions about the updated Rebellion feature list. From the Sins facebook page yesterday.
http://en.wikipedia.org/wiki/Anisotropic_filtering

I would guess this is what they added to get good zooming on Titans.
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...
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?
Well I can't say I've ever noticed that happening in Sins before, even with very large models like the Super Star Destroyer.
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...
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.
Agreed, unless the Vasari deploy there Titan with a colony frigate as well.
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. ![]()
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.
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.
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.
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
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?
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
FYI
I'm interested in the "Galaxy forge trigger system". Sounds like you might be able to make maps that have story elements in them.
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..
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.
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.
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,
Where is the rest of the information? I can't wait for them to start showing more of this new udpate
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.
Step 1: Fix Empire Tree
Step 2: SHUT UP AND TAKE MY MONEY
Step 3: Profit.
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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.
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.
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.
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.
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...
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