Sinperium Sinperium

SPELLBOUND

SPELLBOUND

[WIP]

It was in the time of diplomacy--before the outbreak of rebellion...

In one of the first efforts to work together as allied species, an expedition comprised of TEC, Advent and Vasari ships was assembled to investigate a newly discovered binary star system.  What was of primary interest to all parties was the potential riches within these systems--though scientific discoveries were no doubt waiting to be made as well.  Mass readings showed that the twin suns were surrounded by phenomenal  numbers of orbital bodies and their were numerous stable trojan points throughout their orbits. It was a perfect opportunity to demonstrate that inter-species greed and suspicion could be set aside in the name of new-found peace and that an inter-species alliance could work and share wealth and resources rather than go to war over them.

The TEC corporations provided the expeditionary fleet in order to allay fears that Advent or Vasari advanced technologies might be leveraged to gain an upper hand.  It was also notably true that neither the Advent or Vasari desired to open their vessels to members of other species.  Yet the promise of riches was too great to prevent cooperation.  The wealth of two stars bloated with orbital mass enriched, churned and broken open by gravitational forces of the stars and their massive shepherding gas giants was just to inviting.  No faction could resist.

Upon arrival at the first sun--a Yellow Star dubbed the Lacuna Coil--it was discovered that navigation within the systems was going to be extremely hazardous.  In fact, the astrogation teams aboard were so astounded at the complex orbital interactions and the sheer volume of astronomical bodies that they referred to it as navigational soup.  Military commanders accompanying the expedition immediately perceived that fleet actions would not be simple and great care would have to be taken in moving forces.  Phase jump trajectories were complex and multidimensional and locking onto proper jump coordinates was often difficult.  So muddied was the orbital architecture of the twin suns that some bodies were simply not safely accessible at all and others could only be reached via the adjoining twin sun--not the one where the planet actually orbited.  Wormholes abounded--many one way or unstable--so deep exploration was extremely dangerous. After a brief survey, it was determined that the more distant sun--a red star--possessed the greatest exploitable orbital mass as well as many more stable phase and hyperspace pathways--many leading back to the Lacuna Coil itself. It began to look as if the expected riches were within reach and the stunning vistas of the Lacuna Coil and it's Distant Sun now held scientist and trader alike in thrall--greed had them staring spellbound.  And it was at the dead asteroid named Spellbound that it all began to unravel.

One of the primary financiers of the expedition, the TEC mega-corporation Weyland-Yutani, announced that one of their scout forces had just found safe ingress to the distant red sun.  All factions packed their gear, boarded their ships and followed the Weyland-Yutani scout through hyperspace to the barren rock Spellbound--orbiting close in to the distant red star and surrounded by close to a dozen stable wormholes.  It was while enroute that all vessels of the expedition experienced a rapid and completely unexpected degradation of their ship's computers.  If the transit had taken just a few more seconds all vessels would have been lost.  The expedition vessels arrived with all survey and navigational data wiped from their databases and upon exit from hyperspace, messages were received by all groups from their camps left in the Lacuna Coil system.  They were being bombarded and the forces bombarding them were Weyland-Yutani siege  craft. In horror, the captains of the other ships noted the fortified base who's doorstep they had just landed on. A fleet led by a Weyland-Yutani capital ship began to open fire.  One TEC corporation had been consumed with greed and under its spell had planned a full betrayal. There could be no witnesses...no survivors.

Here begins the testament to the skill and preparedness of the scientific and military groups that had worked together to create the expedition at its start.  With a complete collapse of trust, each side struggled regain control of their ships and plot escape vectors through nearby uncharted wormholes--hoping and praying they led somewhere survivable.  Even as Weyland-Yutani shells tore into their shields and hulls they broadcast the data to all other ships and one-by-one they vanished through wormholes nearest to them--some successfully escaping and others stranded in uncharted space simply waiting for the end.

Now each  faction serves only itself and the potential wealth and glory of the glittering splendor and riches about them took hold.  None would share what was here.  It was precious and it was theirs.  All were spellbound.

NOTES

  • The map is optimized for four players but is playable by up to eight. 
  • FFA, 2v2 or 4v4 are all playable options.
  • A ninth position is playable but not properly a "player" slot and a tenth player position is provided for an observer
  • It is comprised of standard Sins world types but may be freely altered or modified as desired (credit please!)
  • Unconnected systems are included (with only a minimal impact on performance) to allow for screenshots in any mod.
  • Map is play-tested and extensively  studied for proper AI behavior, etc.
  • Pirate bases (two) are included and integral to the strategy at start (and end too if someone doesn't clean them out).
  • Plays long as an explore-build-conquer empire start.
  • Starting positions must be competitively acquired at game start.

IMPROVED VERSION 2.0 SOLO-PLAY MAP IS  HERE

 

71,443 views 29 replies
Reply #26 Top

Quoting Sinperium, reply 25
It does a bit but the Tech has advantages too--when they level enough to put an extra logistics module on every planet--including dead asteroids.

You also aren't invulnerable there because fleets can still invade you and you pulled military assets from the road back to the Lacuna Coil leaving what's there for another player if they go past you or forcing you to build a second fleet.

I had to build a second fleet I cried a little bit.

Reply #27 Top

Well at lest that system is safe ;)

Reply #28 Top

Improved and updated Map Features:

  • 122 total planetary positions of all types, Two stars.
  • Physically verlapping systems eliminated.
  • Reduced cpu and memory loads with removal of redundant (screenshot) systems.
  • Regular Sins player "tribute-vanity" planet names updated.
  • Significantly increased randomization of start position escape paths and strategies.
  • Improved starting facilities and resources.
  • Several custom templates updated and expanded.
  • Completely randomized and re-defined world layout.
  • Toughened scenario now requires real strategy to survive.
  • Multiple starting strategy options right out of the gate.

This plays really well solo--not the typical, "build a massive fleet and simply grind the enemy one world at a time" scenario.  Taking too long to advance kills you.

This map is also an excellent tool for learning the value of low level frigates and conserving and using starting resources carefully.  No endless streams of easy resources with the capture of a world or two.

I 'll have the multiplayer version up after I hear a little feedback from anyone who's played through the solo version some.

Reply #29 Top

Here are some comments on starting play for the solo and multiplayer maps:

First stage: 

Your outpost (a dead asteroid with two civilian labs, a trade and refinery station, two  frigate factories and two repair platforms) is under a surprise assault.  Your only means of wormhole travel (essential for traveling in this binary star system) is an artifact present on your outpost.  Lose it before you can research wormhole travel technology of your own and you are stranded--an almost guaranteed "game over".

The assaulting fleet is composed of a carrier, two heavy cruisers, two light frigates, two antistrike frigates and a siege frigate.  Your only means of resisting are two colony frigates, four scouts and your starting credits and resources. Scattered about your starting system are 28 constructors from seven other factions.  Additionally, you have four constructors at each of the other faction's starting worlds.

There is a single phase lane to a wormhole central to your own and the other starting systems--what lies beyond is unexplored.

You have several paths at this point to chose from: 

  • Scuttle your planet modules for quick defense/ship building cash.
  • Send your scouts out rapidly to look for escape paths and/or  mineable/colonizable systems.
  • Invest in diplomacy and use your envoys to scout for new colonizable worlds.
  • Use your scouts as a defense force to stop key ships assaulting your world.
  • Begin resource increasing research as you scout for productive systems.
  • Begin building a scout-frigate fleet to fight back and/or attack neighboring factions.
  • Any combination of the above.

You will have to pay close attention to your resources and ship needs--a wrong move can bankrupt you and leave you helpless.  Failure to protect your system can result in the inability to gain more resources or the inability to build new ships or research.  Small units count for a lot in the first phase and there are systems ahead that are cul-de-sacs.  Ships will be lost finding a way out.  Every one will count.

Note:

I have a little time tonight so I am tweaking templates a little for what lies beyond the first stage.  The new version will be up by morning.