MN ONE

Advent factions lack definition...

Advent factions lack definition...


This is meant as constructive criticism but will probably just come off as complaining, so to clarify the motivations behind some of these thoughts: I like reasons in games - I want to know why events are happening, and why I should do something beyond 'here's a quest/enemy to kill/place to go.'
I don't really feel that anything like that comes across with the Advent factions.

 The Other Factions

The TEC and Vasari are pretty clear.

TEC first:

Gameplaywise the difference is obvious: offence verses defence.

Likewise the story is more-or-less clear, and we can even extrapolate a little more. The rebels are likely mostly the younger citizens and the frontline worlds, those who have only known war and/or borne the brunt of the war. The loyalists are probably predominantly the older military personnel and the scions of the powerful trading families - those who either remember or have been brought up to believe in the prosperity of the old days and want to recreate them behind their ring of steel whilst the enemy exhaust themselves against their defences.

Then the Vasari:

Again, gameplay is pretty clear-cut, split between those who dig in and those who strip planets to bare rock in the later stages of the game (though obviously I have no hands-on experience to truely judge).

Storywise it's pretty easy to imagine where the split arose - besides giving up, there are only two mindsets that will realistically develop within a culture like the Vasari Fleet, you either resolve to end it somehow (and the martial prowess of the TEC and Advent might be enough to win such a fight) or you become so accustomed to running that's all you know how to do. The conservative Vasari want to run, since that's always worked before. The others are tired of running, maybe even have hopes of restoring a New Vasari Empire once the unseen threat is defeated.

 

 

The Advent

But I don't really get anything like that from the Advent.

The loyalists are pretty much the Advent we know and love/fear: fanatics bent on forcibly converting or killing any heathens they come across to avenge their forebears and their lost homeworld.

The rebels are, erm... fanatics bent on destroying their enemies and... slaughtering their own people.

What diferences there are aren't very pronounced, and in some cases don't even make terribly much sense.

 

For a start, the split is vague - the rebels think something has corrupted the Unity, the loyalists want to continue the crusade. We can still infer some things from that, though. Namely the rebels have done some soul-searching, there's even some suggestion they'd rather reach out to the enemy than spend more resources and lives on a war they think they may have been 'tricked' into.

In terms of a story there's not much there, but in-game the abilities and research doesn't really seem consistent with what little we do have. If anything, the rebels seem more aggressive (like the TEC rebels).
And, to get back to my obsession with reasons for doing things, I find it odd that a lot of their abilities seem geared towards killing themselves and their own people. Admittedly, this is because I expect them to be more introspective and philosophical, but I think that's a fair supposition: afterall they have questioned the divine will of the Unity and forged their own, they would probably be more cautious in thinking they are totally, infallibly right. I'll return to abilities a little later, though.

 

My (Halfbaked) Alternative Suggestion

We (well, I) need a bit more of a storyline or narrative. There's even one suggested in the choice of portraits on the faction selection screen. The loyalists is a portrait of the woman who often appears in connection with the Advent (as you would expect of the loyalists), who is most likely a Cerebri. The rebels is of the masked individual (possibly male, hard to tell though) in something like a flight suit and sealed technological helmet that I've always thought of as an Anima (the helmet and its antenna just look like something you would wear if you were controling a squadron of drones from a host ship).

To me this is quite suggestive, since perhaps the caste system within the Advent has something to do with the split within the Unity. The more facility with the Unity you have the more power and respect you get within Advent society, and closer you feel to (and more power you have within) the collective network of the Unity itself. However, I recall from somewhere that the Anima get a good deal of respect based on their posession of telekinetic powers with which they can control the drones, but are also feared a little by the higher ranks since their power is more physical and destructive than the nuanced mental abilities that improve interaction and immersion with the Unity (on which the power of the Cerebri is based). Even without the enhancements and extensions provided by their ships' systems they could still crush a person into the floor.

So, maybe the split arose along predominantly (but not solely) caste lines, with prominent members of lower, less-integrated castes or groups becoming disatisfied with the loss of life ('The Unity has fallen silent on one of our worlds!') and resources of the war, whilst the higher castes like (most of) the Cerebri identify more closely with the will of the Unity and the message of a holy war against the TEC.
It would work like this:

The loyalists are the majority of the Cerebri and their followers, those who have most confidence in the Unity and its message. They have a larger stake in seeing its mission brought to fruition and see themselves as the Unity's true followers. They were and are the most fanatical of the Advent, and will conquer or convert any systems they come across. Its will is their will; it is their anchor and guiding star, beyond question.
They should focus more on manipulation (as they seem to already, evidenced by their titan's ultimate). If anything, the loyalists should have things like 'Wail of the sacrificed'; for reasons outlined above, it doesn't seem like something a rebel Advent would contemplate - they've questioned the rightness of the unity, the loyalists on the other hand have unwavering faith in their chosen course of action. Sacrificing one's people and ships would be more in-keeping with a loyalist, fanatical Advent than a rebel who has questioned that fanatical outlook. So long as the Cerebri remain to guide the Advent, no cost is too great in the service of the Unity.


The rebels
are largely middle- to lower-ranking individuals in Advent society, those less integrated into the Unity network but still with a stake in it (they're still Advent and still have the psychological and cybernetic connections to it) and thus with an interest in rehabilitating it. The Anima have risen to prominence within the faction, ranking alongside those Cerebri who sided with the rebels, due to their martial prowess and role within the military. Despite this more martial outlook they would rather avoid further unecessary loss of Advent (at least rebel Advent) life and so be a bit more defensive, but in a mobile sense rather than the entrenched defences of the TEC loyalists.
Culturally-appropriate techs would be interesting too - 'Explusion' still fits well, to my mind, since it represents the vidication felt by the rebels as they cast out the invaders: they questioned the Unity and changed their part of it, they were tested and proved themselves still strong. Ability-wise they would focus a bit more on psintegrat and, mainly, telekinetic powers (due to the social and military emphasis on Anima, maybe representing that they've opportunistically grabbed a measure of more freedom to develop their talents now that the Cerebri do not have a monoploy on power). A new idea might be:
An ability that improves Temples of Comunion so that they slightly increase the speed of friendly ships within their gravity well, representing the increased presence of Anima and other telekinetically-gifted individuals being trained/preaching/whatever it is they do there. This would increase fleet response/deployment times within their own borders, without giving an overwhelming advantage in terms of offensive strategy.

The rebel titan's abilities also need overhauling*, and a ship with a large Anima contingent could give some good reasons for some interesting abilities, beyond drone control.
"Embrace Of The Unity": A complex field array works in conjunction with Anima and Psintegrat adepts to pull enemy vessels into the embrace of the Eradica. An AOE attack that reaches beyond range of the titan's weapons and draws enemy ships closer to it, pulling them into range of it's guns (or further in, as the case may be). Used in conjunction with the repulsion ability of the Iconus, could be quite interesting to use to funnel enemy ships into kill zones.
"You Shall Go No Further": The Anima focus their efforts on holding the hulls of enemy ships still. A targeted AOE attack that stops (or slows, depending on how overpowered it seems) a group of enemy ships, most probably just corvettes, frigates and cruisers, not capships. They can't run away/advance on a more vulnerable target, but can still shoot and use abilities (compensating for it being AOE rather than a single ship).

 


This narrative could even raise some interesting questions about the malign influence that the rebels think has infected the Unity. Are the Cerebri a.) the influence itself, having long ago subverted the will of the Unity and its message to their twisted desire to retake the homeworld and force the TEC to submit; or b.) the main puppets of the influence, being so closely integrated with the Unity they can no longer distinguish between their own will and its collective (and now corrupted) one? For a variety of reasons it seems more entertaining to leave that question open.

 

 

I don't know how much these suggestions and (hopefully constructive) criticisms will be. Particuarly as I don't think I've been active since the last beta, for Diplomacy.
But hopefully it'll be food for thought, and if anything maybe underscore the need for some more narrative feedback on why the factions are doing what they're doing. (Descriptions of techs that mentions 'the purified Unity' don't really cut it with me, and if anything just represent the dissociation between the reasons for the split between loyalist and rebel, and the techs these two sides are actually researching.)

 

 

 

 

*Just generally, also, even if not along these lines. The abilities seem a bit weak, and are also predicated on your fleet dying, rather than any kind of genuine synergy between it and the titan; complaints I've seen made elsewhere. Basically, the first is a bit silly - and is the same reason I don't tend to build the Corsev: too much micro-managing in the occasions when it actually becomes useful; and at least the Corsev can steal ships to use it on rather than ones you've paid for - as well as a waste of resources (for it to be worth using, you need to use it on an undamaged ship to get all those nice hull and shield points, rather than on an already dying ship which nets you very little). Not to mention that, from my point of view, there's the same 'why would rebels sacrifice themselves?' question hanging over it's narrative provenance. The third is passive, but 'I can't do anything fun with it other than move and shoot' isn't really a good criticism, and the second is fairly reasonable. The ultimate, meanwhile, needs you to basically lose the Titan to come into play.
Less said about it's looks the better. That disk is just... inelegant, a word that should not be applied to any Advent ship. Although I thought I could just about get used to a vessel that looks like a cross between Gormley's Angel of the North and the nightmare-moth-creature from Perdido Street Station, the disk I just can't get used to.

61,172 views 52 replies
Reply #26 Top

Quoting sareth01, reply 24
@ Volt

Hmm I would say give the advent loyalist guardian an additional effect, that their guardian increases armor by +1 or +2 for all ships affected by the shielding ability.  This would go a long way for justifying a player to get guardians earlier, and both factions need this justification. 

 

That sounds lovely.  Would give the advent loyalists some much needed mitigation against bomber damage(since neither suppression Aura not Vertigo affect bombers).  Which is really a bummer considering none of the Loyalists new damage bonuses affect strikecraft(most of them affect literally everything else), which makes having to build a bunch of carriers for fighters feel a bit wasteful, since they don't synergize with any of the loyalist combat techs.  Well I suppose carriers are useful in general, just feels off having to build a lot of the one unit your faction specific  techs don't cover.

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Reply #27 Top

In general the beam techs of the advent have been becoming more and more irrelevant in the game.  First there was the grandaddy of advent nerfs, the illuminator "bug" nerf.  Then the bomber spam nerf to capital ships, bombers just did 15% less damage to them.  While needed, this really gave vasari capitals an indirect buff and allowed them to really widen the advantage against the advent in a early starbase rush situation. 

Now with corvettes there isn't any real advantage to tech illuminators at all.  Bombers are still good once you get a swarm of 50+, yet they are also easily taken out by corvettes, so its a pointless battle in many ways.  Illuminators not being built mean that the advent have a single LF counter, fighters.  Corvette + LF and then bring in flak support is the way to bring about the end of the advent.  It takes too long to get expensive illuminators up, especially when they start to die very fast.  Early game illum spam is pointless vs. corvettes at the moment.

Reply #28 Top

Quoting sareth01, reply 27
In general the beam techs of the advent have been becoming more and more irrelevant in the game.  First there was the grandaddy of advent nerfs, the illuminator "bug" nerf.  Then the bomber spam nerf to capital ships, bombers just did 15% less damage to them.  While needed, this really gave vasari capitals an indirect buff and allowed them to really widen the advantage against the advent in a early starbase rush situation. 

Now with corvettes there isn't any real advantage to tech illuminators at all.  Bombers are still good once you get a swarm of 50+, yet they are also easily taken out by corvettes, so its a pointless battle in many ways.  Illuminators not being built mean that the advent have a single LF counter, fighters.  Corvette + LF and then bring in flak support is the way to bring about the end of the advent.  It takes too long to get expensive illuminators up, especially when they start to die very fast.  Early game illum spam is pointless vs. corvettes at the moment.

 

The thing that aways bummed me out about illuminators was they had this interesting idea: let's have it be worse at focusfire, but capable of more total damage albiet a bit more spread out... And then they went and gave both other LRFs abilities that make their attacks AoEs, meaning they do the whole superior main target damage in an AoE when their buffs are up without even having to wade into the fight(and they still have superior focus).

 

And to top it all off for whatever reason Advent's LRF unlocks the latest into the game.

 

I love illuminators(think they are an interesting unit) and would really like to see them give some love.

Reply #29 Top

Illuminators needing a buff isn't something specific to a faction.  That's just general balance.

Reply #30 Top

The thing that bugs me about the Advent factions is both sides have all their tech in the civil tree. There is that one rebel tech that doubles shield regeneration, but that's it.

It's good that there is some good tech in the civil tree now, but it comes at a cost. I think the Rebels will be pretty good if the resurrection stuff starts working like it's supposed to and/or it gets buffed to happen more often. I would take some of the loyalist culture tech and give it to the rebels (because, it's good tech and room needs to be made). The planet-generating-culture thing should stay loyalist though.

The Loyalists... I would give them military techs. Early armor upgrades would be quite helpful. Techs that help the ship synergies, add new ones, or encourage the use of them would be the goal; IE. Doubles the duration of Shield Projection and adds 10% restore rate to Shield Restore when both are active at the same time.... Vengeance Lasts 3 seconds longer and (radiant's focus fire redirection ability whose name escapes me) grants 50% damage reduction when both are active at the same time....

Illuminators, Dominas, and Adjudicators in general need buffs. Dominas supposedly work, but it's so far up the tech tree still and once again we're in the civil tree all day (like, Rebels should love Dominas. It's your choice to sacrifice a ship, not the opponents :p ).

Reply #31 Top

I too want to support the idea that the Advent need more defining. I must say I was disappointed to see that a lot of the new techs are not very noticeable in terms of impact on the game and in terms of distinguishing one faction from another. My expectations were higher after having seen what happened to the TEC.

I strongly feel that this can be achieved by emphasizing traditional Advent strengths- other than just culture. (The way things are now.) In Diplomacy, the Advent were also big on strike craft, research facilitation and defence. Why not expand on these strong points as well?

There are plenty of ideas along those lines in this post. I'd like to add some of my own to illustrate my point. (Originally from a different post: https://forums.sinsofasolarempire.com/421533)

  • A synergy ability for bombers. “Strike in Unity”: if you control a certain number of bombers in a gravity well, the bombers fly in formation and perform coordinated strikes against a single target, yielding increased damage output. If it’s too powerful, limit it to certain ship types as valid targets, give the ability a hefty cooldown, etc. The bombers get a nice graphical effect (glow) when they use this ability.
  • “Knowledge is power”: research that requires one or more points in Knowledge Aggregation. The citizens of your empire rejoice whenever you complete research. They donate resources to encourage further research. You receive X% of the original research cost.
  • "Unified defenders" ("Strength in numbers") Bonuses for tactical structures at planets whose tactical slots have been used up and have no more tactical upgrades available. Again, a nice glow to show this :)
Reply #32 Top

Idk about the synergies with tactical structures or bombers, but Knowledge is Power would work great for the Loyalists.

Reply #33 Top

Just had another thought: Since the Advent rebels seems to be intended to be more defensive(Expulsion, recharge shields, and wail of the forsaken all encourage grabbing a few high value worlds and holing in), what about giving them some technologies related to starbases.  this could also be used to develop the late game fortified culture bomb theme present in the concepts of Mass communion & Repulsion.

 

Perhaps Technologies something like:

 

 

Mass communion(buff): Extend the 25% discount to starbase Evangelism Pods & Enduring Devotion in addition to temples of communion (maybe also induced reverence if the first 2 weren't enough, but I suspect the first 2 would be sufficient).  

[comments: this would make Mass communion pay back the investment significantly faster.  Moreover with these changes I think Mass communion would be fine at it's current tier(rather then receiving the reduction most people are asking for).  Also this would encourage more culture-stronghold Starbases.]




Fanatical Defenders(security tree tier 3, requires evangelism nodes):  Grants additional benefits to the evangelism Nodes starbase upgrade.  Each level of evangelism nodes additionally increases the number of strikecraft in the starbase's squadrons by by 1(to a max of 3 extra strike craft per squad at upgrade 3 nodes) and reduces the cooldowns of the Transcendia's weapon systems by 10%(to a maximum of +30% weapon attack speed at upgrade 3 nodes)

[comments:  Just want to say for starters I mostly love this idea on a thematic level.  the evangelism nodes drive the psychics manning the Trancendia to unparalleled levels of fanaticism, increasing the number of drones the Anima can control as well as improving the rate at which Psi-teams can pump out energy via starbase weapons.

mechanically I know this sounds like a lot, but realistically this constitutes about a 10% increase in the starbase's weapons & 11-14% strikecraft based offense per evangelism node upgrades(which is smaller then the extra offense gained by just dropping more upgrades in extra strikecraft , meteroid control, or more starbase weapons).  The idea is that while the offense per point isn't optimal, you're getting it in addition to culture-spread.  FInally the nature of these buffs are designed to synergize with other weapons/strikecraft upgrades, so it's more of a supporting damage buff then a source of raw offense.

Also note this damage boost is a bit deceptive: it sounds like it's simultaneously boosting 2 stats, but realistically a given starbase likely only heavily invests in extra strikecraft or weapon systems but not both.  Fully upgrading weapons & strikecraft would take 6 slots, leaving only 2 slots left for evangelism nodes(and doing so would result in none of the "core" starbase upgrades such as bonus health/shields, enduring devotion for important worlds, and mass disorientation to buy time & prevent retreat).  Being that both boosts are designed to scale to the starbase's existing weapons/squadron in reality on a  given starbase only one bonus will likely be present in meaningful force.  Consequently the 2 stat component primarily adds flexibility.]  

 

 

 

Trascendant Battlestations(Harmony T8 or security T6-7):  Increases the maximum number of upgrades advent starbases may have by 2(up to 10).  These final 2 upgrades cost 50% more then the first 8 upgrades.

[comments: Designed to synergize with Fanatical defenders, this ability would be similar but distinct from the TEC loyal's twin fortresses.  Where the TEC loyals would have the potential for the most starbase power in a  given system, Advent rebels would have the strongest individual starbases.  This ability could also very easily be divided into 2 ranks at +1/2 available upgrades.]




Well it's tough to estimate the balance ramifications, but I mainly mean these as proof of concept.  Could be an interesting way to diversify the Advent rebels(make them even more focused on fortifying & later game culture bombs(which is the polar opposite of the loyals who favor rapid expansion and early game culture spread).  

 

Also would be an excuse to give starbases some love, something that is rather needed for everyone besides the vasari and TEC loyals(unbuffed starbases have taken a hit from the addition of titans).

Reply #34 Top

Quoting Amplifiction, reply 31


“Knowledge is power”: research that requires one or more points in Knowledge Aggregation. The citizens of your empire rejoice whenever you complete research. They donate resources to encourage further research. You receive X% of the original research cost.

or have research temples gain a temporary ability to broadcast culture each time a tech is completed, depending on which tree its' from.

Reply #35 Top

Quoting bilun, reply 33
[...]

Idk what Mass Communion does by default, but the other two suggestions are really OP IMO.

Reply #36 Top

Quoting Volt_Cruelerz, reply 35

Quoting bilun, reply 33 [...]




Idk what Mass Communion does by default, but the other two suggestions are really OP IMO.

Mass communion at the moment just gives a 25% discount to temples of communion.  It isn't very useful as it is a T4 research that requires points in unwavering belief to research.  Which means by the time it's available you've already built most of your early temples and you need to build another 6 temples before the discount pays back the cost of researching the technology.

 

Well like I said, was meant chiefly as a proof of concept rather then finished products.  In anycase I've adjusted the numbers down a bit.  The idea was simply encourage late game heavily fortified culture producing border-worlds for a passive-aggressive platstyle (as compared to the loyalist's aggressive-aggressive culture & military expansion).

 

That said:

 

For Fanatical Defenders: the +1 strikecraft per squad is about an 11% increase in offense for fighters & 14% for bombers.  Actually upgrading strikecraft capacity results in a 200%/66%/40%/42% increase in fighter capacity(which has similar effect to extra strikecraft per squad).  Likewise actually upgrading weapons results in roughly a 100/50% increase in weapon damage output.  The point is in all cases the offense I was granting per rank of evangelism nodes is 1/3 to 1/4 or lower of the damage increase by simply upgrading weapon systems/strikecraft capacity.  If the starbase has fully upgraded weapon systems(all 3 unlocked) each evangelism node would add about 47 DPS(before weapon technology upgrades) divided between the 4 banks(possibly hitting 2 targets with the research all races starbases get).  Alternatively with fully upgrades fighter bays(20 strikecraft squads, which btw takes 4 upgrades) the extra squads provide 20 additional strikecraft for each evangelism node (about 2 squads of fighters or 3 squads of bomber).  This would create the potential for the equivalent of 29 squads of strikecraft onboard(but that would take 7 upgrades, not leaving room for much else); moreover practically speaking how often do you see starbases maxing strikecraft anyway when doing so often means sacrificing mass disorientation or meteoroid control?(if need-be as things are now you can get more powerful squads for cheaper without using up starbase upgrades by building hanger bays). 

 So my question is this: why do you think it's too strong?  do you think the synergy with other upgrades is too great? or do you think culture spreading stations need to be poorly defended to be balanced?  I'm not criticizing your viewpoint, I'm merely hoping to get more detailed feedback and thought I may as well lay the numbers as I see them on the table.

 

For Transcendent Battlestations: 2 extra upgrade slots per starbase is certainly weaker then the TEC loyal's 2 starbases(adds flexibility, gets around the max number of upgrades of the same type, and adds 8 upgrade slots per gravity well relative to my proposed 2).  There's of course something to be said for the extra 3k startup cost for a second starbase- so perhaps my proposed extra 2 upgrade slots should be more expensive then the first 8 slots?  Actually that sounds appropriate- added to the description in my previous post.

 

 

 

I'm very willing to take feedback and adjust ideas accordingly, but it would help if you'd give something more specific then "too powerful" as that leaves me with not better informed methods to make changes besides generic numbers decreases.  I'm mostly providing my ideas in this thread as thematic concepts for differentiating the factions, not because I'm 100% sure on the numbers.  As such I'd prefer feedback on the theme and specific balance concerns rather then "it's OP, let's move on."

 

 

 

Reply #37 Top

I think the rebels will be fine once the resurrection tech starts working... in fact, it would be my guess that it was disabled on purpose due to it working too well. It is very easily over powering. Until we see this work, I would vote down changing anything if my vote even mattered.

Honestly, loyalists have the least important faction tech. There are some nice things, for sure. I love the tier 2 culture tech. It's worth investing in culture very early because you can boost it so much without going super far down the tech tree. Only good reason to go down the rest of the tree is if I want to culture the heck out of the galaxy or get some phase missile blocking.

Planet for a planet is dumb... you will, like, never use it. Ancient Retribution would be awesome if it came earlier. It's a little out of reach where it is now. Fury of the Unity is awesome, but I think it should be in the military tree or Coward's submission should move over.

I have mixed feelings about mine control. I was biased against it when I first read it because I have the mindset 'mines are dumb'. well, clearing them is not. and stealing them in your opponent's gravity well is even cooler. And, it's not an ability... it's an aura. just get in range and you have the mines... it couldn't work better. Trouble is that I doubt mines will be used in multiplayer games (even though I think the new way TEC lays mines is awesome and should be the blueprint for the rest. And then you're risking the drone hosts bringing em in that close where there's sure to be turrets.... Though it did have me microing my movements to risk the least damage...

 

Reply #38 Top

I do not think that new techs will be added just to balance one sub-faction. Each sub-faction gets the same number of unique techs, all of which are shown on the sub-faction tab so a change in the UI would be needed as well.

An Advent Rebel buff to SC is something that I would like to see, but there are ways of doing this without adding more techs. If Return of the Fallen could bring back destroyed SC, then this could be very powerful with the right % chance and could have a similar effect to enlarged squadrons.

EDIT: The Advent in general have techs that are too high in the tree for them to have any impact, not just the Loyalists. The tech that reduces culture building price should be tier 2 with culture building research as a prerequisite. Hardened cities should be moved over to the defence tree and antimatter scavenging should be a tier lower. Expulsion should be tier 3.

Wail of the Sacrificed should get an additional or an altered effect. Instead of, or in addition to damaging all enemy gravwells that are 1 phase jump away, this ability should inflict damage on all enemy gravwells that have your culture present in them. This would synergise very well with the Deliverance engine.

 

Reply #39 Top

Quoting JuleTron, reply 38
I do not think that new techs will be added just to balance one sub-faction. Each sub-faction gets the same number of unique techs, all of which are shown on the sub-faction tab so a change in the UI would be needed as well.

You're probably right.  I'd considered the same, but sometimes I like to satisfy my creative urges even if I know there's virtually no chance of any of my ideas being implemented.  Honestly I enjoy thinking up ideas even without any real possibility of the vindication of any of them being realized.  I guess I post them for others to see in some sort of subconcious attempt at self deception so I don't let myself realize the futility of my action....man that sounded way more depressing then I meant it to.  Point is it's a hobby.  ;)

 

That said I should probably try to focus on more productive suggestions, such as tweaks to existing technologies.  

 


An Advent Rebel buff to SC is something that I would like to see, but there are ways of doing this without adding more techs. If Return of the Fallen could bring back destroyed SC, then this could be very powerful with the right % chance and could have a similar effect to enlarged squadrons.

Interesting Idea. though I suspect the % may need to be a bit higher for strikecraft then frigates to have a significant impact(after all reviving fighters mostly just saves carrier mana rather then actually permanently bolstering your forces like reviving frigates does).  Definitely worth a try at 10% though.

 

EDIT: The Advent in general have techs that are too high in the tree for them to have any impact, not just the Loyalists. The tech that reduces culture building price should be tier 2 with culture building research as a prerequisite. Hardened cities should be moved over to the defence tree and antimatter scavenging should be a tier lower. Expulsion should be tier 3. 


I'd like to see hardened cities do something to protect a planet's population from bombardment rather then just reducing planet damage.  Nothing more frustrating for rebels then having wail of the Sacrificed neutered before an attack from across the galaxy by Novalith Cannons.

Expulsion reduction would be great.

That said, I'd still rather see Mass Communion buffed rather then reduced in tier.  The culture Rush is the loyalist's thing, I'd rather they diversify the factions by giving culture a different role for the rebels(such as later game culture bombing from heavily fortified border-planets, which would fit Expulsion, wail of the sacrificed, and the existence of shield recharge structures).
 


Wail of the Sacrificed should get an additional or an altered effect. Instead of, or in addition to damaging all enemy gravwells that are 1 phase jump away, this ability should inflict damage on all enemy gravwells that have your culture present in them. This would synergise very well with the Deliverance engine.
 

This might be too strong IMO.  Honestly Wail does a ton of AoE damage, I'm apprehensive about buffing it even if it's a bit circumstantial ATM.

Also though the big tech you've missed IMO is the temple of renewal's recharge shields.  The ability is very AM inefficient for the stage of the game it comes out, which is also annoying being that the stage of the game it would really be useful is early game(yet it's what? T6 civilian?).

Reply #40 Top

As good as those upgrades are it doesn't really go with the whole necromancer theme for the Rebels. Really there are few changes that are really needed in my opinion to make them more unique. I've played like 40 hours of beta 2 and almost all of it on the rebel advent(Mainly cause that Titan looks badass).

 

More than likely Return of the Fallen needs a percentage buff, for so much cost it only gives you 10% chance of a resurrection I understand in the late game this skyrockets because of the amount of ships. But almost not games ever reach that point. Just buff the percentages by 5% for both of the upgrades making it an overall 20%. I think reanimation can stay the way it is. These abilities also need a visual cue as well.

 

After some testing I find expulsion to be a good ability, but I think this should be moved to an earlier tech. The Advent rebels have NO early tech except for them except the corvette upgrades. Don't tell me this would be to strong because almost all TEC tech is stupid strong early game.  Mass Communion needs to be scraped and a new ability put in place.

 

Cleanse and Renewal, it may be a good ability but it is boring beyond belief. Either scrap it or give it a visual. Wail of the Sacrificed is annoying because its like the Rebel Advents signature upgrade but it has a stupid set up time(planet population). It is SEVERELY strong if set up, but actually setting this up for a offensive purpose is really hard. And as a matter of fact it could actually be overpowered in a defensive position. It can destroy a whole fleet almost with a terran planet.

Protection of the unity pisses me off for the same reason almost all the other abilities piss me off, its is a passive ability that may be really good, but its just a passive ability. TAR is an awesome upgrade, Pirate Mercenaries is an awesome upgrade.

 

Thats just my two cents.

Quoting JuleTron, reply 38

Wail of the Sacrificed should get an additional or an altered effect. Instead of, or in addition to damaging all enemy gravwells that are 1 phase jump away, this ability should inflict damage on all enemy gravwells that have your culture present in them. This would synergise very well with the Deliverance engine.

 

 

That would be severely overpowered, a terran planet all the way up with Wail actually does around 6000 unmitigated(I think so) damage. Lets just say your entire enemies territory was covered in your culture. You could actually destroy every single ship/structure with this ability. Wail is actually REALLY strong, also if you are losing you will go out with a bang if you have this on your capital.

Reply #41 Top

Something that I feel would really capture the Advent Rebels' mindset would be a tech (maybe an upgrade that you had to buy per frigate factory/cap factory/titan factory) that SLOWED ship building in exchange for making them better ships. It could be something like 'Purification Rituals' which tested the candidates' loyalty to the unity, allowing for a more connected crew with better stats. I don't know enough about all of the very complicated damage formulas and shield mitigation and whatnot, but if it increased all new ships' firepower/speed/shields/mitigation noticeably in exchange for something like 1.5x the build time, this could be viable and I think it would fit their mindset very well. If the loyalists' temples of communion had an upgrade that allowed it to mind control a frigate/corvette attacking it (if it is a permanent control) and or capital ship (for something like a 120s control) this could allow temples of communion to be used as a form of defense, and you are not left with your pants down on all your planets. This could have a very long recharge time, but is something that I believe emphasizes the Loyalists' stronger bond with the culture.

Reply #42 Top

Quoting sareth01, reply 24
@ Volt

Hmm I would say give the advent loyalist guardian an additional effect, that their guardian increases armor by +1 or +2 for all ships affected by the shielding ability.  This would go a long way for justifying a player to get guardians earlier, and both factions need this justification. 

They will be no buff for the advent that increases the armor of nearby units simply because it doesn't balance things out:

One or both advent factions now gets phase missile block in their culture and the discord's fracture can debuff  armor by  -5 to enemy targets in range when maxed.(correct me if I'm wrong)

It just simply OP for armor buffs.


Advent are all about debuff abilities which the loyalist considerably enhance. There caps and titan debuff enemy units, their culture debuffs enemy economies. The problem i think the devs had was trying to make a rebel advent faction based on buff abilities-which is obvious and boring and overpowering since the rebels would still use discords and rapture, culture etc for debuffs. In all honesty the kind of rebel advent faction every one is hoping for has to be built from the ground up-religious fanatics using buff abilties "just what the world needs"  -which crashes with the other races designs. 



edit:

If you thought advent culture has no foothold has it should be in multi-player then prepare yourself for the loyalit's most annoying economy debuffs if you spawn next to them. Hot key "feed plz"


Reply #43 Top

The devs solved that by giving the rebels a less obvious choice for a theme: sacrifice and rebirth.

Quoting bilun, reply 39
That said, I'd still rather see Mass Communion buffed rather then reduced in tier. The culture Rush is the loyalist's thing, I'd rather they diversify the factions by giving culture a different role for the rebels(such as later game culture bombing from heavily fortified border-planets, which would fit Expulsion, wail of the sacrificed, and the existence of shield recharge structures).

Mass Communion could instead allow all friendly culture centres to increase trade income. This would significantly change the way the rebels and loyalists benefit from culture. The shield recharge ability for Temples of Renewal should also consume less antimatter.

A more reasonable change to the Wail of the Sacrificed could be to change Hardened Cities so that populations become much more resistant to siege damage. That way, the above-mentioned Novalith counter is less effective. Or, Advent rebel populations should very rapidly return after getting bombed.

 

 

Reply #44 Top

It could just be divide of quantity vs. quality. The Loyalists believe that everyone should join them and strive towards having everyone become a part of the Unity. The Rebels believe that the Unity suffers when it incorporates the weak so they have much more of survival of the fittest philosophy where people must prove themselves in order to join the Unity and that anyone unworthy should be sacrificed to strengthen the Unity.

Reply #45 Top

I give up. It's like people saying a car needs racing stripes when the engine and chassis aren't put together.

Reply #46 Top

Quoting bilun, reply 11
Defensive Strikecraft:  Since the Advent Rebels are the more defensive advent factions, it would be cool to have a technology improving the strength of strikecraft fielded by hanger bays & starbases.  It's always been interesting that only advent starbases can upgrade strikecraft capacity 4 times, but realistically doing so is of limited practical usefulness as doing so generally requires the sacrifice of mass disorientation or Meteoroid control for a few extra squads.  Likewise hanger bays aren't the greatest investment as repair platforms generally improve a planet's defenses more for a smaller cost.   Having a technology that significantly buffs defensive strikecraft could very well change this, making the Advent rebel's defenses a very different composition then every other factions.  In principal I just love the idea of planetary fighter/bomber defense grids which launch a terrifying swarm of very small ships to repel aggressors.

 

I like that. As you say, gives them the defencive aspect they already appear to have, but is in a very faction-appropriate manner. It also makes them different to fight against, which seems to be part of what Rebellion is all about (TEC loyalists are all about massed static defences, like a blunt instrument, Advent rebels would be about more fluid and elegant defences).



I think really, I agree with the idea that the loyalist advent are pretty well fleshed-out. Maybe it's the contrast between them and the fairly 'meh' character of the rebels?

  And I don't think it really cuts it to say the loyalists are religious crusaders whilst the rebels are religious theologians - that's what I was trying to get at with my 'the loyalists are fanatics who.... The rebels are fanatics who...' comment.
  It's still basically the same aspect of Advent culture being played on: the Unity-as-religion angle. The idea of them being the highly technology- and research-oriented side gets largely ignored, IMO, or at least not as developed as it could be in contrast. (That is what the Unity is, at the end of it. The religion is centered around a mass of psychic and cybernetic technologies and mind-machine interface networks, which is the kind of grim irony at the heart of the Advent - they essentially worship something they created. The technical terms are reification and fetishisation.)

Reply #47 Top

the advent rebels seem to be about inner strength. what about some economic research.

Ideas

resource focus is available at tier 3

its tier 4 slot is replaced by a tech that boosts resource focus by 20% with two ranks for a 60% bonus and a 80% bonus respectively

at tier 6 there is a tech that boosts all sources of credit, metal, and crystal income by 5%

at tier 7 their would be a tech that boosts income by a further 5%

at tier 8 there would be a tech to boost the allegiance of all planets by 5% and doubles the amount of allegience increase possible from culture

Reply #48 Top

I get where the developers are coming from with the Loyalists trying to unite everyone into the Unity and the Titan fits that mold with powers to steal enemy ships and planets (those two abilities really highlights their philosophy).  But yes I would agree that the Rebel Advent do not seem to have real distinguishing features.  For a group that is supposedly focused on destroying anything that is not part of the Unity they are really just Vanilla advent with powers to help kill themselves...

I don't understand this whole suicidal/cannibalistic slant to the Rebels.

 

I also don't understand the design behind their Titan.  Previously the Advent went for simple and elegant for ship design, the Titan however is very busy, and what is with the piece that just floats off to one-side? That seems more like something to include for the Alien Vasari rather then the Advent.

 

All in all I feel very disappointed with the Rebel Advent which is the main detractor from this expansion. The Human factions seem so polished by comparison.

Reply #49 Top

Quoting Jahzir, reply 48
I get where the developers are coming from with the Loyalists trying to unite everyone into the Unity and the Titan fits that mold with powers to steal enemy ships and planets (those two abilities really highlights their philosophy).  But yes I would agree that the Rebel Advent do not seem to have real distinguishing features.  For a group that is supposedly focused on destroying anything that is not part of the Unity they are really just Vanilla advent with powers to help kill themselves...

I don't understand this whole suicidal/cannibalistic slant to the Rebels.

I... hang on, I think you're mixed up somewhere.

Advent Loyalists: Very simple - "Join us or die". Culture and mind control focused, all about forcing others into the Unity and destroying everything else, especially the TEC.

Advent Rebels: Slightly more complicated, they believe that revenge against the TEC isn't their true purpose, and that someone manipulated them into the path of revenge. Thus, they broke away and started openly opposing the Loyalists and hope to find and destroy whatever is manipulating, or, "corrupting" the Loyalists. Their theme is redemption and rebirth, thus they have a necromancy angle, not a "suicidal/cannbalistic slant."

Their "pure" or "uncorrupted" Unity supposedly allows them to bring masses of their own people back from the dead and turn death itself into a weapon against their enemies. The point is that they can afford to sacrifice ships/people because dead doesn't mean dead for them.

If anything I'd like more techs focused on the rebirth side of the death/rebirth cycle to help emphasize that some more.

Reply #50 Top

In the last day or two I've done a lot of thinking about how Advent Rebels gameplay should be differentiated(this is more changing playstyle rather then thematic differences).  As I said in my first post I believe the Loyalists tree is pretty well designed in terms of promoting a unique playstyle.   The Rebels however is not IMO.  In particular many of their techs fail to define their playstyle much by coming too late in the tree.

 

I just put in a whole long post about my thoughts here:  https://forums.sinsofasolarempire.com/421817

 

That said here's the short version: I think The Advent Rebel techs should have a few modifications to have them support the sort of gameplay they seem like they were intended to encourage: A passive aggressive gameplay style which focuses on defense & economy early game to survive until it gets to all of it's late game combat-techs.    I say passive Aggressive because of Expulsion(which may increase the culture pressure exerted by the advent rebels after failed attacks) and Wail of the Sacrificed which may be sued to put some serious pain on adjacent gravity wells.

Once the Advent rebels have reached the late game I envision them transitioning into a more offensive style, softening enemy border with wail of the sacrificed and sending their fleets(by this stage of the game empowered with key combat techs like Return of the Fallen & Reanimation) to mop up.

 

Anyway without more ado, the changes I thought up:

1). Move expulsion down to T3 or T4.  This encourages the rebels to focus on defense and economy early game while building their empire and working toward researching their combat techs which are far later in the tree.  Also this would be "fun" as it would be enjoyable so see a successful defense earn a a noticeable increase to total economy(early game you have less planets so boosting a single one is a bigger deal)

2).  Move Recharge Shields to T2 from T6(now requiring temple of communion research instead of renewal).  Recharge shields now adds it's ability to temples of communion instead of renewal(upon researching this tech temples of communion gain an AM pool of 300).  Lastly Reduce the AM cost of Recharge shields from 30 to 20.  I know this sounds like a mouthful but it essentially fixes all of the problems with this tech.  It makes this tech come out at the stage of the game where it would really be useful(early game), further encourages temples of communion, improves the horrible AM efficiency of the current skill(30 shield/sec for 30 AM is pathetic compared to the TEC's repair platforms repairing 40 hull/sec for 20 AM).  Additionally this would do wonders for encouraging early advent rebels to focus on defense and economy.  Obviously it provides extra defenses and moreover provides an alternative to repair bays in the harmony tree(meaning it's to as necessary to immediately build 2 temples of hostility for repair platforms allowing for early trade ports).

 

3). Have Mass Communion Additionally reduce the Logistics cost of Temples of Communion by 1 or 2.  This change would make it easier to pay back the cost of the tech(as you can fit more temples of communion on your worlds). Additionally it would give the advent rebels a different cultural niche.  Rather then early culture pressure they would be more adept at culture-bombing a single key position(which likely they fortify well).  this would contribute to the "passive Aggressive" playstyle I'm envisioning

 

 

All that said, if Expulsion were moved down in tier, the end of the rebel harmony tree would need something to compensate.  I think the best option would simply be to up Return of The Fallen & Reanimation from T4/T5 respectively to T5/T6 respectively.  It's a small nerf, but would keep the end of the harmony tree enticing.  Also frankly the extra early game defense/economy from Expulsion & Recharge shield dropping in tier would more then make up for needing 1 additional temple of harmony & some extra resources for these two key-techs(as stronger economy & defense means the advent player reaches higher tiers of research earlier and safer).

 

 

This would do a ton to differentiate Advent Rebel playstyle from any other faction in the game.  The Passive Aggressive playstyle thing is certainly very different from the loyalists who favor rapid expansion even at the expense of defending their flank(Planet for a Planet).  Moreover the very concept of an advent faction with any real focus on economy is a fairly alien concept.