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The 4 titan techs to unlock build percentages seem pointless

The 4 titan techs to unlock build percentages seem pointless

I do not believe there is a point to having 4 techs to build titans as-is now. It seems like a handicap for people bad at basic arithmetic, and a boring chore for the rest of us.

Why? Having an un-built Titan locks up a large amount of resources for no gain, so there simply is no point starting to build a Titan unless you know you have/will it all funded... at which point you will start the Titan construction and Techs 2 through 4 more or less simultaneously.

There's no realistic opportunity in most games for human opposition to disrupt the process anywhere but at the titan factory (if all those tech centers could be taken down, so could be -or would even have to be- all planets, essentially). So really, the techs don't help with anything.

 

If these 4 techs really need to exist, perhaps you could make them very expensive and use them to activate Titan abilities instead?

Example:

Tech 1: Titan factories and Titans with shields can be built. Very few, weak weapons for sub-capital ship firepower, no movement, no abilities. At this point, it only serves to tank / as latent threat in system, attackers will now have to decide whether it's a good idea to invest something like 6-10 minutes of the fleet firing at it to try and get rid of it. 

Tech 2: Movement activated.

Tech 3: Regular firepower activated.

Tech 4: Titan upgrades (Abilities) activated.

And maybe for multiplayer, make it so it can't be seen how much a Titan is capable of until it engages some capital ship or 8 or so frigates.

Even better would be to get the upgrades out of the tech tree and make them buyable per-Titan... but I guess that would require some addition to the game engine - it'd be a shame to dedicate the experience levels to this.

201,990 views 46 replies
Reply #26 Top

Quoting TerribleNate, reply 25
I don't understand what is wrong with making it a single button but just givving it four tiers.

 

the 4 research criteria requires user to spend not only research time on those 4 techs but cost as well.  Gives the opponent  more time to disable titan research

Reply #27 Top

I think that you should have to have built the titan up to the last stage before you can research the next titan tech.

 

SO you can research tech 1 to unlock the foundry and 25% construction

tech 2 can only be purchased at 25% construction

tech 3 at 50%

tech 4 at 75%

 

As each tech is purchased a warning is sent out to all players.

 

This will drag out the construction of Titan 1 and give players mroe time to harass it.

Reply #28 Top

Quoting JohnJames, reply 26
Quoting TerribleNate, reply 25I don't understand what is wrong with making it a single button but just givving it four tiers.

 

the 4 research criteria requires user to spend not only research time on those 4 techs but cost as well.  Gives the opponent  more time to disable titan research

 

I am sorry John James but that was totally not the point of my question sir.

Reply #29 Top

if you look at the time for each tech, ie level 1, 4 or 8, each requires the same time if on the same tier.  Having it all in one level say tech 4 would decrease the time to build a titan and having it at level 6 would require more labs.

 

Not sure if its a game limitation that requires all tech to be the same research time per level.

Reply #30 Top

I think putting it as one tech will mean that you'll get an extremely long and expensive research going. Instead, they split it to provide flexibility in the titan research such as:

If Titan needs 4 Research: You can research the first level, then, research for better shields and get carriers. After that you do the second level of titan research to get Titan and so on.

If titans need only 1 Research: You need to put every other research, such a Carrier Unlock, better weapons and shields research on hold while you research for Titans.

Splitting Titans to 4 levels is fine.

Reply #31 Top

GRR guess I need to word things more clearly, ahem, why is it necessary to have four buttons? Just have one button with four tiers; I am talking about aesthetics here people not changing the functionality.

Reply #32 Top

The fact that just initializing the construction ties up so much resources seems to act as a major barrier against building the Titan too early. The research points at that point are superficial. I've never felt they prevented me from getting a titan too early, possibly because they are such a low tier.I usually click on them all at the same time once I have enough resources for the other requirements.

If I can afford the massive drain of having a high enough ship capacity, I can afford four quick researches. The researching is purely supplementary. Maybe if they split the 4 researches into different portions of the military tech tree it might stunt the progress of a titan if the devs are so sure of having them at such a low level.

As it stands now, I'm a bit surprised how fast the AI has a Titan. I'm also surprised why having different victory conditions are even remotely needed with a Titan added to the game play.

Capitol Ship Victory= Build a titan and send it to the enemy's homeworld

Diplomatic Victory= Build a titan and send it to the enemy's homeworld

Occupation= Build a titan and send it to the enemy's homeworld

 

What was once a moderately complex game has been reduced to a simple algebraic equation, and having the research so accessible contributes to this. I can understand the Dev's (supposed) desire to make the Titan accessible so everyone has a chance to use one. But I think that has more to do with Titan being a major selling point of Rebellion than consideration of the effect on gameplay.

 

Reply #33 Top

Quoting LeoBrok3n, reply 32
I can understand the Dev's (supposed) desire to make the Titan accessible so everyone has a chance to use one. But I think that has more to do with Titan being a major selling point of Rebellion than consideration of the effect on gameplay.

 

 

Thats a pretty serious charge sir and I hope your wrong.

Reply #34 Top

Quoting LeoBrok3n, reply 32

As it stands now, I'm a bit surprised how fast the AI has a Titan. I'm also surprised why having different victory conditions are even remotely needed with a Titan added to the game play.

Capitol Ship Victory= Build a titan and send it to the enemy's homeworld

Diplomatic Victory= Build a titan and send it to the enemy's homeworld

Occupation= Build a titan and send it to the enemy's homeworld
 

Not entirely clear on what this means... are you saying that the power of sieging a Capital World with a Titan renders the listed victory conditions superfluous?

The extra victory conditions are mostly useful for breaking stalemates and forcing confrontations, they aren't meant to supersede the normal course of the game.

If you were already in a dominant enough position to push to their capital with your Titan and win, you were already going to win anyways. The victory conditions aren't really meant to let your beaten down opponent pull a surprise upset and beat you, although Flagship Victory might be a bit vulnerable to this.

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Reply #35 Top

Quoting TerribleNate, reply 31
GRR guess I need to word things more clearly, ahem, why is it necessary to have four buttons? Just have one button with four tiers; I am talking about aesthetics here people not changing the functionality.

 

I answered that question on my previous post. Answer is, more time, and more research.  Each tier research has the same cost and time per level.

Reply #36 Top

Quoting TheEvidence, reply 34
Quoting LeoBrok3n, reply 32
As it stands now, I'm a bit surprised how fast the AI has a Titan. I'm also surprised why having different victory conditions are even remotely needed with a Titan added to the game play.

Capitol Ship Victory= Build a titan and send it to the enemy's homeworld

Diplomatic Victory= Build a titan and send it to the enemy's homeworld

Occupation= Build a titan and send it to the enemy's homeworld
 

Not entirely clear on what this means... are you saying that the power of sieging a Capital World with a Titan renders the listed victory conditions superfluous?

The extra victory conditions are mostly useful for breaking stalemates and forcing confrontations, they aren't meant to supersede the normal course of the game.

If you were already in a dominant enough position to push to their capital with your Titan and win, you were already going to win anyways. The victory conditions aren't really meant to let your beaten down opponent pull a surprise upset and beat you, although Flagship Victory might be a bit vulnerable to this.

You hit the nail on the head plus karma :)

Reply #37 Top

I would really like to hear from the devs on this one as to whether the titan techs were made so low tier for the beta (ie so we can test them easier), or if this is actually want they want.  Right now the game revolves around titans, and that's not a good thing.  These things needs to be move to, IMO, at least tier 3-6 techs or even further back.  1-4 is far to easy to rush out.

Reply #38 Top

Quoting lbgsloan, reply 37
I would really like to hear from the devs on this one as to whether the titan techs were made so low tier for the beta (ie so we can test them easier), or if this is actually want they want.  Right now the game revolves around titans, and that's not a good thing.  These things needs to be move to, IMO, at least tier 3-6 techs or even further back.  1-4 is far to easy to rush out.

I think they want the Titans to be a mid-game unit, hence why it's low-tier.

I still think it should be bumped up one tech level though.

On the note of a titan being insta-win for capital ship/capital planet victory conditions, I've found the titans to be quite pathetic against structures and planets(Working as intended!), and the flagship can easily outrun the titan.

So unless the player/AI is terrible, there's plenty of time to either kill or force the titan to retreat.

Reply #39 Top

Quoting TheEvidence, reply 34


Not entirely clear on what this means... are you saying that the power of sieging a Capital World with a Titan renders the listed victory conditions superfluous?

 

Yes, that's what I'm saying. As an example in Occupation Victory, it (the map configurations) forces one player to essentially split their force in two: one half defending the essential home network and another defending the Occupation Planet. The concept is "divide and conquer". I've seen it encouraged in many a strategy game, but never before have I see a game that encouraged a player to do it to themselves. To be clear I think this has more to do with the map's layout which forces a player to significantly weak their position.

Other victory options? Rinse and repeat.

Reply #40 Top

I think the Titan should have other techs as requirements instead of being a standalone path. 

I would have the initial titan's cost lower, equal or a bit bigger than a capital ship. A button like the capital ship's, which lets you buy up to 4 levels would exist, but it would be to upgrade the Titan to a full-blown one once the new technologies are unlocked.

For instance, it should at least depend on having starbase tech developed, following the logic that once you master massive hulls for starbases, you improve on adding massive engines to make a massive hull mobile. 

In fact, I think there shouldn't be a Titan hangar, it should be a second option for the starbase builder ship.

The initial hull would have only weapons and move, but no hangars, skills or shields. It would get XP, but it would only level up to level 4-5, and would not be able to spend points on skills.

At least the first tier of each weapon type, hull and shields, as well as carriers and/or hangars, would have to be a requirement for the second Titan tech, which would enable upgrading the Titan to its full power, namely unlocking skills, shields and leveling up to the max. level.

There would be only 2 Titan research levels, but tied with several other tech requirements, either on tech 3-4, 4-5, or 3-5. 

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Reply #41 Top

Or, and this is pretty complex.  Get 4 Military Tech Centers, research them all at once and build the Titan when you get the money.  Even on Unfair its still a slam dunk in my opinion.

 

Justmy2cents

Reply #42 Top

Quoting Brazilian_Joe, reply 40
I think the Titan should have other techs as requirements instead of being a standalone path. 

I would have the initial titan's cost lower, equal or a bit bigger than a capital ship. A button like the capital ship's, which lets you buy up to 4 levels would exist, but it would be to upgrade the Titan to a full-blown one once the new technologies are unlocked.

For instance, it should at least depend on having starbase tech developed, following the logic that once you master massive hulls for starbases, you improve on adding massive engines to make a massive hull mobile. 

In fact, I think there shouldn't be a Titan hangar, it should be a second option for the starbase builder ship.

The initial hull would have only weapons and move, but no hangars, skills or shields. It would get XP, but it would only level up to level 4-5, and would not be able to spend points on skills.

At least the first tier of each weapon type, hull and shields, as well as carriers and/or hangars, would have to be a requirement for the second Titan tech, which would enable upgrading the Titan to its full power, namely unlocking skills, shields and leveling up to the max. level.

There would be only 2 Titan research levels, but tied with several other tech requirements, either on tech 3-4, 4-5, or 3-5. 

 

I love it.

Reply #43 Top

I wholeheartedly agree with the OP. Due to the overwhelming cost of the Titan I just wait until my economy can afford to buy the other three levels within a quick amount of time.

I have no problem with the idea of "spreading out" the purchase but you need to have the money to buy the factory which is unlocked by level one of the titan project. No problem there, the costs are too heavy to start that project. Then you need to actually start the first tier of building the Titan and here is where the whole process gets kind of mired down by poor implementation. The initial cost of the Titan is HUGE. Not just the actual "start building now" button in the factory but you need two capital ship officer slots AND 200 supply. And those are tied up for the entire duration of the project. In order for me to justify tying up those costs I need to have a solid economy (which I generally do as I always trend toward an economy based game plan in every RTS) and in order to defend my solid economy I need to be able to have a fleet. I also tend less toward actualy micromanaging my fleet (which I realise is poor RTS play but hey I'm in this for empire building); I have way more fun just watching my generals make a mess of things and having to restock his fleets. Due to all of that I'd really really moch rather use all of those resources for having two REALLY potent and diverse fleets. This means the Titan is usually an after thought for me and falls into the late game play where I all but have the win in my hands. I just don't find the Titans as that big of "game changers" as others here do (though I also don't play on the higher difficulties).

 

Another approach to making the Titan a bit more "balanced" in terms of justifying tying up those kinds of resources would be to put multiple Titan level buttons into the factory.

Inside Titan Factory: Level one - 50 supply and a quarter the current total Titan cost

                              Level two - 50 supply and one capital ship officer plus one quarter the total Titan cost

                              Level three - 50 supply and one quarter the total Titan cost

                              Level four - 50 supply and one capital ship officer plus one quarter the total Titan cost

 

Reply #44 Top

Titans can be out in 22mins or less. I think rush is around 20 mins.

Reply #45 Top

What about this, we make the titan have its own research tree, and require a little more researching and building to get a full fledged titan out of the works. Still give it the requirement to level since that would make it harder to hunker down and just research a death machine. Make it to where the titan has its own weapons research  Armor, AM, special abilities and so forth, maybe make it level just like a cap ship with 1 ability point per level and make its upgrades research.

Having the four right now is nice and works for what its meant to do but I think it allows for titan rushing which if a titan is supposed to be the "game ender" then the first one to make one and rush to the pirate base for some munchies is going to be the victor. I have friends to can get a lvl 4 titan within the first hour of the match, if not quicker. And a titan that early is just going to eat a fleet and get stronger

I'd like to see it require a little more micro managing then just 4 buttons and a couple fleet upgrades, still viable as a tactic but not to easy that you can shoot one out and into the enemies face in the first hour.

Reply #46 Top

who let the resurrection ship loose?  Tons of necros popping up.