As like everyone else, I'm very excited over the announcement of the new expansion Rebellion...So far, only one ship has been shown from the original three factions which I think will become a legendary class of ships in the Sins universe.
This ship is bristling with guns on four wing pylons, probably a mix of long and short weapons, kinetic and beam weapons most likely. Have more strike craft than a carrier capital, and missile weapons loads. And now the business end of the ship...
I believe this ship is a mobile Novalith cannon, shrunk down to size on a mobile platform, because of her size, she is slow but faster that a Vasari starbase. And more than likely, she can target capital size ships and starbases with her main weapon. And if that is the case, once it takes out the capital ships, mop up the cruisers and frigates and blast a planet with four to five shots and bring in the colony ships for settlement.
Armor and shields would be just below that of a starbase but of course, this is all speculation. Like to get everyones thought of the TEC's newest class of ship since the envoy ship. I bet the Vasari's came out first and the Traders brought out theirs next followed by the Advent....
I can't wait to see the Vasari's Titan Class Super Capital.....
Well, if they're anything like the Titans found in Age of Mythology, they will be game enders. Even as final tier tech, you can expect to see pocket players attempting to boom labs to build one early to coordinate with the fleets of their teammates. I hope all players get a warning when one is built, similar to the announcement of someone else finding an artifact.
E.g. "Another empire has begun building a titan." Then accompany that by a special planetary marker, so everyone can decide on the best course of action to take.
you mean, just like they message you get when they are building a super weapon?
Wouldn't do you any good if you were dealing with someone who builds multiples of them like some do with super cannons.
(looks at lead head)
WHAAAT?
hey, DS =/= regular sins. In ds you can afford to do extravagent things.
They could be like Titan super-capitals in EVEonline. Maybe have a DDD on them.
Did I have a brain fart on that?
I got caught up with the Age of Mythology comparison. But yeah... yeah... I'll just be hiding in the corner.
as someone who hasnt played online (AIs sure dont build em), i didnt know sins did this with super weapons
They don't at least in single player, gonna assume it will be a big surprise when your phase space detectors pick it up as it moves toward your control of space...
IgnusDei is/was active in the Homeworld community, resemblance to Homeworld's art style is probably not coincidental. Especially bearing in mind Ironclad's roots in Barking Dog Studios.
So I was thinking about what abilities the Titan ships might have, Obviously they're going to be bristling with weapons. I'm hoping their total output might rest in the 400-600 range. This puts them a touch above fully upgraded starbases, but with the added benefit of portability.
Someone already suggested from that concept pic that the TEC Titan might have a portable Novalith Cannon function. But it is possible that it has another function instead: dedicated starbase busting. Imagine that thing popping into orbit, taking aim, and dealing 10,000 damage to a starbase. Any upgraded bases would survive, but not without a big dent. It would be a perfect combat opener to break through a chokepoint. It should also have manufacturing facilities onboard. So even if it is engaged in solo combat, it would be able to spit out Hoshi or Cielo cruisers to effect repairs during combat. Alternatively, spitting out Arcovas to clear any mine fields that lay in front.
Then I started thinking about the concepts behind the Vasari and what their Titan might be able to do. I came up with the Phase Stabilization Calculator. Basically a massive computer system that is capable of stabilizing phase space on its own for specific jump distances. In short, it would allow the Titan to jump to any gravity well that is two phase lanes away as if the locations were connected by Phase Stabilizers. Of course the Titan would benefit from Phase Tunneling research as well. This would have serious implications, as it means the Vasari Titan could simply bypass a chokepoint with the Titan. It would also make it far faster than anything else in the game. To balance it out, the Vasari Titan might be a bit more fragile than those of the other races. But it would also be able to coordinate joint strikes to attack the opponent in several spots at once. Do they go for the Titan, which is blasting a trade heavy world to bits, or the Vasari's main fleet, which is busily sending swarm after swarm of phase missiles at the enemy's front door.
That leaves the Advent Titan. Why change what the Advent are already known for? It would first add 30.0 cultural output for any gravity well where it is present: basically having three cultural centers contained onboard. This would allow it to overpower enemy culture and allow the Advent to fight with their own cutural bonuses. It would also host two dozen strikecraft squadrons, which would in turn benefit from having a capital ship nearby with Concentration Aura. This Titan basically becomes the heart of the already fearsome late game Advent fleet. Together with the rest of the Advent ships, it would wash into enemy territory like a tidal wave, sweeping everything clean as it goes.
Just some fun stabs in the dark at what the Titans might be able to do.
I am leaning toward mobile shipyards bristling with weapons.
I LOVE your ideas for the TEC and Vasari titans. But not the uber-strikecraft-swarminess of the Advent titan idea you put forth.
Mostly because I think that 24 SC squadrons is more than a bit OTT. Now, if it could put out the same number as an Advent SB (or maybe 1-2 squadrons more), that wouldn't be out of line IMO.
This would fit with both the TEC and the Vasari. Here's why:
TEC: come on, a giant mobile shipyard bristling with weapons? That's pretty much what an Argonev is, minus the mobile part. It would be a perfect accompaniment to the TEC lineup, and really fits the theme of the TEC: overwhelming the enemy with massive numbers if nothing else.
Vasari: it fits with the Vasari because of the "mobile" nature of a mobile shipyard. The Vasari have been on the run for a long time, and it makes a modicum of sense that they'd build some kind of mobile shipyard for building replacements or overhauling old ships.
Advent SB's can have something like 20 squadrons already. 2 freebies, 3 levels at 4 each, and a fourth level that grants 6 squads(final level for strikecraft is always more expensive but grants more squadrons). So 24 is only 4 more squads. But perhaps 16 is a better number for the sake of balance. In team games it isn't unusual for fleets to have 30 or more squadrons in them. A single Halcyon alone can field 11 squadrons if it survives to make enough levels. So considering that and the 20 squadrons for the Advent bases, I just couldn't help myself.
Ludicrously expensive. Even ignoring the fact that this starbase would almost invariably have other upgrades (at very least 1 hull so it won't be destroyed in the blink of an eye), that's already well beyond the cost of two superweapons.
Will almost never happen in multiplayer.
Making titans into super-carriers seems like a waste to me. We already have the ability to build large formations of carriers and deploy hundreds of squads of strike craft. That doesn't bring anything new to the game.
Personally, I want to see Titans act as counter-measures to some of the more overwhelming late-game combos, such as tightly pacted defenses and fleets, and swarms of strike craft. However, I do not want them to completely dominate and be game-enders. I think that such a design is possible, but it's going to take careful work and avoiding the trap of just making them "really big units". They should be something more than just attack-move game-enders, offering a way to take initiative and break the toughest of deadlocks without being immune to counter-attack.
In that respect, I think the best approach is that Titans can be boosted temporarily to give them the power to cut through specific challenges, but because these bonuses are temporary and must be prepared ahead of time they can be taken down in a counter-attack. This puts more emphasis on initiative, which is difficult to take in the late-game when the map is littered by starbases.
I was just responding to the previous post.
Frankly some of your capital ship ideas sound just as overpowering, in relative terms.
Titans seemed to be pitched as something to end stalemates, not a bloated capital ship. As such, it should be damned expensive, and offer a benefit to match. They're something you should see in team games, and not really appear much in 1v1 games where people will keep too much pressure on each other to have enough resources to dump into them(except in rare cases where stalemates occur due to evenly matched players booming and not commiting due to phyrric victories). If they end up being lame throw away units they'll be used about as often as the Mothership in SC2, i.e. next to never because the abilities don't justify the costs.
Lastly, it is possible to treat a carrier capital as a separate carrier detachment and keep it out of fray to gain levels for a bit. While it won't hit level 10 in most cases, a Halcyon at least can still field 6 squadrons without too much trouble.
On a totally different note, I wouldn't mind seeing a late game tech that buffs all capital ship stats across the board. Starbases have high end tech, that you probably wouldn't research but that is besides the point, so capital ships should get something so they don't insta-destruct when faced with 50-100 enemy ships all gunning at them. Double their base stats or something like that.
Fair enough.
Compare them against the low-end stuff like the Antorak or Kol and then yes they're quite powerful. Compare them against the high-end stuff like Progenitor and Skirantra, and it's another matter entirely. As I've stated countless times before, I believe the Halcyon is golden standard against which to balance other capital ships. The Halcyon does overshadow the majority of the roster by a considerable margin, and the problem is more that the other capital ships are too weak.
You see motherships every so often in 3v3 and 4v4, where their relative benefit starts to pay off on bigger maps and larger teams. I'd agree that they're a joke in 1v1 for the most part, though.
This is true, and it's actually not hard to get level 5 or 6 in the mid-late game. However, pushing above level 7 remains extremely difficult due to the exponential rise in experience requirements to level up, and you're better off raising multiple capital ships at this point. Even then, we're talking one Halcyon at a point in the game where 20 or 30 carriers isn't unheardof.
Agreed, six squadrons is very reasonable for a Halcyon (you can do it easily by level 3, actually). However, that's the same amount you get from two drone hosts, which cost approximately 80% as much as a level 1 Halcyon. When it comes to sheer numbers, carrier cruisers are by far the most cost-effective choice. This is my point; we already have a great way to get huge masses of strike craft from the carrier cruiser.
I could go for that, although double may be pushing it.
I still think the best way to make capital ships scale, however, is to boost their move speed. Keep carrier capital ships the same (since they already can contribute while kiting and keeping their distance) and push up the move speeds of the other classes. This would better let them put distance between them and an attacker to escape focus fire, and since they'd be better at escaping FF you'd have an easier time using them in battle without having to retreat on a twitch reflex if a large group of LRF looks at you the wrong way.
Looking at your capital ship ideas again, the big ability that stuck out to me as the 'ultimate' of the TEC ship. 50 shields drained/sec, 10 antimatter drained/sec and 10% shield mitigation drained/sec for all targets within attack range. It's like a super EMP combined with shield mitigation nullification(which is absolutely huge). All for a sustainable at 15 antimatter/second. It would also be hard to ignore the Vasari ship. Having mobile repairs for a cheaper cost than Repair Cloud on the Skirantra would be a huge boon to the Vasari with their expensive and precious ships.
Also, when you mention games with 20-30 carriers, I'm reminded that translates to 60-90 squadrons for the Advent. 24 squadrons on a Titan might be boring, and redundant, but seems to fit in just fine. I mean, chances are that opponents are going to toss on some extra flak and other countermeasures when they hear of an Advent Titan being built. But that brings up the issue of bombers being a tad too hard to kill when in great numbers. It isn't nearly as bad as the old vanilla Sins days when fleets would almost always go for 100+ squadrons, back when strikecraft rebuilt quickly from carrier cruisers and the cruisers themselves were fast enough to kite nearly indefinitely. But still, bombers and fighters should be tweaked a bit IMO to better balance the end game role of long range frigates and bombers.
The Kol, that poor, poor, abused hunk of Babylon 5 metal... Fairly useless without a level 6 Dunov around. And how often will that happen? At least the beta patch will allow the GRG to fire more often...
I'm not going to argue it's balanced, since I was pulling ballpark numbers out of a hat. However, the limiting factor for this ability was area of effect at 3000. This is the same area of effect as level 1 shield regeneration on the Progen, so you have to get in really close to the enemy fleet to do this.
Actually, checking back, I forgot to give this ability an antimatter cost. Thanks for the catch; I've assigned it 90 antimatter per use.
In an ideal case, the platform is capable of healing 9000/22500/42000 hull points. That presumes you have some tech sunk in antimatter regeneration upgrades, and there are lots of injured targets to heal. By comparison, the Skirantra's repair cloud will heal 200/250/300 per target. To match this, it requires 45/90/140 targets. So in terms of sheer efficiency, the platform is definitely the winner. This is what it was designed to be, an anti-matter efficient source of repairs. However, in terms of short-term "burst" healing, its effect takes longer and isn't as potent on any single target. You're probably right that this is too far on the strong side, and as I said I'm not arguing its balanced, just a ballpark number.
The problem isn't that bombers are difficult to kill, but rather that they are likely to kill you before being taken down themselves. Their sheer shock power when in sufficient numbers is absolutely crazy.
Flak Burst is fine once you're level 5, but having to reach level 5 just to become competent isn't exactly the sign of a good capital ship choice...
I'm completely against anything that adds to the number of strikecraft for one reason. CPU.
So... if we nerfed SC... then performance would be better?
It does help. On DS we reduced (and balanced out) the size of each SC group. This helped a lot with lag late game, though with our double sized fleets you still get lag.
Ah, but with normal size stock-Sins fleets, presumably, there is a performance boost.
Yes
Everyone is so worried about balance...I'm just worried about pathing
well, seeing as how the devs have already said they feel there is no pathing issue..... theres no point in worrying about it. there is only dealing with it
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