At first I was going to make a thread about feelings towards nuking planets via capitalships, etc. And the lack of viable ways to"peacefully" take over a planet. I know this is sins nuking is fun but alot of the times I feel as though if I were to have a space empire I wouldent nuke planets I would try to convert(as im an advent player I say convert) so I was thinking perhaps there could be new capital ships that instead of nuking planets they would send down shock troopers to the planet to fight, this would lower the allegiance of the planet(albeit slower than nuking), but retain the planet health and perhaps some of the population. Its abilities would also be more culture related then the other ships as well. I was thinking something along the lines of modified motherships/evacuators/battlecruisers as they would function as colonization ships but serve different and unique roles hopefully branching out more openers, all of them also repel enemy culture stronger than the other capital ships.
Genisis Class Mothership - Advent
Colonize - Sends supplies and personnel down to the surface of the planet to create a new outpost. For a brief time, buildings at this planet can be purchased more cheaply.
Manipulation - Targeting an enemy planet it manipulates the planets populous causing it to spread culture at a slow rate. Also causes any trade/refinery ships to deliver there goods to the nearest advent system. And turns off any phase jump inhibitors in the system for a short time.
Regenerative Telekinesis - Telepath's aboard the mothership passively repair ships hulls around them for .25%/.50%/.75% hp per second.
Exodus - Any Advent ships nearby the Genesis Class Mothership that are below 10% health are automatically destroyed transferring the spirit of there crews back to an advent controlled planet this gives a return of 100% of how much that ship cost back to the player.
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But yeah this was just a brainstorm and I wanted to see what people thought:)
Also this is a side question for Advent players is there any reason to not open Progenitor or Halcyon? Do the other three have any viable reasons to open with them?
Also i'll be coming up with some concept drawings for the Genesis Class Mothership so stay tuned:D
Okay, don't take this the wrong way, but everything you just said was a terrible idea.
It doesn't help that you're totally biased for the Advent, either.
Well everything you say is negative also, I made one for advent why wouldent I give one for the other races as well?
First off, not everything I say is negative. The majority of it is.
Second, if you have 'made one' for the other races, lets see the schematics!
Third, I don't think you'd give as much effort into the TEC and Vasari as you would the Advent, as you are obviously completely biased towards the Advent. (Username, avatar, majority of your posts, etc)
Im not biased I even made the advent not overpowered because I have played alot of RTS's in my life alot of the time the most badass ideas are the most overpowered see Yuri from Red Alert 2: YR.
And I suppose do keep in mind though these ships are modifications of the Colonizer ships so they will have some similarities but not to many. I wanted to diversify the opening that you could have while keeping the game and its core mechanics the same. (sidenote I was thinking of giving the Genesis a new effect for Colonize seeing as how I wouldn't want them all to be identical!
Naeve Class Battlecruiser - TEC
Colonize - Sends supplies and personnel down to the surface of the planet to create a new outpost. For a brief time, all income from this planet will be 0.00 (Basically making it so you don't lose any money until from the planets taxes as they would normally be in the red upon colonizing)
Emergence - Increases shield regeneration of the ships around the Naeve Battlecruiser as well as an increase in movement speed.
Trade Lines - Your culture is automatically spread upon all phase lines that have trade/refinery ships running between them. In addition upon losing a trade port/orbital refinery where culture has connected between planets you gain 50%/75%/100% of the cost back.
Sons We Hardly Know - Upon activation all building will produce ships cheaper(25%) and faster(50%), and all defense's that are being built in the same gravity well as the Naeve are produced(50%) faster
Kasima Class Evacuator - Vasari
Colonize - Sends supplies and personnel down to the surface of the planet to create a new outpost. For a brief time, any ships leaving this planets phase space will receive no penalty in antimatter for leaving.
Probe - Leaves behind an invisible probe to scout a system for 30/60/120 seconds
Enslave - Any planet being attacked by the Kasima takes increased .10/.20/.30 allegiance damage stacks up to 10 times for a total of 1%/2%/3% every few seconds.
Relinquish - This ability can be used upon any Metal/Crystal/Trade Port extractor in a neutral planet zone(i.e: after the planet has either been cleansed or revolted against) allowing the Evacuator to take control of it permanently.
Genesis Class Mothership - Advent
Not a bad idea, but I'm not sure how well it would work ingame.
It's spelled "genesis".
Unless you want it to be spelled like that.
All factions already have a colony cap. No need for any more.
If the capital ship is in orbit around the planet I'm not sure the culture boost would be that useful. Some people have said that the Revelation Battlecruiser's remote sensor ability should include a culture boost instead... Disabling of PJIs for a time would be quite interesting, but it sounds a bit more like something the Vasari would do (they do have a cap which does that). (not that an Advent cap shouldn't have it too) The trade ship rerouting would be interesting but not very useful IMO.
So this would mostly be useful for the PJI immunity.
Advent have horrible hulls and horrible repair abilities, this would definitely see some use.
A bit underwhelming for a level 6 ability IMO.
Nope. Progen or Halcyon are all you should really be using in competitive games.
Perhaps this sort of thing would be best suited for the Modding area.
Well thanks for the feedback it was just an idea I don't really expect it to be taken seriously. By the way the Exodus ability was to have some nice synergy with the progen's ult;)
And the only reason I gave it a colonization ability was to diversify the opening's im aware it would be reused im just saying its to open up the game more.
Well, there are supposed new capital ships in Rebellion. However, it's unknown whether they're already finalized or not. Still, always cool to brainstorm ideas and hope the developers pay attention when cool stuff gets brought up on the forums.
Heck, I'll link to the ones I posted a few months back: https://forums.sinsofasolarempire.com/405949/page/3/#2900110
Everyone is allowed to make their own fantasy ships JA, don't blame anyone for that. But I think the Devs have already created the 3 new capitalships (one for each race) in Rebellion, so unless you are willing to make a mod of it I doubt you'll see it come to life at this point.
I tend to play Advent if just for the fact that maxing out their capital ships alone is enough to fend off the vasari swarm or crush TEC; albiet, you usually require other than capital ships before that because of the tech tree requirements, never the less, I'm just saying why I love Advent. . . You just need to hold off enough until you are ultimately ultimate.
With that said, I must protest your Vasari Evacuator and TEC battlecruiser. they both absolutely suck... and that Advent Mothership is ridiculously overpowered.
It will single handedly solve 100%, and then some, the economy of the Advent at level 6, being drastically more powerful than Pervasive economy.
It's synergy with The Progenitor is -too great-. A Ship that provides percentage based hull healing with a ship that provides the fastest regeneration of any kind in the game (Progenitor of course). On top of this, we already have the tactic to holding about 10-20 Domina's behind to stare at your fleet to provide everybody a happy unlimited never-ending 20hull/s regeneration (there's a reason the ability is called perseverance. . . it lasts for-freaking-ever, whereas Hoshikos tire quickly).
And then a beefed up version of the ability that is the reason the Sova carrier is the single best capital, among all races, to start with. I'm not saying it's a reason to go TEC instead of advent, but no one can deny it's the best starter capital.
Well I woulden't say they suck the new Vasari ship would take down planets very quickly and its ultimate is a low-cooldown/low cost ability allows you to colonize most planets instantly. You would be taking tradeports and extractors for free.
And the TEC one I have to admit is meh but thats because I coulden't think of anything for them. :/ they are so standard human I couldent think of anything.
As for the mothership the regeneration will almost never be seen in battle there really isnt any synergy with the two except for there ultimates.
800 supply worth of whatever Advent capital ships you have will probably be very very quickly melted by an equal supply worth of Assailants or bombers with PM.
Which is one reason why I'm confused at why Darvin would play 16-Advent-caps in multiplayer (unless there were no Vasari enemies anywhere).
Repulsion + TK push + lots and lots of strike craft.
Yes you will lose capital ships, but this is to be expected in a late-game situation, and it's actually not as bad of an issue as it may at first appear. Replacing five drone hosts (100 command, 15 squadrons) will cost you 6400 credits, 1150 metal, and 1100 crystal. Replacing two Halcyons (100 command, 12 squadrons) will cost you 6000 credits, 800 metal, 600 crystal. Once you've sunk the research into mass transcendance and capital ship crews, it's actually cheaper to replace dead capital ships than it is to replace dead frigates and cruisers. They're a bit more fragile, but if you're primarily relying on TK push and repulsion for protection that's actually not too big of a deal. If they gain a single level and reach level 5, then they will overtake drone hosts in terms of the number of squadrons they support.
With careful management and avoiding taking too many casualties, a Halcyon-based fleet is totally viable in the end-game. The challenge is putting down the prerequisites; keeping it running after the fact is actually the easy part.
Yes, that is correct. I never said it could win versus Vasari in neutral or hostile grounds, but Advent capitals alone are more than enough to keep them from continuing past a chokepoint.... preferably a starbased asteroids with inhibitor and disorientation. Against TEC, I am sure everyone's seen this in multiplayer: The Advent that the enemy left alone for too long. He was so bored that all he made was caps. You know that fleet? Yeah, it steamrolls TEC.
I really do hope they are paying attention too.
I love those three ships.
Well im just glad my ideas didn't get to shot down But does anyone else agree there should be different ways of assimilating planets(Aside from the slow culture push)
I feel as though killing civilians isn't exactly what the TEC/Advent are all about. And the Vasari prefer to enslave.
Totally disagreed.
Considering no one really cares what you think.
wow, 3 flavors of crap with 4 similarly flavored sprinkles of hamster cremains.
Humans are all about killing off civilians, we've been doing it for too long to stop now. Advent... if you aren't a space, hippy, you're a capitalist pig -time for the roast.
If you don't care what people who you ask think, then why do you ask? You asked. I answered. You don't like it, well, tough. To be brutally honest, I don't really care what you think, either, but at least I have the decency to take what is said to me into consideration before I open my mouth.
You're just sore because I shot down your idea, aren't you?
Oh by the way, 4 people seem to care what I think.
Theres a lasting impression of not being a total dick about things which is what bothers me and I have a lasting impression from what you pulled on my last thread. For example that miserable forumer SemazRalan who posted prior to you will receive no credibility unless I see something that looks like it took cognitive thought put behind it.
What I asked for was a 'peaceful way' to take over planets without nuking. And no I am sore over nothing. And for the record I didn't expect my mothership idea to be taken seriously just the idea of a more practical way of taking a planet over peacefully(because culture spamming sucks and isn't fun).
I agree that culture spamming isn't fun. I also think it is tiotal BS and a total waste of time, as I've disabled it vs. the AI.
Maybe I should say it this way and not be overly simplistic; I just don't see how the devs can implement alternate methods of capturing/losing a planet without an engine rewrite, which they have said on multiple occasion in multiple threads that they are not going to do. I wish they would, just to add some variety. I also wish they'd add more planet types and planet bonuses, and completely rework the LRF situation, switch over to a dual-core engine so we don't hit the 2-gig wall everytime, and maybe, just maybe, balance out the factions just a little better. As it stands, I'm willing to bet that none of those things are going to happen, and your post here falls under that last category.
See my point now?
I was trying to avoid rambling, which I tend to do when I try to explain something, but here we are in the present.
Is that better?
I don't know about that, I think Sins did a very good job at making sure no one looks like the "good guy". It is how the game got its name after all, there is no good vs evil struggle here, but rather three very different civilizations with their own set of virtues but mostly Sins to their credit.
After all, to the TEC the Vasari are some sort of horror figure that must be brutally destroyed for their all survival, while the Advent are some sort of disturbing space hippies that have come back for revenge. To the Advent both the Vasari and TEC are infidels that must be converted to destroyed, while to the Vasari the human factions are inferior beings hindering their escape from whatever is chasing them, and thus their lives are certainly not worth any consideration.
Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.
Regards to nuking a planet;
Yeah, it's not something most humans would want, especially if they're going to be living on it afterwards. However, there are some very serious implications to planetary conquest, especially in the Sins universe.
The most noticeable is that conquering a city requires enormous amounts of power and numbers, nevermind a country, or furthermore an entire planet. Even Lucas said that he kind of chickened out with the immeasurable amount of resources required for planetary conquest in Star Wars. You would need millions upon millions, if not billions to be able to conquer a planet and hold it. This is one of the things GalCiv did right, and that was transport ships had billions of soldiers in them.
This presents a problem for any civilization that just doesn't have a hundred billion citizens that can support and maintain a conquest strategy on a conventional scale. The time and effort spent would be an undertaking comparable with that of the entire history of human civilization.
Even in Sins, the technology is just not there for that kid of conquest. The military forces of all of the factions are primarily naval based, with the vast majority of personnel being either shipmates or support. The type of warfare that takes place in Sins is primarily naval engagements between starships, and with the huge amount of vessels that populate their galaxy, most bodies are dedicated for ship-to-ship combat and the support elements behind that type of warfare. This is further seen in how planetary conquest is conducted in sins (nuking a planet)- the side with the strongest and largest fleet of starships wins. There is virtually no army that we know of other than marine and planetary police forces. And those hardly, if ever play a role in the war doctrines of Sins.
Even for the Advent, it would be otherwise impossible without tarnishing their own morals with that of planetary genocide. Converting even a majority of the population presents you with the same problem- you still have to win the battle on the ground against those that won't convert. This can take a hundred years for a country, it mostly likely will never cease with an entire planet, especially considering the elements that come with insurgency and renewed rebellions. The only way to ensure prolonged conquest or dominance is replacing the population in its entirety, as the inescapable formula of eventuality will eventually bring your attempt at a more humane conquest crumbling down. Something history is most capable of proving time and again.
And for the other factions, its about available resources. They can barely field fleets to maintain a stalemate, they have a hard enough time keeping a capital ship from getting destroyed. If they could even manage to build a large enough invasion force, it might as well be turned defensive as the time, manpower, and raw material required to muster a necessary element would have rendered that faction vulnerable to the enemy who have spent the entire time building capital ships and nukes. In a matter of seconds, that invasion force you've spent decades building up is gone under the rain of nuclear holocaust.
Thus, the only realistically achievable method of conquering a planet is similar to what we see in ancient human history. Complete annihilation of the indigenous population and the expensive, long-winded, and entirely vulnerable recolonization that follows from the victors. It doesn't have to be nuclear, but if any of the factions had a population and economy that could afford 1, 2, 3, 4 or however many billion standing armies supported by even larger numbers in the navies, then Sins of Solar Empire would be an entirely different game. This is why planetary conquest is the most dangerous game a military can play in conventional methods. The bureaucratic establishments that would need to be in place to support a system or galaxy-wide strategy would be on par with the size of the 40k or Star Wars Universe, and in 40k planets are never fully conquered even with their billions of casualties per world, and in Star Wars the consequences and strategies are very rarely touched upon (to which Lucas even admits the almost unimaginable scale of it).
Quoting Mayall in reply 16, "Considering no one really cares what you think."
Quoting JA in relply 20: "
Oh by the way, 4 people seem to care what I think."
I agree with MyallCommunion in that you usually are negative, but you point out what is wrong with an idea, which can overall make an idea better, such as us arguing about the Darkness. I woudln't have thought of the stuff I said had you not mentioned it. How about we don't argue about who shot down who, and let's improve this idea, because I like it. I remember seeing something about invasion, and it might help:
"Land Based Combat" - https://forums.sinsofasolarempire.com/408956
Read the whole post. You'll see what I mean by helpful.
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