The Paths to Power DLC is an incredible concept allowing players to explore the game's mechanics in a sort of different minigames. Although with so much potential, the Paths to Power DLC is still a bit lacking, so i'll leave some Scenario suggestions:
1. Defend The Homeworld Coop: the same concept but for 2 players.
2. Capture Points:
- On a star system inhabited by a less advanced civilization (like a type 1 incapable of colonizing other planets), players start from the homeworld but don't have time or resources to conquer/colonize and must instead vassalize (by defeating a garrison or expiring a timer) each planet for tribute/income.
- Each vassal provides more income to pay for reinforcements, research, items from your homeworld.
- The player with the most vassals secures the most income but to avoid snowballing vassals will try to rebel and players must supress such rebellions.
- Players must split reenforcements into diferent fleets and strategize to vassalize planets and try to defeat rival players by taking control of the entire system or holding the most capture points for the longest time.
3. Convoy Escort:
- Having arrived at the star of an uncharted system, the player starts with a fleet and must escort convoys arriving at the star with specialized colonists to terraform the resource rich uninhabited planets on the outskirts of the system.
- This system is full of minor factions, raiders and uncolonizable gravity wells except for these rich uninhabited and unterraformed planets in the outer rim of the system.
- The players start at the home planet with a base income for the war effort and must scout the system for these planets, send convoys and escorts to the star to colonize said planets, while using minor factions for safe passage, avoiding raider planets, destroying incoming raiders, converting ancient starbases, completing missions for resources and destroying enemy convoys.
- To avoid snowballing players with the most planets may be targeted by more/larger raids.
4. Mercenary Missions:
- On an isolated star system, an empire (any TEC or Advent or Vasari Alliance) is being invaded by TEC Primacy, Advent Wrath or Vasari Exodus, who are seeking to nuke/plunder, convert or devour it's planets for resources.
- The player is the commander of a fleet of mercenaries at the service of this empire and is given missions by the leaders such as defend worlds, escort colony frigates, protect a titan, destroy starbases, destroy fleets, capture derelicts, find artifacts, secure ancient starbases, scout wormholes/planets, etc.
- As the fleet commander the player can't colonize or manage planets. Instead, as missions are completed the player is given recognition with resources, exotics, ships, research upgrades, ship items, etc.. The player can however use such resources to call for reinforcements, build ship items or upgrade ancient starbases.
- The goal is to have several fleets to respond to simultaneous missions and different situations and hold of the invaders until reeinforcements arrive or a titan is built and eventually take the fight against the invaders with an epic final fight to take down the enemy Titan and remone enemy presence in the system.
- For multiplayer, have players be able to exchange resources and ships between each other and work together to complete as many missions as possible.
I recognise that the implementation of such scenarios requires delicate balancing at several levels and a lot of experimentation to make them fun. So my main suggestion is to provide modders/players with the tools to create scenarios or more costumizations options (number/types of stars/planets/wormholes/uncolonizable gravity wells, starting positions, etc.) and basically allow for an infinite source of minigames and experiences based on the game mechanics.
Hey, thanks for all the amazing ideas!
By the way, you can already play the "Defend the Homeworld" scenario with friends. If you launch a multiplayer game, there is a variation of that map to play with up to 2 other friends
This is giving me Star Wars: Empire at War vibes and I mean that in the best way. Convoy Escort and Merc Missions would fit perfectly in this universe.
golf hit
Thank you for the feedback!
Players will we demanding a lot of new content from the DLCs, specially the "4th faction", but SOASE has always been a trinity of TEC, Adv and Vas, and doesn't "need" a 4th faction. I mean, compared to Rebellion the game feels basically completed, it's like the original sins of a solar empire but fixed and improved on every level.
In my opinion, Sins II still lacks a bit of replay value. So basically the Paths to Power DLC is an excellent concept to explore what we already have but in different game modes. Currently what we have is basic 4X, but we could have Campaign, Capture the Flag, King of the Hill, Tower Defense, Capture Points, Diplomacy, etc.
Sure the game doesnt NEED a 4th faction, same way there doesnt need to be the bifurcation between slightly different factional variants. And for proper balance, there needs to be only 1 faction while graphically you can have multiple.
Is that not how chess is balanced ? Mirrored faction, one going first.
Differences between rebel and loyalst factions used to be, one got more armor, they could have some hull differences, more or less guns per hull in some cases, stronger or weaker or more specialized weapon versus the other.
If harbingers are the end of soase series, then there wont be a soase 3. Unless its on the Andromeda (not the boat of US specialists with explosives releasing freedom bubbles in baltic sea 3 years ago) where Mass effect went. And died rightly.
https://www.youtube.com/watch?v=7KWkao73HuU
So, if SoaSE 2 is going to have an expansion, after expansion, beyond the confirmed 4 starting 'DLC' whatever, if the 4th faction and other stuff ends the franchise, then how is it going to get re-milked ? If it is good enough, rent-wise, the harbingers will have to come in waves. Or they dont have to be a faction, just everything self destructs and its game over. Once even they overextend themselves, you go and reclaim the Milky Way - hahaa !!! (if it magically didnt disappear in the meantime)
Engine is much more useful to have to be used in the future, for various mods that were made for the old game.
Something, like oh those vasaris were unable to stop the threat for 10 k years because it was beyond their ability to grasp.
Special conditions are made with the presence of some anomaly, technology make it up, that makes their impossible to defeat plot armor for 10 k years suddenly no more. Their mass-disabling radiation that knocked out everything before ? Stopped working and now we gotta solution to their previously uncounterable super weapon. (no not nukes and similar) simply something that was too op on unsuspecting opposition. I mean, well, you could replay the battle for mt. hyjal, (warcraft 3)
Suddenly 4th faction is no more as all-powerful as they seemed or were outside that specific area. Or its just traveling to another galaxy for a next soase
Anyway, if schedules are correct, as to what to expect - and will happen on time, then around april there should be the campaign and the harbingers last or vice versa. I guess factions will first be done, and with full unit roster the campaign will be made the last. Making 6 ships and releasing them in the meantime, while the campaign and the last faction gets all the mechanics in place, the turrets, the fighters, bombers, assuming they have them. Assuming their faction fits the frame of the rest. Just a hyper-expansionist empire that wasnt stopped, too much for the proud vasari to handle, so they made them even worse in their imagination than what they faced. In constant panic that something always lurks around the corner, even when it isnt. From a mighty empire, to escapees who overblew the threat they were running from - they did not mention how often they almost met them again. How come their invisible dark armada is nowhere to be seen, with their endless supply of pre-built ships as well.
Assuming vasaris only lose ships in those 36 years of constant war, those defending factions could have perhaps tried taking on those, seemingly disorganized or what is their form of existence. How are they too weak to crush TEC and sectarians, yet at the same time keep losing ships. For 10k years they presumably lost some more in the menatime. Where do they make/grow them ?
Must be beyond the omega-4 relay in the Terminus system right, the one with Harbinger IFF
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