Sins of a Solar Empire is often described as a 4XRTS game, or a game that tried to merge the action and tactics packed gameplay of a Real time strategy game with the deep, complex, empire wide strategy of a 4X turn based game. It's up to debate whether Sins succeeded in this goal, but I think all can agree that of the 4Xs of "explore, expand, exploit, and exterminate", Sins is much more focused on the exterminate than on the others. This mod seeks to give more depth to the other 3Xs of the game by adding additional game elements or refining the existing ones to reward players who give more strategic thought to the non-combat side of the game. Combat will still be the center point of the game, but players will find that the non-combat options available will be much more rewarding. Spying, exploring, sabotage, diplomacy, culture, and economic development have all been added or changed in innovative new ways. Regardless of what you think Sins is, this is the 4XRTS it should have been.
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Expanded Ship Upgrades | Locked | |
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Nov 27 2016 Anchor | ||
Ah! So I can post here, lovely. Anyways, I don't think I can gush about how clever the ship upgrade system in E4X really is, and I would love to see it expanded upon. Multiple tiers of capital ship, and even frigate-level upgrades would be great, and I have some ideas on how the later could be done both easily and with an eye towards continued game balance. -----
At the second tier unlocked by research it's all simple, same-y things in the end, but the order and cost of their application being unique to the factions, and they come with faction specific debuffs. For example, the Orthodox Advent getting a tier 2 upgrade which gives a comparatively weak +2 to their armor, a +10 health buff per armor with a max of 100 more HP, but have to pay more in terms of upgrade research unlocks, and more in application since their ships are held together mostly by happy thoughts instead of solid metal. It incurs a -15% hit in their total antimatter reserves, and a 2% increase in ability cool down times. Something like this would make the upgrade a no-brainer only if the player were already doing well, and they might not even choose it at all given the expense and reduced utility of their capital ships outside of friendly space. Third tier upgrades are wherei t gets interesting, though. An example being a Trader TEC getting a tier 3 upgrade, and this upgrade only affects laser weapons, giving them a +5% damage boost, but also imposes a -10% damage de-buff upon the target of said weapons. While a Trader HTS, with a similarly tiered ship grade, would enjoy a +10% damage boost, and inflict a -1 armor de-buff upon their targets. The TEC player's tech unlocks 'microwave-enchanced pulse chamber' while the HTS unlocks 'x-ray pulse impeller', or something suitably science fiction-y. Another example would be a Vasari VCC versus VIR getting a tier 3 upgrade that affects plasma waves, the VCC get a range increase of +10% and their wave cannons now also deal a mild AoE damage (akin to the cluster munitions buff of the Javelis, but permanent upon the upgraded capital ship), meanwhile the VIR get a +5% damage increase, and inflict a damage over time debuff of -5 hp a second that stacks up to 3 times. They could be called 'dense plasma wave containment' and 'ionized fluorine seeding' respectively.
----- So! Uhm... thoughts? So far as I've seen, nothing proposed here would be too hard to do, and I hope it's without ego that I would be happy to help with balancing. I don't have much coding experience (yet), but I do have an eye (I hope) for game design. Edited by: TrollofReason |
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Dec 3 2016 Anchor | |
The biggest problem with expanding ship upgrades is that each upgrade needs to use an ability slot. That's why capitalships and titans get 3 each, as that's all that really fits. :p Sins sadly doesn't really allow creating new menus and windows that would make choosing from a lot of different tier upgrades feasible. You could I suppose make a new structure as a "Refit Dock" or something, but even that would only get you 5 new upgrades per faction. You could add some upgrades to the frigate yard but sadly there's the issue that upgrading ships needs to be done manually unless its a free upgrade. I don't think the average player will want to click on every frigate they're building to purchase a +15% damage increase or even an AoE. The AI also struggles with the purchased upgrades, which is why there is one upgrade that is always free and on auto cast so the AI will get something out of the whole system. |
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Dec 29 2016 Anchor | ||
Ah, I was wondering about that. Since Idon't think I ever see TEC AI ships with more than the jump interference immunity upgrades. Fair points on the other things, too. Oh well. ... Wait, what about new structures that could apply the upgrades, then, while adding two more to the frigate factories? Or adding more to existing utility structures like the repair bays and stuff? And the frigate stuff, again, would be set to a wide-reaching AoE casting. Edited by: TrollofReason |
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Dec 30 2016 Anchor | |
Dec 30 2016 Anchor | ||
Not for Traders + the phase stabilizer minimod, I'm afraid. All full up, so there's an unfortunate UI limitation there. However, adding abilities to existing structures would still at least be viable? The frigate speed increase-thingy, for example, it could be free since conceptually it isn't adding anything new to the ships, but rather just pushing existing space frames; it could be placed on repair platforms as mentioned. Same with, perhaps, either a titan or capital upgrade. Upgrades could be spaced out among certain tactical and all logistical structures, encouraging the player to diversify a bit... or at least create, like, a shipyard complex, instead of having a hyper-centralized shipyard area. Make the ships in one place because anomalies make them cheaper, and then send them elsewhere for refit and finishing. And while they COULD put everything in one gravity well (lositics permitting) they would risk bottle-necking their own production, and upgrades aren't affected by local anomalies anyway. This would, again, reward smart empire planning for the player... while not necessarily hamstringing the normally slap-dash way the AI typically plans out its systems. Ooh! It would also allow for some theme-ing of the upgrades, as well as further asymmetric game balance stuffs. For example, a minor accuracy/range bonus upgrade to a titan from a Trader/Vasari culture structure, since these structures deal with long-range, dynamic, and even super-luminal energy transmission. For the Advent, the same could give an increase in enemy culture repel, as experienced psintegrate are transferred onto the ships. The Orbital Refeinery structure could give TEC capitals "pre-stressed armor plating" which just gives more armor and a little more HP, while HTS refineries gives something like "radioactive munitions" which is a weak but stacking passive DoT not unlike the incendiaries on the Marza. Both would fit theme-wise since refineries are basically enormous orbital foundries. For the TEC this means ready local access to high-quality materials, while the HTS look at all of the dangerous waste these things are spewing out into the void and they see wasted energetic substances for immediate exploitation. Edited by: TrollofReason |
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