Nova weapon in the expansion

I hope that in the Sins upgrade, the Trade Order most powerful weapon of mass destruction, the Novalith cannon is as powerful as it should be, because right now it dosen't seem to do much, in my opinion any weapon that has the ability to send a massive ball of energy through phase space and hit your planet should at the least cause collateral damage to nearby orbital structures and ships in its path of destruction.

Another upgrade that I hope is comming is more balance between ships such as cruisers and frigates, no matter how powerful a frigate is there is no way that a tiny frigate even with shields can with stand no more than a few shots at best from the main guns of a average cruiser and a battleship should be able to blast to bits a whole pack of frigates whether they are missile or beams in no time flat!

Deeper gravity wells, enemy ships come out of phase space and they are already within bombardment range of your planet. We need more powerful orbital weapons platforms or battlestations with anti strike ship guns.

Ability to target specific hardpoints on ships and or other orbital structures such as engines or sheild generators and more eye candy graphics.

More specific commands for ships such as protect capital ships and evade incomming missiles etc.  

New purpose built warships for the Trade Order, for example the Kol is a purpose built warship not a civilian convert and by now the Tec should now be on a more war time footing.               

13,542 views 11 replies
Reply #1 Top
I have to agree that some of these issues are a little sore, but I think speed of the cannon projectiles needs improved the most. by the time the shots got to the planet I was attacking, it came just in time to nuke my new planet of life. :SNIFF!: 
Reply #2 Top
Have you even tested some of these things out? The Novalith is by far the best game ender, far surpassing both the Vasari and Advent counterparts, it certainly is not in need of a buff.

The high health compared to low dps is one of the more unique things about Sins imo. In many games, units can kill eachother in ~10-15 seconds, in sins it can easily take ~100 (this is 1v1, take cobalts for example). As such I hardly see why you are saying the health needs to be increased. Also, it appears you're saying that cruisers/frigates should be nerfed, and battleships should be buffed. If so, I disagree here as well. I currently think the capital vs frigate balance is quite good, capitals are neccesary for bonuses and helpful in firepower, but frigates are the main source of damage output.

Also, making hardpoints specificly targettable is a bad idea since in a game this large, it would induce obscene amounts of micro (imagine later battles, where there are multiple caps etc) and I don't see how it would affect game play for the better. EAW and EAWFOC both used hard point systems fairly well, but they also had far far smaller unit caps, so it was more manageable.

I agree with the grabity wells to a certain degree. And as for the defenses, they need to make sure that offense is better than defense, because otherwise games that are already long when offense is dominant will become endless stalemates if the teams are at all comparable.

As for more units, I'll be glad if they add more units, just so long as they add equal numbers to all the factions. I'm sensing you're a TEC player from your post, so I think it's kind of funny that you're only suggesting more ships for the TEC :P. As is, I don't see that they are at such a big disatvantage in warships anyway (barring the broken repel ability, and certainly their ships are slightly weaker in general, but they also have the best econamy and as such it is a balancing feature).

Anyway, hope this wall of text helps :)
Reply #3 Top
The novalith is easily the best superweapon - it does (if I'm not mistaken) 2500 damage to a planet so 3 hits will destroy any planet no matter what (well a fellow TEC can have a shield I guess). If the novalith gets upgraded the other 2 will need HUGE upgrades to make up for it, and then it will just turn into a rush to see who can get the superweapon first.

Ships are fairly well balanced as it is. The 'little' frigates are actually pretty big ships, having hundreds of crewmembers so they are well protected. If capitals and cruisers could blast apart frigates in a few hits (and HC already DO blast apart frigates pretty quickly) there would be no point in building them - just stick with the capital and hard tech to HC.

Even on planets with porous cores (smaller gravwell) planets are not in range of bombardment. Furthermore, the only ships that can bomb are special frigates which are both expensive, use a huge amount of popcap, and are made of tissue paper or capitals which are expensive and don't do massive amounts of bombing damage. A fully fortified planet can withstand quite a pounding, plenty of time to chase off or destroy the attackers.

Targeting hardpoints and such is an interesting idea, but I think something like that would have to wait till sins2 rather then an expansion. It's not a bad idea though.

More specific commands would be nice, I agree with you 100% on this. Being able to command my hoshikos to only heal my capital for instance would be great. As for dodging missiles, as far as I know all weapons have a 100% hitrate (except vs fighters/bombers) so missiles can't be dodged. I guess a 'defensive mode' where you took less damage or weapons had a chance to miss or something but you could not shoot back would be interesting.

More ships would always be welcome, of course. Depending on how the story goes, it would make alot of sense for the TEC to have more dedicated warships now that they have been fighting for a while.
Reply #4 Top
Uh oh guys :p  it is my bad, in one game of tec vs the mean Vasari I had a Novalith cannon and had fired only twice on a nearby Vasari world I didn't know that it takes three shots to knock a enemy colony world out of the game and so I retract my complaint on that point.
This game reminds me so much of my favorite show Babylon 5 when it comes to the way the ships line up for combat and that is why it would be nice if during combat you could have a evasive command for your cap ships or even a ecm (Electronic counter measures)key to foil the lock on from the smart missiles, I truly wish Lego that the repel ability worked!
I play the Tec alot so I may favor them a little more than the rest, however I think that by now the Trade Order should have started building the next generation of Kol Battleships an a true drednaught :CONGRAT: 
Reply #5 Top
I'm pretty sure that Novaliths do 3000 damage. And the way to use them is to have multiple targeting an upgraded planet, as the recharge time will let the planet heal up if you use one. Except for the lower health asteroids.

I'd like somewhat more powerful Cruisers and a lot more powerful Capitals, myself.

I find Bombardment to be fine. You need a lot of ships or a lot of time to take a fully upgraded planet.

Dunno about hardpoints or commands. It could just end up adding a lot of micro.

Always more ships. The more the merrier.
Reply #6 Top
...I had a Novalith cannon and had fired only twice on a nearby Vasari world I didn't know that it takes three shots to knock a enemy colony world out of the game and so I retract my complaint on that point.
End of quote


The amount of shots required to "destroy" a planet is dependent on the infrastructure health of the world in question.

The Novalith, btw, does 3000 planetary damage. So when you had to fire your 3rd shot, it was because the world was recolonized after your second strike. :)

Reply #7 Top
The high health compared to low dps is one of the more unique things about Sins imo. In many games, units can kill eachother in ~10-15 seconds, in sins it can easily take ~100 (this is 1v1, take cobalts for example). As such I hardly see why you are saying the health needs to be increased. Also, it appears you're saying that cruisers/frigates should be nerfed, and battleships should be buffed. If so, I disagree here as well. I currently think the capital vs frigate balance is quite good, capitals are neccesary for bonuses and helpful in firepower, but frigates are the main source of damage output.
End of quote


I think that the Real Capital Ships mod or whatever its called actually is much more along the lines of what a capital ship should be, no more powerful then the unmodded version but its twice as durable and also costs quite a lot more.

I do play without the mods once in a while and sorta feel that Cap ships seem too cheap and flimsy until leveled up.
Reply #8 Top
To tell you the truth, your suggestions of new ships because of battle hardened factions reminds me somewhat of Starcraft 2. Hopefully if Stardock does go in that direction, it would be somewhat similar, instead of just boosting one faction, which would be rediculous, maybe TEC should have an anti-run on sentence beam.
Reply #9 Top
I think this game just lacks a little here in and not much.

Like the ability to shoot and move for one. The ships are pretty much sitting ducks. In normal battles ships whould take evasive actions and such or better yet add a combat style where they focus on attack, defense, or evasision or something.

Better fleet formations cause the ones we have now suck it seems loose and standard are example the same as standard and tight. and when they are in formation it seems like they rarely fight in it cause they all rush of to chase ships instead of staying in the pattern. the fleet is only a fast as the slowest ship is what my grandad says.

stop that annoying thing where your ships don't jump properly but spin around in circles and move between the outer rim and inner rim of the grav well before jumping when in fleets cause they are just gonna reform fleet again after the jump to the next grav well.

Well better planetary defense like a flak platform or battle station.

Of course more ships. I think there should be more ship abilities like overcharging your weapons or something.

Also this is a HUGE thing there needs to be a Clear and Cut CLASS system. Trying to fight ships is like huge guess work when you really can't tell what class your are fighting against and whats effective. it seems like every vasari ship is a medium, all tec ships are light and every advent ship is heavy.

Reply #10 Top
The Novalith doesn't need a buff. That thing kicks serious butt. Two of these behond your lines and your enemy can start kissing worlds good-bye. Asteroids twice as fast. I use them to kill asteroids, or speed up taking planets while the fleet is still cleaning the grav well. Cheap shots on the home world are pretty funny too.

I'm not to sure about more defense structures. There are plenty, and we don't want this to be trench warfare. Turtle-ing should not be encouraged. Maybe a flak structure, or better range on the turrets offset by a reduction in damage based on range. But thats about it.

More ships might be nice, but not needed. What specific ships ( and counters ) do we need ? How about we fix some of the ships we have ? Like the light carrier.. That thing is a waste. Fix the Sova as well. I'll wait and see on the Marza missile barrage fix.

But what I'd really like is soem sort of command queue-ing system. I'd like to be able to tell my squad of HC's to kill the LRM's, then the Flaks, and ignore the caps. Or tell my LRM's to concentrate on the caps. And have them do this every battle. Micro-ing, while a neccessary evil, is kind of annoying when I have two or three battles going on at the same time. You switch back to the battle, and find your LRM's are beating up HC's, and the Advent caps are three seconds away from a Malice/CB combo. ARGH !
Reply #11 Top
General Harada, you can already queue commands. To do what you're asking, turn on stacking in the empire tree, then shift right click the groups you want to attack. By default, the ships will auto target whatever their weapons are most effective against.