TEC Rebel Expansion Spam... Needs to be removed/tweaked

Hi, so I've played a few online games in the beta, and clearly the best strategy at this stage of the beat is to pick the TEC rebels and quickly research the tech that allows you to "form an alliance" with the planet militia.  Thus, you don't need to kill any rebels and can just run around colonizing every planet in sight without killing ANY militia.  It just boils down to sending out colony vessels across the map (which used to be hard because the planet militia would kill them) and even the most heavily guarded of deserts can be easily colonized because there is no attack from the planet militia.  This allows an unrealistic foothold in places that should not be so easily obtained.  I hope this is a design oversight and not an actual intended feature of the game as it will ruin multiplayer balance.  If you do intend on keeping this feature, please at least make it one of the last techs available, that way this ridiculous 20 planet expansion in the first 45 minutes is removed from the game.

 

Thanks,

Star Player / Radioactive

12,216 views 16 replies
Reply #1 Top

I do about 23 planets in the first 20 mins

Reply #2 Top

Yeah, I realized this straight away as well. Granted its a nice change of pace to rush 3 civic labs, but at the least it needs to be higher up the tree if not reworked.

Reply #3 Top

But if you put it too high then it becomes meaningless.

Reply #4 Top

Think about it - now their capital ships can no longer level up by killing things, or even their titan. The Truce Amongst Rouges truly is a double edged sword. Also, when a planet is colonized, resources have to be allocated to developing the world, making the player somewhat neglect their fleet.

But I agree that it makes things too easy - I propose that, while there is still militia around, "Documents" need to be signed in order to colonize a planet.

Reply #6 Top

Here's my feeling...I see two ways SD can do this...

1) Every faction is balanced, with having slight advantages in different areas

2) Each faction is balanced by having its own broken, OP strength

Now I personally prefer method 1....but if the devs prefer method 2, then honestly truce of rogues is pretty solid assuming  that other factions have comparable advantages...

The biggest problem with balancing via method 2 is that early game OP elements are not consistently offset by late game OP elements...

Remember that one Advent faction is supposedly supposed to get free culture at each planet...so it wouldn't surprise me if the devs continue with the whole "balance by broken elements" philosophy....and really, that's probably the only way to get the factions to be truly diverse and unique...

Reply #7 Top

Quoting Polistes, reply 3
Think about it - now their capital ships can no longer level up by killing things, or even their titan. The Truce Amongst Rouges truly is a double edged sword. Also, when a planet is colonized, resources have to be allocated to developing the world, making the player somewhat neglect their fleet.

But I agree that it makes things too easy - I propose that, while there is still militia around, "Documents" need to be signed in order to colonize a planet.

 

Respectively I disagree

It gives the planet owner a defense force that can up to 70 fleet supply giving them an advantage defensively while being able to “zerg” the whole map and pump economy. The exp argument isn’t valid as the TEC capital ships don’t synergize with the piece on the board anyways and are used primarily for over glorified anti matter sinks by mid game. By the time the titian is out the player will already rushes to the hostile side of the map and can feel free to use the opposition as target practice. The economic advantage grows expediently with larger maps Yottsu Grindstone the only thing that held you back in that game was that I demand you not to take the planets on my side of the map and had two fleets colonizing and you still had twice the planets as I did at a much more rapidey.  Exp<Economy  because Exp=one powerful ship economy=many ships

Reply #8 Top

Balanced by the devs by having novas at level 6 without any previous research and a titan that does not die?

 

Reply #9 Top

O_O (JohnJames) O_O I don't mind the nona cannon spaming is kinda pointless but the titians......they need work

edit: loyatist needs work

Reply #10 Top

nova r easy to counter with a few shields gens and sb with aux gov so that not a big deal there and the titans do die just takes time

Reply #11 Top

Only 1/3 of the factions have shield generators, and that is a high level tech...and expecting a SB with aux. gov. on every world is ridiculous...one novalith can target any planet, one SB with aux. gov. (which is like 2/3 the cost of a loyalist nova) can only protect one planet, and it doesn't do anything to mitigate the economic losses of reduced population and trade...

If someone is building novas early, you are probably better off simply fleet up and hitting them hard as they probably are turtling....

Reply #12 Top

shield gen need 5 military labs which is 1 less than the loyalist nova and i always build a sb on all my planets good defense against rebels and for the extra tr though it is harder to do on online play but its the best way to counter them till they r balanced out more

Reply #13 Top

Quoting AftertheFall, reply 9
(JohnJames) I don't mind the nona cannon spaming is kinda pointless but the titians......they need work

edit: loyatist needs work
Your spelling needs some work too. :grin:

Reply #14 Top

fool! nova cannon does nothing it's the fullt operational nona cannon now :D

spelling, grammar, handwriting, language in general are my hamartia glad someone can point it out to me(again) really super of you :annoyed:

Reply #15 Top

Quoting martox1, reply 10
nova r easy to counter with a few shields gens and sb with aux gov so that not a big deal there and the titans do die just takes time

 

My concern about the titan is that the rebel titan is suppose to be the offensive unit and cant win.  Killing a solo loyalist titan is easy, but one that has a fleet, 2 sb, and repair bays is almost impossible. 

 

Reply #16 Top

Quoting AftertheFall, reply 14
spelling, grammar, handwriting, language in general are my hamartia glad someone can point it out to me(again) really super of you
Always happy to help! O:)

Quoting JohnJames, reply 15
My concern about the titan is that the rebel titan is suppose to be the offensive unit and cant win.  Killing a solo loyalist titan is easy, but one that has a fleet, 2 sb, and repair bays is almost impossible.
Well when I play Rebels I just spam huge loads of pirates and order all of them to attack a single heavily armed target. In time, they will cripple the Loyalist defensive behemoth and once I bring in my titan and my own fleet, it becomes more of a balanced battle.