some advent and vasari suggestions :)

Now none of us know all the new little tricks that the other races have up their sleeves, yet i think that there will be one glaring issue.  TEC have easy to reach superweapons.  Vasari have planet eating titans.  All factions are able to turtle very well with titans + starbase + fleet, and all will be able to get an economy rolling.  This means that when planets do get attacked they won't last very long against a large fleet.

In my humble opinion, advent need to be able to increase their planet HP/damage resistance a full upgrade or two to have a chance.  This will be needed unless culture has received a HUGE improvement (which I hope it has).

Also I hope the vasari planet eater takes some time to chew while its gobbling up planets.  The bigger the planet, the longer it should take imo, Terrans/deserts should take a while.  Its a whole freaking planet!  And once eaten it is gone, forever changing the battlefield.  As I see it the vasari fleet should be a slow "unstoppable" force.

Now for the advent planetary mind control...  IMO you should be able to over time take over anything that you have fleet supply for.  Yes even titans, but over a very long time (30 minutes of fighting in the same gravity well).  Small groups of ships should be immediately taken over via use of this ability(5-10 at a time).  A capital ship should be subjugated after ~7 minutes of fighting in the same gravity well.  This ability should have ~5-10  minute cooldown and cost a lot of antimatter to limit its abuse. A fully loyal planet should take ~10 minutes to mind control, and a fully upgraded Starbase should take 10 min as well. It should be cast on the target, then a player can see a timer counting down when that ship is selected, at the end of the timer the ship is lost to the enemy.  Perhaps add the requirement that mind control be only possible if friendly culture is on the planet.  In this way advent super weapons will be relevant and also this would add another level of balance.  The possibility of a faction having multiple titans is in itself not OP.  The conditions for avoiding the mind takeover would be warping to a new gravity well to drop the debuff.  This would be incredibly balanced, as it is hard to lock down anything, even a titan, when it is running for its life.  If it runs the enemy would lose antimatter following it so the debuff could not be reapplied over and over again.  This is balanced.  The marza was a superweapon that was balanced as well.  Developers please have confidence to actually allow players this kind of creative freedom.  This helps replayability because it gives advent players a less situational powerful choice.  Choosing a planet to mind control is very limiting and not that that amazing of an idea by itself and planets aren't as important and easier to acquire then they were before rebellion.

When the mind control ability is leveled to level two, all mind control debuff durations are reduced by ~30%, so 7 minutes to take out star bases/fully loyal planets, 20 minutes to mind control a titan, and ~5 min to get a capital ship.  This could also reduce the recharge time on the ability, whatever the balance may be.

This can be balanced quite easily, and adds a whole new level of tactics to a fight, and really gives someone a reason to build a revelation cruiser.  This ability alone would make the loyalist faction worth playing.  Also, make the advent loyalist titan the Weakest HP/Shield wise of any of the titans at level 1 to make it need to run a lot early on so that the enemy could accrue other advantages to counter.  Some tweaking and this would be a very fun strategy.

In this way the advent actually feel like they can mind control, and it is balanced skill wise via time.  So the advent have a nice fleet deterrent should anyone try to snipe them.  You have a "window" of vulnerability that you have to inflict significant damage to the advent fleet, and if you tarry too long you will be up shit creek without a paddle.  This feels right for the advent, as the fleet synergy requirements would be large.  This feels unique.  Please implement this in some form.  Advent vs. Advent fights would be more interesting as well(one of the most boring fights pre-rebellion) because the power of choice, each player will have a different strategy about WHAT to mind control.  What pressure to put on the enemy?

4,132 views 8 replies
Reply #1 Top

What about a "Berserk" ability? If you research a special technology enemies entering the advent culture run a risk of going berserk. Every ship have a small chance of going out of the players control and start attacking everyone for a time. Also the advent titan would have this as a special ability. Capital ships and titans should be more resistant to this but still vulnerable.

 

The advent hive mind overload their enemies minds. :P

Reply #2 Top

hmm interesting...culture as a fleet defense, I like it! The thing is the advent rebel titan has abilities similar to your suggestion.

Reply #3 Top

Currently in the code (this might change, however), the Advent Rebels possess techs that allow the player to attack planets within the safety of their own planets. They can sacrifice their own people to inflict damage on neighboring worlds, and even destroy entire planets in order to severely damage other planets around it.

As for the Vasari Loyalists, they need to own the planet first in order to devour it.

Reply #4 Top

Quoting sareth01, reply 2
hmm interesting...culture as a fleet defense, I like it! The thing is the advent rebel titan has abilities similar to your suggestion.

 

Ah. Didn't know about the abilities of the other factions. I've only played the beta and haven't looked for information on the other beta races yet.

 

Isn't the advent loyalists the aggressive faction? If so wouldn't it be more logical for them to have a more standard powerful titan. Better armour, weapons and direct damage abilities? I reckon the rebels are the ones with the boosted psychic powers.

Reply #5 Top

well every faction needs to be agressive for an effective defense.  For example, the TEC loyalists can be extremely aggressive with their titan and this provides them with the time to provide a strong defense/economy at home.

The advent and vasari titan super abilities that i discuss have been in a few press releases, as well as being verified by that reverse engineering thread that was posted/removed a few days ago.

It would make sense to me that the loyalists would be the super psychics because that was already central to the unity.  So the existing power base would rest with the loyalists, and the rebels would be of a different strategy (focusing more on ressurection, life and death, purity).

Its a great idealogical shift and makes sense.  +1 to developer creativity on this.

Reply #6 Top

I don't have time to follow the press releases and just found this forum. Been to busy playing before. ;)

 

Well the splinter factions make sense because they're based on human history. If a war go on for too long sides tend to dissent along those lines (Roughly.). This doesn't cheapen the devs creativity. In fact it makes it a lot more plausible.

Reply #7 Top

wao cool theory!!! i think that it would be awesome!!! another theory- forr sins 2 (whatever is chasing vasarri) they should have the ability to construct a super weapon(assuming they will be the 4th race in sins 2) and that weapon once fired would jam all signals at an enemy well that it was directed too. for say 5-7 min you cant see whats happening to the gravity well or the planet or your units( once your units have suffered heavy damage they will automatically retreat to a near by gravity well. also all ships that you send to that gravity well will not be accessible for that time 5-7min. this will further inheritances the lore idea for the game. when vasarii started to loose communications with the empire as if something was eating them from inside... and  your units, heavily damaged, escape the effected gravity well that would be like the remnant of the dark fleet escaping and arriving at trader space...

Reply #8 Top

Quoting Yottsu, reply 3
Currently in the code (this might change, however), the Advent Rebels possess techs that allow the player to attack planets within the safety of their own planets. They can sacrifice their own people to inflict damage on neighboring worlds, and even destroy entire planets in order to severely damage other planets around it.

As for the Vasari Loyalists, they need to own the planet first in order to devour it.

 

I hope this get changed, it will take all the fun, if i will be able to "consume" only my own planets. I understand the lore, and i am not against it, but i think you should be able to consume any planet you want, be it yours, neutral or enemy. If the devs would feel that its overpowered, then as the OP suggested, let the whole consuming process take longer, like 5 minutes or so... hell, i would even give up any other offensive capability of the titan for being able to target enemy planets...

I hope the whole process will be accompanied by some cool animation, not just change of the planet into dead asteroid in a blink of the eye. I want some nice shockwave travelling around the planetary surface, burning the atmosphere and changing the standard surface into something looking like volcanic planet, then i would picture the planet to crack up and slowly coming apart in large pieces. The ship will during all this suck the resources from the planet i suppose in the same manner the Egg does.

Just bring it on, please!