Real Ideas for Expansion: "Invasion"

As a fan of other games of this genre, I'm eager for a new SOASE race to play. Going through the posts, I saw there was some popularity for 'the robots' as a 4th race. I totally agree. So here we go, a new thread with some real ideas about the who, what, why, and how regarding the robots.

 

INVASION  (proposed mini-expansion for SOASE)

 

Backstory

The proposed robots are intelligent artificial lifeforms who wield advanced tech. Long ago, they were created as 'Servitors' to an ancient star-faring race. It is a complete mystery as to the fate of those they served. All we know is that the Servitors are on their own, motivated by complex programs and mission statements which they might have learned to write and revise.

Next to nothing is known about these Servitors. A very incomplete TEC study of intercepts of their machine language suggests that, long ago,  they met with one or more intelligent species who 'altered' their ways of thinking, and possibly sent them in this direction.

The warring races locked in the current Entrenchment War are still scrambling to collect intelligence about the unexpected invaders. The Servitors appear to have nothing to do with the current drama played out by the TEC, Advent, Vasari, and the entities pursuing the Vasari. They rapidly descended upon this resource-rich sector of space after centuries of travel across the great void between spiral arms of the galaxy, arriving here and there without warning. Their unbiased, general hostility illustrates their goal -- to invade and harvest the resources of the sector, eradicating any and all opposition in the process.

 

What are some things which would make them unique and fun to play?

1. They do NOT colonize planets, and have little need of them.

2. They are nomadic. Their equivalent of planets are 'Worldships' which are basically mobile starbases which can jump from planet to planet, system to system, when upgraded. Aside from the first, each worldship must be built and continually expanded. Each frigate/cruiser factory is built within a Worldship, thus their fleet construction is mobile as well.

3. Their populations don't 'grow' as organic life does (by colonizing and inducing population infrastructure). Their populations (worker units) must be 'built' on the worldships, and thus cost resources.

4. Edit. Requiring only small amounts of Crystal, the main resources they hunger for are Antimatter and especially Metal. As such, they are naturally attracted to metal rich planets, asteroids, moons, etc.. They are also attracted to stars - to harvest all the rich solar energy. Once they gain enough resources and research, they can construct special energy production installations (i.e. Singularity Tomb) to gain additional antimatter.

5. Culture is of little concern to them, and has no effect on their civilization; although they may seek to employ technology to harm other empires via cultural broadcasts.

6. Also, trade and credits have no relevance in their society.

7. They have many different types of technology. They don't so much as 'research' new tech, but awaken and reactivate old systems long depleted by their great wandering in the void. Some main specializations involve transportation, infiltration and covert activity, efficient industrial activity, and manipulation of exotic dimensional energies. Their need for examining, analyzing, and observing other races -- often covertly -- is as vast as their appetite for resources. Their jump drives are based on tech very different from the others. While slower in speed, requiring slightly longer to charge up, their drives don't have to exit a grav well to initiate. They may also be upgraded to be immune to jump 'radar'.

8. They are a collective. With no concern for individual personal safety, the Servitors have a different brand of warfare, with techniques and technologies that may cause damage to their own forces as they damages the enemy. This may involve suicidal ram-ships, Nova-ships, Singularity Inducers, and powerful over-charged cannons that burn their own ships in the process of destroying targeted enemies.

9. They have some exotic technologies which involve cloaking, temporal manipulation, black hole and wormhole creation, data-network infiltration, advanced replicant spies, tractor beams, 'Locust' hull eating, shield manipulation, and so forth.

10. They scavenge space battlefields with precision, sucking up metal with Jackal ships. They may also cannibalize their own ships rapidly and efficiently in order to accumulate emergency resources to make others.

 

What would be some of their weaknesses to balance them out?

1. The Servitors have most of their eggs in just a few baskets -- the Worldships. They have to struggle to build as many as prudent and develop them continually -- all at massive development and maintenance costs. Worldships are slow and thus can be trapped. Only one may inhabit a system at once, due to problems with conflicting network protocols and hardcoded algorithms dictating dispersal of command.

2. Since the SLOTS -- equivalent of Population Infrastructure, Emergency Facilities (heavier hulls), Logistics, and Tactical -- are built within each Worldship, damage inflicted on the Worldships will randomly destroy these slots within. Also, some Tactical slots are within the Wordships too. Same thing.

3. Since the Servitors have little interest in trade, credits, Culture, alliances, the black market and pirates, etc.. they suffer the many potential consequences.

4. Denying a Servitor fleet access to Metal and Antimatter could really limit their 'Invasion'. It's one of their Achilles heels.

5. The Servitors can cause a lot of damage, but may also damage themselves in the process (depending on the ships).

6. Repair, maintenance, production, and expansion is all costly.

7. Their transportation methods are different and initially slower until drives and engines are incrementally upgraded. Once they get enough development and resources, they can get back to the powerful speeds with which they began the Invasion.

8. While they are learning to counter them, fighter and bomber are not their thing. They don't build them. No don't have light carriers or hangars. They do, however, have alternative methods available to make counters vs fighters and bombers.

9. When they want to build orbitals in newly conquered systems, they don't just 'do it' because they don't colonize planets. They must build and send Constructors and Heavy Constructors. These constitute an Achilles heel too, since enemies may focus on destroying constructors.

10. Since frigs and cruisers can only be built in Worldships, frig/cruiser production will limited to and contingent on the number of expensive Worldships which can be built.

More ideas coming when time permits -- ships, orbitals, special abilities, misc... The point will be make something DIFFERENT yet not UBER, so they can fit in the game with enough refinement and brainstorming.

 

In the meantime, feel free to add to the ideas, question, or criticize. Thanks

68,265 views 35 replies
Reply #1 Top

That's very interesting, though I really doubt Ironclad will do anything with it. If we did have a robot race we'd pretty much have the Sci-Fi Collection. Good regular humans, ancient race that enslaves everyone, religious nuts, and the only thing missing is robots.

 

However, why do the robots need only metal and antimatter? Crystal is very important for conducting energy. I can hardly see a robot race being built without any crystal at all.

Reply #2 Top

I also doubt Ironclad would make this, since they have so many of their own ideas ongoing, but hey, it's a fun creative outlet anyway. Even if they have no interest in this proposed race, Ironclad is still very open to fan ideas, and make take interest in maybe some here.

I guess crystal could be of some value, as a minor resource. I just wanted to emphasize metal and anti-matter because making another race that is a variation of another might not be such a new experience, at least for me. The Servitors might not need much crystal, but they are smart enough to understand its importance to others. Thus a Servitor player would take strategic steps to deprive other races of crystal-rich zones.

Thanks for the interest.

 

I suppose I'll talk about ships next -- how different and entertaining they could be, while not being uber.

 

Reply #3 Top

There are things called mods...  Nuff said in that regard...

 

Anyways, I do like the idea and it does complete the sci-fi cannon.  I doubt that the Worldships would work, but hey, it would be cool if they did...  You could still build "worldships in the sense that they spit out caps.  Just modify the phase gate ability to spit out caps.

Reply #4 Top

Hi,

 

I just though it would be cool to include tried and true aspects of other RTS games. For instance, the idea of a large unit with a mobile factory, or factories, could be introduced nicely into SOASE (as a Worldship).

One of the more interesting aspects of games like Homeworld 1 and 2 was that your 'base' or bases could constantly be on the move (albeit slowly), and could even jump. It made for a very dynamic, fluid game.

 

In the case of the proposed Servitors, not everything has to be made/installed within a Worldship. For instance, labs are places for experiments and could possibly be dangerous, so they would be external orbitals. Cap ship factories would take up too much space, so they could be external orbitals as well. Energy producing installations also may be volatile, so they would be external too. But to make them different from others, it would be cool to allow them to slowly move as well.

It would keep in the theme of a truly nomadic race.

 

 

 

 

 

Reply #5 Top

Cap Ships

 

Getting back to this, I'm going to dive into the meat and potatoes fun and talk about Servitor cap ships. All cap ships must be built at a cap factory. Like most Servitor orbitals, even the cap factories are mobile (but damn slow), and like some other orbitals may eventually jump once the proper tech is activated (researched).

The Servitors have 5 caps very roughly in theme with the other races: Battleship, Carrier, Support, Support/Colonization, and Combat/Planetary Bombardment.

Further details about their weapons, health, shields, etc. can be included later, but let's look at their stories and special abilities first. During the course of one year, all five of the Servitor cap ships were encountered and even engaged in combat by the TEC. The Terran high command has classified them as follows.

 

#1

HAUNTER (carrier analog)

Admiral Henri Yuzan, captain of the Kol Battleship 'Merciless' and commander of the Northern Periphery battle group, discovered the first Haunter vessel 9 months ago at the fringes of the Osiris Nebula. He and his flotilla of 12 war ships spent the next 3 months pursuing the elusive alien vessel. The unsuccessful hunt was a stressful game of cat and mouse, most of the action involving Yuzan's forward scouts and high energy scans from his com vessels. The computers worked non-stop during the period, repeatedly locking on and then losing signs of the large vessel's presence. The battle group was tested and harassed by smaller frigates at long range; they always darted away or self-destructed when chased down. Visual contact with the enemy capital ship was only made once and last 18 seconds. Eager to take advantage of this brief sighting, Admiral Yuzan ordered a bomber strike, and sent his front picket ships in to close. As the alien vessel gained speed to evade, his closest frigates were engulfed in a bright pulse of tachyon energy. They lost power, as did one of the bomber squadrons that was unable to pull away in time. A moment later and the vessel simply disappeared. 96 hours aftward, scouts indicated the vessel was shadowing the battelgroup 2.3 AUs to their rear. Again it disappeared when Yuzan made a more cautious approach. During the course of the next week, after conducting countless high energy pings, Admiral Yuzan argued with fleet command that the search mission was impossible and counterproductive. "This thing is haunting us. It's a ghost and probably has gained far more intel on us, than we on them. Prepare ships for immediate jump on my mark. We're going back to the line."

The Haunter: one of the weaker yet more devious cap ships of the Servitor invasion fleet, able to provide mobile industrial capability, harassment and surveillance tactics, and potentially devastating deep strike raids. The Haunter 'carrier' has no fighters or bombers. Instead, it can build frigates and may 'transport' up to 3 frigates within its vast hull. It may load and unload these frigates with a simple click.

Special Abilities

1. Frigate production. Lvl1 allows it build one kind of frigate at a slow rate; lvl2 = 2 frig types at slightly faster rates; lvl3 = 3 frig types and at slightly faster rates.

2. Cloak. This renders the haunter invisible for a time. While invisible, the Haunter will not fire its weapons unless micro-managed to to do so, whereupon it will automatically decloak. Only an enemy scout may detect a Haunter cap ship and make it visible. Level 1 Cloak duration = 35 seconds. Level 2 = 70. level3 = 110.

Note: even if a player doesn't have a scout to detect a cloaked Haunter, one can still determine if their own forces are sharing a region of space with one or more Haunters by looking at the starmap. Radar will signify an enemy blip alongside the blips that signify your forces.

3. Tachyon Mine. By activating this ability the Haunter spits out a very powerful mine that when voluntarily detonated or destroyed will strip away shield points from ships within the small blast radius. It may affect fighters and bombers in a different way, stunning them for a short time. Each level of power equates to a shorter cooldown.

4. Deep Strike.

By activating this unique and incredibly power FTL drive, the Haunter may jump to any area within a star system. However, the Haunter must 'see' its destination in real-time, and thus must have line of sight with a friendly ship present in the target area. The only thing countering a Deep Strike is the presence of an enemy jump inhibitor. Jumping into a region with an inhibitor slows the otherwise very fast jump and causes the Haunter 1000 hull damage on arrival.

 

 

 

 

 

 

 

 

 

 

 

Reply #6 Top

#2

MASTERMIND (support analog)

Captain Hera Thomson of the TEC Percheron Light Carrier "Vigilant Fire" was on patrol with a trio of Cobalts when they received the distress call. A Science Lab orbiting the murky blue gas giant Padam V reported an incoming force of alien design. Expecting another small Advent raid, Thomson initiated jump -- only to make the first encounter with a Servitor cap ship of this kind. While Vigilant Fire transmitted stand-down requests to the aliens -- in vain as it rapidly became apparent -- the Cobalts went to interdict the 4 small Servitor vessels strafing the science orbital. But the Cobalts had to take emergency evasion maneuvers to avoid the sudden arrival of an oddly shaped capital ship. Its many lenses and arrays followed the Cobalts' every move, while some locked on the lab, others on Vigilant Fire. Local space was abruptly flooded with alien transmissions to and from this new ship. Thomson scrambled her bombers, but soon recalled them when the lead Cobalt's engine was struck by a slender beam of violet energy. As the frigate helplessly drifted, its engines spitting erratic plasma, the alien ships turned to engage the wounded prey. The large alien ship tracked the second Cobalt with a blinking cannon on its underbelly. As it tried to race back to Vigilant Fire, Cobalt-2 was soon haloed by a distorted funnel of energy, an aperture spilling forth higher order dimensional radiation. Promptly inhaled into the aperture, both it and Cobalt-2 vanished with a wavy flash. With her bombers having made emergency landings "Vigilant Fire" made full thrust out of the grav well. The fate of Cobalt-3 and the science lab remains unknown because Thomson ordered an emergency jump, reluctantly following protocol for the vulnerable Percherons. No other TEC vessels have entered this region of space in the last months. Like others, it has been deemed quarantined until TEC fleet command can finish preparations for a counter-offensive.

 

Mastermind

Special Abilities

1. Hyper Analysis. The battle computers go into overdrive to study and anticipate enemy's moves on the space battlefield. Solutions are rapidly formulated and distributed to nearby friendly ships, so as to react to and take advantage of changing circumstances. As such, nearby friendly ships gain limited targeting bonuses and slightly increased rates of firing. While the bonuses are small, they grow with each higher level.

2. Sniper Cannon. Each Mastermind is equipped with a long-range, highly precise cannon designed to temporarily take out a ship's maneuvering engines. The Sniper targeting array looks to find the most vulnerable component of an enemy engine and disrupt it. The length of disruption is equal to the Sniper Cannon's power, which has 3 levels.

3. Long Range Scan. The Mastermind is equipped with highly sensitive scopes and arrays that allow it to 'see' the contents of different areas within a star system. The equipment requires a lot of Antimatter, but the range and duration of this limited 'sight' increases with each level.

4. Wormhole Generator. This is the mastermind's most powerful weapon, though it does not actually harm enemy ships. While it takes a crucial number of seconds to fire up, the generator creates a mini-wormhole that sucks in the targeted ship and sends it spinning, unharmed, to another random region within the star system. Affected vessels may be as big as cap ships, but star bases and orbitals cannot be targeted.

 

 

 

 

 

Reply #7 Top

Some pretty good ideas here, but I don't like the ideas of not colonising planets, not having credits and having a frigate carrier. It is totally inconsistant with the rest of the game and contradicts the entire game philosophy of sins. Uniqueness is great but only if it make in-game sense.

Population growth is not "breeding". Population growth is bring more people on the planet under your control, registering more individuals for taxation. Thats how one of the Stardock guys described it once on these forums.

The "worldship" would only work if it was their SB. Moving structures should be an upgrade. Their anti-SB unit could be a suicidal strikecraft type. They could upgrade their scout frigate to lay mines.

Wormhole generator should only teleport ships to a location within the same grav-well. I don't see any other way it could work. Otherwise, how do you control where it will appear in another grav-well? how do you prevent it from appearing inside another object?

One idea:

Overlord (battleship analogue)

Special Abilities

1. Saturation Fire: Many ships in the targeted area get pummeled with high-velocity rounds for a brief period of time. Greater range and longer duration at higher levels.

2. Deploy Flak Platform: does what it says. More can be deployed and for a longer time at higher levels.

3. Relativistic Kill Vehicle: Fires a long-range projectile that approaches the speed of light. Cause enormous damage to a single target on impact. Costs less AM and has a shorter cooldown time at higher levels.

4. Plastic Armour: The Overlord's armour becomes "plastic" in the sense that it changes itself to adapt to the battlefield environment. The more then enemy target this ship, the greater armour buff it gives itself.

 

 

 

Reply #8 Top

I'm gonna have to give some ideas here... This is getting pretty good...

Reply #9 Top

Hmm I like your idea but I think it would be better if we had a race that uses organic ships, or that those organic ships are a race by themselfs.

Reply #10 Top

Well, if you want an organic ship race, you could make one yourself...

 

But yes, as far as worldships go, that would have to be the SB...

I do like the idea of suicidal SC's though...

Anyways, here is my ship idea:

 

 

Submitor [Colony Analog]

 

Overrun: Colonizes target planet.  Costs 90/70/50 AM

Reconstruct: Repair 250/500/750 of own hull over 50/40/30 seconds.  Costs 80 AM

Destructive Landing: Sacrifice self to deal 1500/3000/5000 damage to target planet.

Submission: Causes all enemy ships within a radius of 4000 to cease fire and movement for 20 seconds.  Costs 120 AM

 

I was also thinking that since:

Lasers: TEC and Advent

Beams: TEC and Advent and Vasari (sort of)

Missiles: TEC only

Plasma: Advent Only

Wave Cannons: Vasari Only

We should have this race use Missiles, Plasma, and Wave Cannons.  For the sake of lore, they started with plasma, but as they exterminated other races, they gained their technologies

Reply #12 Top

Quoting JuleTron, reply 7
Some pretty good ideas here, but I don't like the ideas of not colonising planets, not having credits and having a frigate carrier. It is totally inconsistant with the rest of the game and contradicts the entire game philosophy of sins. Uniqueness is great but only if it make in-game sense.

I'm obviously of the opposite opinion. The Servitors in my way of thinking are a nomadic collective, and should not be a carbon-copy of the 3 other races. Why make a new race if it doesn't bring genuinely new strategies to the game? Their only use for planets would be to mine them (I'll mention how they do that later). Since they are very strong in some respects, they should have real weaknesses. Since they are robots with no individuality or sense of market competition or even need to 'deal' with organic races, I see no use for credits. This lack of an option to buy and sell things is a functional weakness. Also, the idea of a forward, mobile factory is my kind of thing. Their Worldship can function in the same way.

Juletron: Population growth is not "breeding". Population growth is bring more people on the planet under your control, registering more individuals for taxation. Thats how one of the Stardock guys described it once on these forums.

Whatever the case, the 3 races colonize planets and the effect is 'growing' populations. It happens both naturally and through player inducements (click a pop slot). Whereas a non-organic robot player would 'build' workers (click the slot), as many workers as necessary, as resources permit, and no more. To get a lot more, they must enlargen the hull.

Juletron: The "worldship" would only work if it was their SB. Moving structures should be an upgrade. Their anti-SB unit could be a suicidal strikecraft type.

Yeah, the Worldships are both their SBs and roughly equivalent to planets in that they house the worker production as well. The Worldships have tons of different upgrades, and can be even far more custom-designed than other SBs. Their anti-SB unit definitely can be suicidal. I was thinking the same way. That's a big theme of the Servitors since they have no individuality, and destruction of one component of the Fleet is not considered suicidal.

Jueltron: Wormhole generator should only teleport ships to a location within the same grav-well. I don't see any other way it could work. Otherwise, how do you control where it will appear in another grav-well? how do you prevent it from appearing inside another object?

Here's how it would work. In game mechanics, an enemy ship targeted by a wormhole generator would involuntarily 'jumped' to a random, adjacent region. The ship would arrive at the edge of the region's gravwell. So all it amounts to is a jump, the destination randomly selected by the computer. The effect is, the ability takes the ship out of combat for a short period, giving an edge to friendlies and frustrating the hostiles. It's a level6 ability so it's going to happen only once per battle normally.

 

Reply #13 Top

Quoting JuleTron, reply 7
Wormhole generator should only teleport ships to a location within the same grav-well. I don't see any other way it could work. Otherwise, how do you control where it will appear in another grav-well? how do you prevent it from appearing inside another object
 

 

Hee-HeeXD . Here's what happens.

3 player game, raging Amish is servitors, Flamelord is TEC, JJ is Vasari.

 

On a distant battlefield, the wormhole generator is activated upon a Kol class battleship. It gets teleported away.

Meanwhile on a vasari starbase,

A lone vasari is washing the floors when out of nowhere a TEC Kol class appears right in front of him and almost kills him. In shocked fright, he pulls out his walkie talkie and notifies his superiors.

Meanwhile on the Kol class,

"All right, what the fuck just happened??"

Meanwhile in a distant patch of space where 3 people control their chosen avatars,

"You warped my Kol into what??? WTF man."

"Look, it's not my fault, I can't control where you end up."

"Sweet, I just got a Kol class"

Suddenly, a message appears to one of them,

" My Kol got captured and turned to your side??? Thats not fair.

" How do like my new retrofitted Kol class"

story over.

I made it go into a vasari place because the vasari can get it out with the least amount of damage.

 

Reply #14 Top

#3

TYRANT (Battleship analog)

Nearing the size of a Jarrasul Evacuator, the Tyrant is the premier heavy assault capital ship of the Servitor Fleet.

Special Abilities

1. Over-charged Tachyon Batteries. Like the main 'melee' Frigate and Cruiser of the Servitor fleet, the Tyrant may employ its devastating overcharged guns. The damage is enormous, but since the guns burn with such radiation, they also do 1/2 of the inflicted damage on the Tyrant itself. The damage increases with leveling.

2. Shield Disruption. The Tyrant may employ this ability to disorganize and disrupt enemy shielding. When activated, it may be a bubble ability, with a radius, slowing degrading shields each second. Or, another approach is that with each level, it may affect 1 ship.

3. Positron Field. The Tyrant may employ this ability to emit a bubble of anti-matter energy that shuts down enemy construction. The duration is in accordance with the level of the ability. Work on factories, platforms and other orbitals is interfered with until the field disperses. 

4. Instant Defense. Tyrant vessels use this level6 ability to almost instantaneously jump to the side of a friendly Worldship within the same star system. As guardians, each Tyrant is built with a special crystal of unique construction which simultaneously exists within the mysterious core of every Wordship. Activating this ability allows the Tyrant to reunite with the same space-time of a Worldship.

 

 

#4

ESTABLISHER (support/colonizer analog)

The Establisher is a massive construction and de-construction ship, deployed to survive in and adapt to very hostile conditions.

Special Abilities

1. Heavy Construction. Sharing the abilities of both the Servitor Constructor and Heavy Constructor, the Establisher may build all manner of orbital installations. Like the Servitor 'Locust', it may also de-construct both friendly and enemy ships with its short-range, powerful tractor beam. Once locked on, the tractor beam rips off chunks of ship hull and converts the material directly into metal. Duration of deconstruction = level of ability. Speed of construction = level of ability.

2. Mine Sweeper. Able to sense mine fields, the Establisher can render them harmless and suck them into its great maw, one by one, for resource reclamation.

3. Reflective Hull. The Establisher can alter its hull to repulse and cast back hostile damage. While this ability is engaged, a percentage of damage inflicted on the Establisher is reflected back at the attacking ship. The percentage increases with leveling.

4. Temporal Distortion. This powerful ability manipulates 4th dimensional energies, thus altering the flow of time. Enemy ships within the bubble of temporal distortion slow in speed and rate of fire. Enemies are slowed to a percentage equal to the level of the ability.

 

 

Reply #15 Top

#5

WIDOWMAKER

 

The Widowmaker is an assault ship, though it was also specially designed to remove organic life from planetary systems.

Special Abilities

1. Mega Virus. Along with bombarding a planet with conventional warheads, a Widow maker can drop missiles laden with lethal biological weapons. The effect is not different from the Marza's Raze planet.

2. Weapons Jammer. The Widowmaker can analyze the beam weapons of an enemy ship and formulate the best counter to temporaily jam them with an expenditure of antimatter.

3. Revenge. The Widowmaker can internally move all its weapons into its large anti-matter engines and detonate everything at once. The blast radius of the self-destruction protocol damages every ship and orbital, friend or foe, within a radius. The damage goes up in accordance with leveling.

4. Blackhole Generator. The Widowmaker can bring about the brief existence of a mini blackhole, spitting out a singularity that evaporates in roughly one second. Every unit, friend or foe, caught within the radius is sucked toward it and slightly damaged. Fighters and Bombers are especially vulnerable.

 

 

 

Reply #16 Top

I'm obviously of the opposite opinion. The Servitors in my way of thinking are a nomadic collective, and should not be a carbon-copy of the 3 other races. Why make a new race if it doesn't bring genuinely new strategies to the game? Their only use for planets would be to mine them (I'll mention how they do that later). Since they are very strong in some respects, they should have real weaknesses. Since they are robots with no individuality or sense of market competition or even need to 'deal' with organic races, I see no use for credits.

Also, once this race comes into contact with the other races they will be forced to deal with them. Once they take planets they will need to deal with the inhabitants. Using your logic this faction will lack culture and not be able to use the diplomacy screen nor will they use pirates. It is absolutely ludicrous.

This would only work if each race was totally totally different from each other. But, they are not. Therefore they should be like the other races for the sake of game consistancy. Not colonising planets and having no credits goes against the entire game design of sins!

It would be stupid to have all races similiar and then one nothing like the others. Its far too asymetrical and its illogical. Not being able to use the black market also makes no sense. The black market is part of the game design. They can get unique units and upgrades but not a game design plan that does not fit in with anything else in the game.

Good ship ideas though. However some of these abilities are identical to existing abilities.

Reply #17 Top

JuleTron, I'll guess we'll have to agree to disagree because I don't find any weight in your criticisms other than you're accusing me of making new ideas that would actually function just fine inside the SAOSE game (once fully explained).

You said, "once they take planets they will need to deal with the inhabitants". No, they don't take planets, as I keep saying. They kill every intelligent life form on planets.

If a race is powerful with unique abilities, as I envision them, then they must have equally powerful disadvantages and lack of abilities to balance them out. So all of this makes perfect sense to me. 

I don't see this race as having zero diplomatic ability, just a limited range of diplomacy. I don't see this race being affected at all by culture, but they could build broadcast tech to influence the organic races.

If you want a cultured, chatty race of robots who are into money and buying and selling and dealing with pirates, by all means, start your own thread.

 

 

 

Reply #18 Top

instead of Robots, it would be clones.

Like many RTSs (Starcraft and CONQUEST Frontier wars), you have your Terran, psychic, and alien race.

The 4th race is always hard to place since they either mimic one of the 3 or becomes unbalanced.  So instead of robots, a race of artificial life forms should be created.

They will probably have crude ships, but are strong (kind of dimilar to the borg).

Reply #19 Top

The Robots remind me of Fred Saberhagen's Berserker stories.

 

http://en.wikipedia.org/wiki/Berserker_%28Saberhagen%29

 

The Robots could be worked in.

 

Or a Hive race maybe, like in Sword of the Stars.

Reply #20 Top

JuleTron, I'll guess we'll have to agree to disagree because I don't find any weight in your criticisms other than you're accusing me of making new ideas that would actually function just fine inside the SAOSE game (once fully explained).

I am not accusing you of anything.

You don't find any weight behind my argument and I see no logical reason why these ideas would, could or should work in sins. They CANNOT function inside the SOASE game because they contradict game design and gameplay philosoply. Colonising planets is a fundemental aspect of this game that can't be removed. You'd probobly need a new game engine for that. Same goes for the resources, culture, dimplomacy etc. These are a part of the rules and content of the game.

It is possible to add a new faction that brings new strategies without being so different that they ignore or remove the game basics and fundamentals. The current factions prove that. If you would like to see a faction like this then buy a different game.

 

Reply #21 Top

You don't have a mechanical criticism. Instead, you have a philosophical one. Fine. I get that. If you can't see how this could work, and it could work rather easily unless a relatively small part of the engine code cannot be updated or stretched, then I either explained the concept poorly or you haven't grasped it.

Feel welcome to start your own thread now about a new race you're interested in, according to your own understanding of the game and the limits you're interested in. I'll carry on here. I think that's fair.

Reply #22 Top

Understanding the opposite view is good. :) If this race has limited diplomatic options, then this would make sense in the upcoming expansion as it will elaborate on diplomacy.

Now that I think about it, a race like this may be possible mechanically with the current game engine. Also, I could easily agree with radical differences like these if the current races also become much more different.

Anyway I like alot of your ship ideas and although your offer is fair, I won't start another thread because I am more interested in ships whereas you seem to focus more on "bigger picture".

Volt creulerz, your ideas on the weapons of this new race seems good. Of course their plasma guns would look different to advent.

Skullcrusher class Heavy Lancer (dreadnaught analogue. maybe another new race should get this ship)

abilities

1. Supercharged Concussion Pulse: relatively weak anti-planet attack that deals a fairly large amount of damage. Shorter cooldown time and lower AM cost at higher levels.

2. Resonance Torpedoe Volley: several torpedoes that deal severe damage get fired at random ships within range. They debuff 2 levels of enemy armour for 60 secs. Greater armour debuff and higher target limit at higher levels.

3. Stun Blast: group of enemy ships get disabled for 25 secs. and cannot regenerate AM for 60 secs. Greater range and longer duration at higher levels. Does not stack.

4. Concussion Hail Storm: targetted enemy planet has a huge number of concussion bolts fired at it doing alot of damage over a long period of time.

 

 

Reply #23 Top

Okay, technically, this race could work without credits.  All items would rely on metal and crystal.  By inhibiting them from increasing population, you could neutralize credit income.  This would weaken them to pirates.  After that, you could have the Worldships as SB's of course.  This more or less addresses all the basics issues of the race.

 

Skullcrusher class Heavy Lancer: Have you read my mod?  Just curious as you called it a lancer...

Anyways, I'll do a little balance work with that idea... make it more logical...

 

SkCr Class Dreadnought

Supercharged Concussion Pulse: Damages a planet for 200/300/400 damage.  Costs 65 AM

Resonance Torpedo Volley: Creates a swarm of missiles that targets 5/10/15 enemies in a radius of 3000/4000/5000.  Each target receives 100/180/260 damage and has their armor reduces by 2/3/4 for 60 seconds.  Costs 100 AM.

Tachyon Burst: Damages target and all those within a radius of 1000/2000/3000 for 20 damage, reduces movement speed by 30%, and deactivates weapons for 60 seconds.  Costs 60/50/40 AM.

Concussive Hail Storm: Damage planet for 100/150/200 each wave for four waves.  Costs 120 AM.

Reply #24 Top

Frigates

 

Servitor Frigates are constructed either by Frigate/Cruiser bay in a Worldship, or by a Haunter capital ship. On average they have slightly larger hulls and armour plating than the frigates of the three other races. As in the case of all Servitor ships, their construction requires expenditures of Metal, Antimatter, and small amounts of Crystal. No credits are required.

They do not have colony frigates.

So far, 6 frigate-class vessels have been identified by TEC High Fleet Command, and classified as follows.

 

Hornet frigate

Primary Role: close range combat

The Hornet is a heavy picket-line frigate, deployed for escort, search and destroy, and large-scale assaults. With its superior armour and firepower, the Hornet has proven to be more than a match for TEC Cobalts, Advent Disciples, and Vasari Skirmishers.

Special Abilities: Over-charged Tachyon Cannons. This researched ability allows the Hornet, with an expenditure of antimatter, to overcharge its guns to deliver a brutal flash of tachyon radiation. During the short period, the over-charged cannons deliver x2 damage. However, since the energy burns so incredibly, the cannons inflict half of that damage to the Hornet.

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Assassin frigate

Primary role: Planetary Bombardment

A slow-moving vessel filled with high explosives, the Assassin is a frigate designed to target and physically ram into planets. Unlike other siege frigates, the Assassin has one 'shot', so to speak. After it establishes lock and collides with a planet, it delivers massive damage (equal to 12 strikes from other siege frigates?)

Special Abilities:

#1 Mega Virus. The Assassin can be upgraded to deliver genocidal biological weapons, causing even more damage.

#2 Flash Thrust. Like the Servitor Ramship Cruiser which collides with orbitals and starbases, the Assassin may speed up as it nears its target

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Locust frigate

Primary Role: Long-Range Assault

The Locust attacks roughly in the same way as the TEC Javelis, Advent Illuminator, and Vasari Assailant. However, it does not launch separate volleys of missiles, beams, or torpedoes. Instead, its main weapon is an aggressive tractor beam. Once it locks on, the beam projects a sustained amount of damage that doesn't stop until either the Locust or its target is destroyed (or until the Locust targets another vessel).

The twist is, the tractor beam does less damage to vessels that still have functioning shields.

Special Ability: Once upgraded, Locusts can convert some of the metal they have ripped from enemy hulls into useful metal. This metal is added directly to the Servitor's main reserve.

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Engineer frigate

Primary Role: Construction of orbitals

The Engineer frigate is the basis of the Servitor fleet. Unlike the construction ships of other races, Servitor Engineers must be built. They also may jump from region to region, system to system, to go about strengthening Servitor industry and defenses.

The Engineers build all the basic Servitor Orbitals: Extractors, Capital Ship Factories, Military and Science labs, various defenses, and so forth.

With research, Engineer frigates and Heavy Constructors cruisers may build larger and more powerful units (which will be explained later)

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Harbinger frigate

Primary Role: Exploration/Recon

This is the Servitor Scout

Special Abilities: TBA

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Nova frigate

Primary Role: Anti-Fighter Escort

One of Servitor weaknesses is that they are unaccustomed to fighting battle opponents who make wide use of fighters and bombers. As such, they do not have carriers or orbital hangars which spew forth these tiny ships.

Learning swiftly, the Servitors developed the Nova ship, which roughly has the same effect as flak ships. However, the Nova doesn't shoot out individual volleys of flak to strike fighters and bombers. Instead, the Nova projects an omnidirectional bubble of radiation around its hull that fries enemy fighters and bombers that come too close. The Nova radiation is activated in pulses -- each pulse fueled by antimatter, each pulse lasting 6 seconds. The cooldown is short.

Nova bursts do not harm friendly Servitor ships, as they have been attuned to the frequencies. However, they can do a small amount of damage to larger enemy ships.

 

Reply #25 Top

I like the Locust and Nova.  The locust, what you can do is have a beam weapon that lasts for 999 seconds... In other words, until somebody dies...  It would have to have lower direct DPS than other ships as it essentially has no cooldown.  At the same time though, because it lasts so long, you would have to take the DPS you want it to have, say 14, and multiply it by 999..  The result is: 13,986.  That would cause you to deal 14 DPS.

 

The Nova would be easy to do... Just use the graphic from shield projection and the code from flak burst.  

 

Oh and Tachyon Cannons should cause a movement detriment...  They do move faster than light, so it ought to cause some strange effects...  Just saying...