SitReps - The Art of War: A symphony of Shield, Armor and Hull

Everything I write here is intended to be a suggestion/idea – please don’t read this as if it’s a list of demands. My aim is to provide feedback in a constructive tone, which can be difficult via text.

1) Gameplay

1.1) TEC-Rebels - Overall I like their feel. Most of the following comments/ideas are intended to lean into their flavor

·      I like that they don’t use garrisons now; instead they hire pirates. That said, I’m kind of surprised that they don’t also summon mercenary forces (like the Vasari Alliance does – but pirate mercenary ships are hired instead of dark fleet forces being summoned so the ability could have a usage costs like credits/andvar). to go to a planet in range, engage the enemy and then any survivors would depart. A variation of the TEC garrison. I don’t want to give up the ability to slowly build up a permanent pirate fleet either though..

·       I don’t know if this is a recent change, but their homeworld bonus applying up to 2 gravity wells away is a nice change compared to how it felt previously.

·       Can the Pirate Corsairs, Pirate Pillagers & Pirate Rogues that are permanently added to player fleets, from the pirate mercenary base, also benefit from the TEC shield refits? Note that I’d advocate for the NPC pirates to remain shieldless by default. I made a mini-mod adding a new research to do this & liked how it looked; although the pirate rogues do have those side autocannons that can poke through the shield (I reused the cobalt’s shield)  – but they’re pirate ships so maybe ‘janky’ is their style..

·       For the novaleth cannon, would you consider increasing the range from [4,6] AU to [6,8] AU? I don’t want them to be shooting across the entire map, but from playing on annulus placing them on orbiting planets doesn’t really help as the range is pretty small

·       I still think that Insurgency would be cooler if pirates ships spawned once [Truce Amongst Rogues] is researched; they could spawn alongside the [Insurgency] as allied NPC pirates (say 50 supply). Pirate Corsairs, Pirate Pillagers & Pirate Rogues can spawn as [art of the 300 supply once both [Truce Amongst Rogues] & [Pirate Mercenary Base Prototype] are researched

·       Thoughts on Smuggler’s Den reducing the cost of hiring pirate mercenaries? Something small, like a 5% discount.

1.2) TEC-Loyalists – Overall, I like the feel of this faction. They have a solid defense with the garrisons, especially as you place them around their worlds.

  • I like that the TEC Loyalist’s homeworld garrisons supply is improved by the research now
  • I still think that the [Hardened Defenses] research should apply to their Starbases too. Part of me would also like to see it applied to LEV Construction Frigates & strikecraft owned by structures (not ships) in the gravity well, but then it’d go beyond the name a bit too far..

 1.3) Vasari Alliance

  • Thoughts on [Intercultural Exchange] becoming a Starbase component as well? Could Starbases with this component also serve as TEC trade ship destinations? Not that the alliance would be able to build trade ships itself, but rather it’d function similar to what the minor faction trade destinations do.
  • I’m struggling with this one from a gameplay-feel perspective. It looks like they’re intended to use the Dark Fleet, but that fleet just ‘visits’ for a short while and then departs, which is odd to me. If I understand correctly, the alliance wants to take a stand and gather up as many allies as possible. I’m not sure what the balance tradeoff should be for the alliance to permanently ‘recruit’ the dark fleet similar to what we saw in sins rebellion. In compared to the Exodus, the alliance feels… lackluster?
  • With what I sad earlier though, I would like to see the current dark fleet tower retained/renamed and tweaked so that it calls in a random assortment of TEC/Advent/Vasari ships (the alliance). Depending on interest/resources:
    • Can the ‘quality’ of the spawnable ships be modified by diplomatic-type research (assuming some variation of it returns – in the current iteration I suppose this’d be the culture research)? Initially only corvettes can spawn, then corvettes+frigates, then corvettes+frigates+cruisers, then corvettes+frigates+cruisers+capital ships (at LVL1)?
    • Can these ships use colors/icons/player-names that weren’t used in the game setup? Ideally they wouldn’t look like player units. For example, the TEC ships would be owned by the “Tondam Corporation” if no TEC player with that name is present in the game, and would take any random pairing of colors that aren’t used as well as any unused TEC symbol. The Vasari Ships could be owned by “Korsul Armada” and use a color set not present in the game as well as an unused Vasari player icon. Same thing again with the Advent.
    • Alternatively, since the minor factions are revealed at game start, could the Dark Fleet tower pull in units from the minor factions who visit for a short duration to help out? The units I suppose would not literally be owned by the minor faction but would be setup so that they are displayed as if they are (so that they can be hostile in the gravity well they’re summoned in without setting them as hostile overall).
  • I guess my wishlist for the Alliance’s flavor is to:
    • permanently summon Vasari  ships from the dark fleet to a target planet (like the pirate mercenary base)
    • It can approximate the TEC garrisons by using it’s towers to summon an allied fleet to a target location
    • For its Advent allusion, I’m not sure what it could do as I haven’t really seen them yet.
  • Would it be possible to give them earlier access to phase gates than the exodus? With them wanting to fortify themselves to engage their pursuers, wouldn’t it make sense for them to set up their network? I don’t think the costs should be reduced,

 1.4) Vasari Exodus

  • Overall I like the feel of this faction, especially with their mobile empire setup. I was surprised they let go of the dark fleet summon, but I guess they’re the ‘fend for yourselves’ kind of crowd? Eating the debris of destroyed things suits them perfectly

 1.5) I’m still sad that the gameplay options have remained blocked out. Per another forum post it was stated they’ll return later. Considering the changes to combat with this patch, I’ll update my feedback from the previous sitreps slightly.

A concept/request:

  • Master toggle for “Competitive – Fair” (presumably what the game would be balanced for)
    • Toggle to allow/disallow planet bonuses/artifact spawns (would use the default settings)
    • Toggle to allow/disallow minor faction spawns (would use the default settings)
    • Toggle to allow/disallow planet orbits (no speed control for the orbits here, though)
    • <presumably a couple other QoL type options that the MP crowd would have more accurate thoughts. My only goal with these is that they’d be simple and not too numerous.
  • Other Gameplay Options, that would be adjustable if the competitive toggle is off. These would ideally all use a slider
    • Research Rates
    • Ship Build Rates
    • Income Rates
    • Health Points
    • Armor Points
    • Shield Points
    • Antimatter Points
    • Ability Cooldowns
    • Movement speed
  • Map Details options, these would also use a slider
    • Orbiting Planet Speed
    • Planet Bonus/Artifact density [0%,100%]. If the game is capable of permitting more than 2 planet bonuses/planet then the upper limit could be raised to w/e the limit of the game is
  • Map Details Options (this would only appear for random maps), this would be more of a checklist
    • Enemy militia faction - only one option could be chosen. It’d be cool if additional options could be modded in later
      • Random
      • TEC (this is the current system)
      • Vasari
      • Advent
      • Pirate
    • Planet Composition - this would be checklist type thing. Only selected types can spawn. It’d be cool if additional options could be modded in later. Default setting would use the guidelines set in each random scenario
      • Default
      • Volcanic
      • Ferrous
      • Ice
      • Desert
      • Terrain
      • Asteroid
      • Moon
  • Minor Faction pool – this would be a checklist type thing where only the selected ones can/will spawn. Ideally you could also set the number of minor factions permitted to spawn.

The main purpose of allowing this kind of customization without modding is to enhance replayability by allowing for a wide variety gameplay experiences. I think these stay true to high-level, global modifier type things.

1b) Gameplay - AI

1b.1) Unit Abilities

  • The Docking Booms component on TEC Starbases doesn’t seem to trigger its autocast when structures are damaged
  • Can AOE abilities be set to distinguish between the number of ships in vicinity or does it only count supply? Some offensive abilities would be nice to have an autocast that checks for a set number of ships in range vs number of ship types in range. Not just for human players, but to help out the AI players.
    • For example, the Kultorask titans abilities should be more interested in triggering based on the number of ships in range
    • The Kortul’s “Jam Weapons” should be more interested in the ship type. So if it sees an enemy capital ship or titan in range it will trigger, or it’ll wait for a set number of ships instead.
    • The Skirantra’s Nanite armor AI only targets capital ships/titans & maybe cruisers. Meanwhile “Replicate Forces would target the “best” ship in the gravity well, with a preference order determined by ship class: corvette<frigate<cruiser.

1b.2) AI players

  • I haven’t seen it excavate any of its planets
  • It doesn’t seem interested in culture structures currently
  • I have seen it split its fleet to engage multiple planets at the same time; it’s cool to see this. (Its deathball tore through a fortified world of mine. Then it then split off 500 supply to attack a poorly defended interior planet while taking the other 1600 supply to attack an adjacent border plant. This was exciting to watch, although chasing them down got hilariously more tedious because of it..
21,786 views 8 replies
Reply #1 Top

2) Balance

(Preface: I don’t play Sins2 in the competitive sense.)

2.1) Combat overhaul

  • Surface level, I love this rework. The Hull/Armor/Shield update opens a lot of doors flavor-wise.
  • Thoughts on buffing the durability values & pierce values of defense structures (since they’re immobile)? They have a really weak feel to them currently. Aside from serving as target practice for an invading fleet they’re fairly expensive considering how little they contribute. For context I play on the larger maps in FFA, so I will have to contend with multiple locations being attacked. Having my defenses getting overwhelmed isn’t an issue, but the attacking fleets don’t take any damage and casually walk their way through enemy territory (I do the same to the AI). The closest thing I have to defending planets is how long it takes to bomb out planets. With the current build, it seems like the plan is to disregard defensive structures in favor of ‘base racing’. That may be fine for the tiny PvP maps, but for the large PvE style maps it’d be helpful if defense structures defended. My personal preference is that a fully entrenched, non-TEC Loyalist planet can trade the defensive structures with 1800supply of a generic, unspecialized fleet.
  • Shields having the shield-burst mechanic is fun. Part of me misses shield mitigation though, be it a subtractive or scalar damage reduction – that said, having it return as something item-specific (like an auction item from an advent minor faction) may be wiser than having all shields everywhere apply it.
  • Armor having armor strength makes sense. It’d be a little more meaningful once the repair autocasts are updated to try and repair armor while it’s still present (as opposed to waiting until armor is entirely gone). Then again, maybe the goal is a faction thing?
    • Vasari autocast kicks in to prioritize keeping armor up & running.
    • TEC autocast conversely doesn’t kick in until the hull takes damage (more of a flavor thing, as the TEC lack the nanites the Vasari have).
    • With this system, I’d assume the Advent are likely to have a “repair” that focuses on keeping their shields up & running?
    • From a competitive perspective this may not be appealing, but I think this would benefit the faction differentiation. If nothing else, I hope the autocast settings will be moddable.
  • Hull & the Crippled State is the odd one for me. I wouldn’t call it a mechanic because it’s unique to capital ships, titans & Starbases. Thoughts on expanding the crippled state to non-strikecraft (in part to keep crippled state an option mod-wise, and in part because I don’t think a strikecraft could survive being crippled)? I realize most of those other ships would still be destroyed anyway, but it would appear more consistent. Otherwise, from an aesthetic PoV, it’d be nice if crippled ships would display “crippled hull” as a negative buff (even if it’s just a dummy buff intended for the UI).
  •  Are there plans for superficial tweaks? Such as TEC Loyalist units having an extra 5% durability while TEC rebels lean towards an extra 5% piercing? Not as a research, but as something within the player entity file. Purpose of this is flavor.

2.1) TEC

  • Thoughts on allowing the Sova Carrier to serve as a retrofit bay (assuming its corvette factory is at least level 1)?
  • Defending as TEC Rebels feels difficult. The TEC Loyalist garrisons, if kept on defensive roam, seem to be able to hold their ground. But the TEC defensive structures overall are very easy to melt, especially once missile cruisers/frigates/bombers have built up to around 20-40 ships. Their ranged volleys feel like they melt everything that isn’t a ship. The armor upgrades for the Starbase don’t really improve things all that much. For most of my defending games, a fully maxed out research for hull/armor/shields still falls fairly quickly to a 1400 supply enemy TEC fleet (I haven’t been attacked much by Vasari AI in my games as the Vasari struggles more than the TEC at the moment).
    I’m not sure if it’d help much to improve the durability ratings on military structures? (I’m fine with how quickly civilian structures are falling at the moment – makes it viable to disrupt the economy, at least I think it does in my games).
    As long as I micro the Starbases to IGNORE enemy capital ships/titans and instead focus on the mass of frigates/cruisers then I can by just barely enough time to get my fleet to defend the planet (Starbase will be lost, but I guess it’s meant as a stalling mechanism in the current build?) Overall, my take is that defensive structures aren’t intended to do more than fend off small fleets (300 supply or less, maybe more if they are microed to attack capital ships last).
    The reason I prefer to save capital ships last is just to drop the incoming DPS. The capital ships currently have very good sustain; I only target them first if I have an overwhelming fleet supply otherwise my forces will dwindle while the cap ship/titan heals or gets healed. Currently, I don’t think this is a bad thing though.
  • Thoughts on changing the TEC Hangar Defense structure to use less slots, be cheaper & house fewer strikecraft? The reason I’m suggesting this is that it’d be nice if I could place more of them around my structures in gravity wells – they are the only PD structure that the TEC has (Starbase PD doesn’t really help all that much). The Vasari Starbase can move towards the missile frigates/cruisers to return fire eventually. The TEC Starbase can’t do this, so having the option of using the Hangar Defense PD turrets to assist in thinning out missile spam would be nice. Note that I do want there to be an option of over-committing to missile frigates for the sole purpose of busting an entrenched Starbase, but I also think that static defenses should be able to hold out against forces up to 1500ish supply.. While playing as TEC Rebels, I watched insurgents wipe out most of my opponents planets despite them having quite a few defensive structures and the insurgent forces were comprised or random TEC ships (I had all ship types unlocked)

2.2) Vasari

  • Thoughts on [Nanite Excavation Swarms] increasing the chance of finding exotics by 5%? Purpose is flavor...
  • It’s kind of odd to me that the Vasari need research to colonize volcanic planets & terran planets, but they can colonize ferrous & desert from the start. Wouldn’t it be more consistent if the Vasari could colonize ferrous/volcanic without research but needed it to colonize terran & desert planets?

 2.3) Components

  • I was surprised there’s a limitation on the number of deploy-starbase components for ships. There’s a limitation already on the number that can be built in a single well. I was planning to drop 4 starbases at once at a star when I discovered I’d have to run a ship back and forth multiple times to build and then ferry the component (was playing as TEC). Would it be possible to allow these to be stacked?
  • I noticed more components have had ‘max count’ applied to them, which is disappointing. I guess the intent is for components to be faction-generic skills? If balance was the concern, why not add drawbacks for the components? The TEC’s [Volatile Accelerants] does this already, with the cost of using it being damage to the ship.
  • Could the [Allied Crystal Market] & [Allied Metal Market] components also increase the planets culture spread by a little bit, something like 5%?
Reply #2 Top

3) Artwork/Visuals/Other

3.1) Broadcast Center – the ads addition had me roflmao… touché..

3.2) For something cool/random

  1. would it be possible to have hidden space ponies on ships/structures?
  2. Can it also be setup so that they are invisible unless the player controls a planet with the [Space Ponies] planet bonus revealed?

3.3) From a flavor standpoint, having the TEC retrofit shields to their ships is really cool

3.4) I’ve come to like the differences between the TEC & Vasari research trees – it helps separate the two factions. I had preferred a set-up similar to the Vasari with their very-linear & compartmentalized display; that changed after a response by one of the devs a while ago. The TEC come across as more fractured, as if remnants of the Trade Order’s reluctance to cooperate are still there. Plus their research seemed to branch off of improving their weapons/armor (like something learning via trial & error out in the field) - this is in contrast to the vasari who just pull the schematics out of a database

Reply #3 Top

4) Bugs, Typos, Goofs

4.1) The lower section of Orkulus Starbase phases through metal/crystal asteroids. For the instance I saw, the resource asteroid had no extractor on it (if it even matters)

4.2) Media Conglomerate buff displays on Gauss Defense platforms, Retrofit Bays, Phase Jump Inhibitors & Hangar Defense structures. It doesn't look like the credit bonus is getting applied though.

4.3) Does the TEC research [Advanced Fire Control] actually do anything?

4.4) Should [Prova Jump Computer] show as a positive buff, once researched?

4.5) Should the Polluted Environment planet bonus appear on Asteroids?

4.6) The [Archaeology Center] doesn’t appear to name itself in the asset events.

4.7) TEC-Rebel Insurgents could have issues attacking if they’re trapped at an enemy planet that has a phase jump inhibitor active. After the planet is bombed out, the ships have an order to jump away that is reissued every second it looks like, but that order gets cancelled by the phase jump block. Is it possible to modify the depart orders to “destroy any phase jump inhibitors + destroy the planet colony” before leaving? Bombers & missile frigates/cruisers seem to be able to sneak in attacks on anything in range of where they sit?

My specific case had a crippled Orkulus Starbase dealing with 3 javelin cruisers & a few squads of bombers. The phase jump inhibitor was far side of the gravity well (and the only other structure left). With the retreat order given, I couldn’t order them to destroy the phase jump inhibitor. Once my fleet arrived & finished off the Starbase, the bombers were able to attack the inhibitor. The fighter strikecraft were basically stuck in place, not attacking or retreating. They were trying to attack every second, but it was getting cancelled by the carriers constantly trying to escape despite the no phase jump.

I wasn’t able to repeat this though at another location in the same game. So it may have been a one-off. I’m just reporting this incase it is seen by someone else later on.

4.8) Vasari regeneration bays don’t attempt to repair armor as it gets damaged, they wait until hull damage is occurring

4.9) the red lines show a pair of flickering phase lanes on the map Annulus. The flicker is periodic, and I see the lanes appear for at most 0.5 seconds. The phase lane that shows partial culture presence I think flickers out & back once every 10 seconds or so? None of these are moving planets though. I haven’t seen this before or since on this map. I’m just reporting it in case it occurs again later.

4.10) Should Nano Leech, Gravity Pulse or Dissever (Vasari Alliance titan) abilities appear as negative buffs?

Reply #4 Top

5) Modding menu

5.1) I installed the “Exodus” mod without much issue. At first it didn’t seem to do anything, but with me being on the test server I think one of the hotfixes had rolled out while I was AFK in the menu. On a side note, it’s really cool that homeworlds have planet bonuses – this feature would be cool as a map option in-general

5.2) The other two mods installed without issue as well. I haven’t played much with them though.

5.3) Are the Mod/IO mods supposed to download their contents in the game folder, or should they be appearing in the mods folder?

5.4) I can get local mods to appear & apply in the local menu too, so yay here

5.5) Thoughts on adding in a “gallery” for mods. Ideally this would allow for some the mod to showcase some of its visuals, if any are present.

Reply #5 Top

6) Requests/Suggestions/Questions

6.1) For units in the ‘Crippled’ state – is it possible to apply a flickering effect to the windows/lights throughout the ship? I don’t mean a strobe-like effect. More like a flashing of 1/2Hz or less. If not, then would it instead be possible to “turn off” the ship lights (aside from the engines) as an extra visual for the ship being crippled?

6.2) Maps/scenarios

  • Any chance of seeing a large/huge random map added in the nearest future?
  • Any change of seeing some more variation in minor faction spawns? Or another swap regarding which ones spawn in game? I’d like to see some of the TEC ones get mixed back in. I’d be surprised if this is done before the Advent arrive, but it’d be a pleasant surprise


6.3) Planet Bonuses

  • An idea for some more types of interactions, could [Automated Planet Factories] & [Industrial Wasteland] planet bonuses have an additional modifier attached to them – {exotic build time} - that could apply to exotic refineries present in the gravity well?


6.4) Planet bombing damage – it’d be nice if this was displayed via tooltip.

7) Requests: (for modding capabilities):

7.1) New planet modifier type: “max_insurgency_supply”. Concept use is shown below:


 7.2) Allow planet bonuses to receive upgrades from player research. This was a thing at some point in one of the technical previews I think (back when the TEC Loyalist garrison command was a planet bonus instead of a planet component). I made a little mod in the current update and I was surprised that it causes a crash-to-desktop at game launch. Apologies for having one crash report slip through (I clicked “skip” without commenting that it should be ignored..) The concept is shown below:

The reason for this request is that I'd like to see how the game feels with more "exploit" built into it, making some planet bonuses better for particular factions.

Reply #6 Top

Appendix) Previous requests compilation (wishlist):

The following have already been submitted in previous sitreps, but I still think they would be beneficial to the game. This is just me being a squeaky wheel.

 Art:

  • For units/planets, adding a new hover-icon to provide flavor text. This can be used for flavor text mostly for bits of lore within the sins universe, but can also be used by modders to give credits for mod artists
  • Add a codex accessible from the game’s main menu & from within the option menu while in-game. I can update my previous concept if desired, although I’m aiming to wait until the first advent faction makes its début. Primary purpose is to expand on the history of the factions/lores within the sins universe, while also allowing for an overview to those new to SOASE.
  • Allow Minor faction planets to look developed with planet elevators (wherever they’d normally spawn) and city-lights. The ‘simple planet track’ does not trigger these to display by default.
  • give minor factions units from previous sins games; allow those units to be inferior to player units. For example, the TEC minor faction that wants to attack everything still uses the dated Kodiak Cruisers as it lacks the resources to the new. State-of-the-art Harcka Cruisers. Keeping these older units without turrets is fine. Vasari Minor factions could reuse some of the sins-rebellion designs. The idea is to give minor factions some visual distinctiveness without needing to build brand new models.
  • Allow planetary bonuses apply art effects on the planet and/or the gravity well. ([Stable Debris Field] displays debris & derelict ships from previous Vasari/Trade Order/Advent battles adrift in orbit. [Chaotic Weather] creates massive storm fronts on the host planet with lightning sprites in the clouds)
  • In the new-game lobby, add in some high level features of each major faction (TEC have the Trade mechanic unique to them and can establish garrisons as well as get a % of all trade occurring in the game. Vasari have the phase resonance mechanic unique to them and utilize phase gates plus can salvage debris from recently destroyed ships.)

Art/Modding:

  • Allow Artifacts/research subjects to modify the UI & in-game effects
  • Allow player entity files to override the city-lights of a developed planet to a particular color/transparency
  • In the player file, under “home_planet”, allow for text overrides of planet names. For example, this would allow a custom faction to rename its starting planet from the default list to the text value entered in the player file?
  • In the player file, under “home_planet”, allow for planet skin overrides to the default planet. Note that the new skin should be permanent for the game and not vanish if the owning player loses control of the planet.
  • Allow for gravity wells to play localized soundtracks

Gameplay:

  • Allow the minor factions to have their unique planet components equipped
  • Allow minor factions to “apply” their unique abilities to themselves, perhaps as a homeworld bonus?
  • give minor factions garrisons so they can slowly replaced lost ships
  • give minor factions capital ships; if minor faction has unique ship components then ensure those ships are equipped with those components.

Modding:

  • Allow to preset minor faction alliance states  (unless Vasari alliance already does this???)
  • Allow minor faction AI to use playable faction AI capabilities
  • Allow planet tracks to override the NPC’s “Simple Planet Tracks” for modded minor factions if present. As-is, the simple planet track values override the values set in the planet track system used by players

Modding/Gameplay:

  • allow item slots to be unlocked with research (ship/structure)
  • Allow planetary bonuses to apply abilities & bonuses to ship stats (such as HP/Armor/Shields/Shield Mitigation/Antimatter)
  • Allow minor factions to build Starbases or structures at player-owned planets; either from an ability/auction or from standard minor faction behavior for shady minor factions (modding)
Reply #7 Top

Hey Erebus, thanks for posting, reading it now, sent to Echo as well. :)

Reply #8 Top

If there's something you'd like me to change/try for readability, let me know.