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Author Topic: unit's for next version  (Read 21109 times)

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April 21, 2013, 11:44:46 AM

Offline mynameisyou

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unit's for next version
« on: April 21, 2013, 11:44:46 AM »
I'm really looking forward to the first release so don't get my intentions wrong I just feel it's important to plan ahead.   I want to get this out there.   i think it's a good idea to add some smaller super star destroyers like the Assertor-class and the Bellator-class. sins is really capable of Handling super ships in fact it's practicably built around them. here some ways they can balance them for other factions.

Add the strident and Mediator and design those them self's' they do that well.

make it so you could have you buy bulwarks in three or more group if you can do that in sins.

give the new republic Bellator's the theyhad those.
 
you could give the empire of the hand some Battlecruisers you know nothing huge but enough to stand and fight.

post your idea's to.

 
« Last Edit: April 22, 2013, 01:43:45 PM by Kalo »


April 22, 2013, 04:33:12 PMReply #1

Offline Corey

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Re: unit's for next version
« Reply #1 on: April 22, 2013, 04:33:12 PM »
There is going to be one or two ships to fill the space between full-on SSDs and Imperial Star Destroyers, but not more than that, and they're not a focus. The initial plan for the Remnant is to use the Praetor for it, but if we add the Pentastar Alignment the Praetor will be moved to them, and we'll probably put something else in for the Remnant. Sins really isn't built around superships. There's inherent limits to them. You're only able to have one copy of one type of titan available at any time, so any other regularly buiuldable ships you want just have to be larger versions of capital ships. Since we want SSDs to be the focus of the Remnant, and therefore want more than one, we're using some fudged around research functions to put them in, but it's not conducive to having several of them.

That brings up the basic questions of faction identity and gameplay that comes with it. One of the most important goals when we've designed the mod has been making sure each faction plays differently and has an identity based on their lore, ship rosters, etc. With the Imperial Remnant, this identity is based on having one or two superships and building larger fleets around them. If we start throwing in several types of mini SSDs, that gets lost. Instead the optimal strategy becomes building mini SSDs to send off on their own instead of ISDs to support SSDs. They basically shove out all potential competition for their roles, and put the Remnant at a large advantage because they still get super ships but without their weaknesses as a faction. IT's easy enough to say "then just give the NR and EotH their own mini-SSDs" but that's just exacerbating the problem. For one thing, it defeats the purpose of faction identities and goes directly against the EotH's dislike of superships, and the NR's New Class program ideal of miniaturization. It basically turns the mod into a supership slugfest, which while its cool for about 5 minutes, the novelty soon wears off and the sacrifices to gameplay just aren't worth it. Having an inherently overpowered ship class isn't balanced by throwing another one on the other side; when you do that you may as well just cut the rest of the ship rosters for those factions. The availbility of the Sovereign and Executor for the Remnant is balanced because they require support to function, and it's something the NR and EotH are able to counter without needing their own SSDs, although the NR can choose to go that rout much later in the game.

The best way I can really summarize it is that if something being added requires the same thing to be added to the other factions in order to be balanced, it's not really balanced.

A lot of ships you're suggesting in particular also have the issues of largely lacking any relevant specifications, or filling overlapping roles as well. What's the purpose of having the Assertor when its essentially just the same role being filled as the Executor, just with visual difference? Whatever we go with to replace the Praetor would still be around the 2200 meter range.
« Last Edit: April 22, 2013, 04:36:40 PM by Corey »
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April 22, 2013, 06:07:31 PMReply #2

Offline mynameisyou

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Re: unit's for next version
« Reply #2 on: April 22, 2013, 06:07:31 PM »
I know your stance on that.
« Last Edit: April 24, 2013, 09:48:56 AM by mynameisyou »


April 22, 2013, 08:01:23 PMReply #3

Offline tlmiller

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Re: unit's for next version
« Reply #3 on: April 22, 2013, 08:01:23 PM »
Then I'm hoping to see the Allegiance so that means the Praetor is in the Pentastar...
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April 22, 2013, 08:03:02 PMReply #4

Offline Corey

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Re: unit's for next version
« Reply #4 on: April 22, 2013, 08:03:02 PM »
Yeah, initially it'll be in the IR since it's more readily available and we're only doing the three factions for 1.0. After that though, since it'll move to the PA it'll get replaced on the Remnant. Either way, there's definitely going to be a Praetor.
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April 22, 2013, 08:10:55 PMReply #5

Offline tlmiller

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Re: unit's for next version
« Reply #5 on: April 22, 2013, 08:10:55 PM »
*cheers*

Well, that's one of my 4 favorite ships guaranteed in the game.  I'm guessing the Venator will make it in with the Pentastar, so that'll be 2.  Then if the Sovereign does somehow it'll be 3.  I'm pretty sure Jerec's Vengeance won't be here, so won't hit 100%.
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April 23, 2013, 01:32:49 PMReply #6

Offline Lavo

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Re: unit's for next version
« Reply #6 on: April 23, 2013, 01:32:49 PM »
I'm pretty sure Jerec's Vengeance won't be here, so won't hit 100%.
Seeing as how there's one fellow who plans to rig in a Vengeance at some point, it wouldn't be too hard to make a stackable mini-mod that replaces the Executor with the Vengeance.

April 23, 2013, 02:15:23 PMReply #7

Offline tlmiller

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Re: unit's for next version
« Reply #7 on: April 23, 2013, 02:15:23 PM »
Seeing as how there's one fellow who plans to rig in a Vengeance at some point, it wouldn't be too hard to make a stackable mini-mod that replaces the Executor with the Vengeance.

Now THAT is a great idea.  I'd love to do that with your mod too.  I am just so OVER the Executor.  It's ugly...
People should not be afraid of their government...governments should be afraid of their people.

April 23, 2013, 11:21:55 PMReply #8

Offline Lord Xizer

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Re: unit's for next version
« Reply #8 on: April 23, 2013, 11:21:55 PM »
 I do like the Vengeance and Jerec
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

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April 23, 2013, 11:23:06 PMReply #9

Offline Corey

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Re: unit's for next version
« Reply #9 on: April 23, 2013, 11:23:06 PM »
*cheers*

Well, that's one of my 4 favorite ships guaranteed in the game.  I'm guessing the Venator will make it in with the Pentastar, so that'll be 2.  Then if the Sovereign does somehow it'll be 3.  I'm pretty sure Jerec's Vengeance won't be here, so won't hit 100%.

Actually we'd likely be 4/4.
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April 23, 2013, 11:25:25 PMReply #10

Offline Lord Xizer

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Re: unit's for next version
« Reply #10 on: April 23, 2013, 11:25:25 PM »
WEEE!
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

April 24, 2013, 09:03:58 AMReply #11

Offline tlmiller

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Re: unit's for next version
« Reply #11 on: April 24, 2013, 09:03:58 AM »
People should not be afraid of their government...governments should be afraid of their people.

April 24, 2013, 10:04:59 AMReply #12

Offline mynameisyou

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Re: unit's for next version
« Reply #12 on: April 24, 2013, 10:04:59 AM »
super ships are a very big part of galactic warfare during the imperil civil war . see Ansel Hsiao's designs those deserve an appearance in star wars outside a source book. I feel like there's a way to do it and still have it balanced. sins is much better for that balancing  I want to see more star wars canon ships and still have it be a good game. i trust you guys to do that, you took one of the most unbalanced games and made it great. i have complete faith in your ability to make this amazing.


April 24, 2013, 11:29:43 AMReply #13

Offline Enceladus

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Re: unit's for next version
« Reply #13 on: April 24, 2013, 11:29:43 AM »
Why did you remove content from your previous post and then re-post it...? Like Corey said we want the different factions to actually play differently instead of it being a SSD/dreadnaught spam fest. We are NOT here to add every single ship that has existed in the Star Wars canon. Especially if adding the ships does not add to the actual game-play aside from the 10s of "Oh that looks cool." and require us bullshitting statistics for their class. It also doesn't help that me as well as a few other team mates think the Assertor, Bellator and Secutor (especially this) are pretty damn ugly designs. If you want to play a mod (albeit not SOASE at the moment) that shoehorns every single possible ship in there's the Alliance mod. As Corey said the only larger ship we're looking to add in at the moment would be a ~2000m ship.

Apologies if this comes across as harsh. I just want to make the point clear that we do not see fun in a bunch of big ships slugging it out. We'd rather have dynamic gameplay that comes up each faction being unique and having certain strong points that are balanced by a different aspect of another faction. Adding SSDs and that require SSDs to be added to all of the factions does not accomplish this.
« Last Edit: April 24, 2013, 12:02:11 PM by Enceladus »


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April 24, 2013, 12:26:51 PMReply #14

Offline Corey

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Re: unit's for next version
« Reply #14 on: April 24, 2013, 12:26:51 PM »
I'll explain our position on this from a gameplay perspective more then. You say you'd trust us to add it in a balnced way because of how we've handled other things, but I'd say that its the ability to handle the other things that kind of tips us off to how badly adding all of thse superships would go. It's kind of like telling an atheist that because they handle being an atheist well they'd make a fantastic Christian.

Yes, super ships did play an important role for the Imperial Remant. That's why they get them in the first place. They did not for the New Republic, who went in the direction of miniaturization for all of the ships they made except the Viscount. The Strident and Mediator came much later. The Empire of the Hand was completely opposed to superships in the first place. So if we're attempting to make unique gameplay patterns for each faction, how does it help the game to saturate it with superships which would necessarily become the focus for each faction? We know in advance that the superships are going to become the focus for the Remant and we're building the faction around it.

What "important role" does NOT mean is saturation. Just because superships provide the backbone for the Remnant does not mean you should get a ton of them at one time. When you're talking about ships in the size range of the Executor and Assertor, even the Bellator at half of their size, the differences in stats (which we'd have to make up for 2/3rd of those) are meaningless. What's the difference between 2000 Turboalasers and 3000 or 60 squadrons versus 100  when it's competing against things with 100, and the squadron releases are staggered? Really all you get is visual difference between them, which comes with its own problems. That's why we think it's worth it for us to do the Sovereign in addition to the Executor instead of just putting in more Executors. It actually does something unique.

In order for this to be balanced, it requires making the Superships need backup, and it means you can't have the same ability to split your forces the other factions have. The weakness of having 1-2 SSDs and 50-60 ISDs against 100 Mon Calamari Cruisers is that the Mon Calamari Cruisers have the ability to hit more targets at once to compensate. If you have it so you're at 4 SSDs instead, then you can hit just as many targets with more individual effectiveness, and you win basically everything.

So, once you take into consideration the fact that you need to limit superships to maybe two at a time, that the game does not allow having more than one type of buildable titan or even more than one instance of each titan type, and that once you get up to that point the ship functions are nearly indistinguishable, why do you need to add all of these different ship types? You answered that part yourself.

Quote
see Ansel Hsiao's designs those deserve an appearance in star wars outside a source book [...]  I want to see more star wars canon ships and still have it be a good game

Basically, all they're there to provide at that point is variety and visual difference. That's fine to an extent, we did it in Imperial Civil War because EaW has more tools to allow for it, we had a less intensive workload, and we were going for a more narrative structure so we could play around with splitting redundant ships into different eras. This is not the case with Ascendancy.

You say we can figure out how to balance having 4-5 different supership types, and we can. I'll tell you how. We'd have to make it so getting one one of them locks out the others. That's the bottom line. We can fudge with numbers all we want, but the end result of having 4-5 SSDs flying around would look cool for about 5 minutes, and add nothing to gameplay while detracting a lot. So why would we bother adding in these redundant (there's no better word for it) ships when they not only cause gameplay problems, but add technical and workload problems as well? Sins of a Solar Empire has a specific memory limit. Once the game hits like 2gb of Ram, it minidumps. The more ship models and skins it has to load, the closer you're going to get to that limit, so while it's all well and good to say having 3-4 different ships in the same role might look good for a while, it would have a bigger negative impact on the game than the galactic freeze does in ICW, for none of the benefit that bigger maps and more active factions did for ICW. This is especially true when you're talking about ships as large Ansel's are, because the filesize for each ship is huge. We've spent a huge amount of development time to optimize each model and limit filesize to prevent the crashes. We're not going to negate that by throwing in unnecessary ships of huge filesize.

The size and detail necessary for those models impacts the workload a lot, too. For every supership we add, to do it properly is basically the same amount of work as adding 4-6 other units. It's like chosing between the Assertor and Bellator, which would be locked out of the game half the time, and half the ship roster of the Pentastar Alignment or another faction we could add instead, which actually comes with benefits to gameplay.


There have been two main goals we've had when determining the ship rosters for Ascendancy: building a unique identity for each faction, and eliminating redundancy so we have more space to add in content that actually makes a difference to how the game flows. Those are the cardinal principles of Ascendancy. Visual variety is nice, but we can get that while also adding to gameplay in a way that throwing in a bunch of SSDs simply never will.


 
« Last Edit: April 24, 2013, 12:31:27 PM by Corey »
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April 24, 2013, 01:11:38 PMReply #15

Offline mynameisyou

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Re: unit's for next version
« Reply #15 on: April 24, 2013, 01:11:38 PM »
ok i will try to look at it from a game prospective sorry.

 i still think there's a big gap between the dreadnoughts and the battle cruiser's I  smaller mid sized ones like Mediator-class battle cruiser and Bellator-class dreadnought  should be added in. this is also a good way to use the tech system in sins make it easier for imp players to get big ship early and have the new republic have to be smart and hold out for later when they get going .

i'm sorry if i came across as wanting big ship brawl's.

I'm trying to help but i'm not exactly good at getting my thoughts across on the internet  just trying my best to be a part of the community I love.

the reason i reposted is i felt my points were not getting answered I will try to avoid doing that in the and just say so.


April 24, 2013, 03:36:34 PMReply #16

Offline Corey

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Re: unit's for next version
« Reply #16 on: April 24, 2013, 03:36:34 PM »
Quote
i still think there's a big gap between the dreadnoughts and the battle cruiser's I  smaller mid sized ones like Mediator-class battle cruiser and Bellator-class dreadnought  should be added in. this is also a good way to use the tech system in sins make it easier for imp players to get big ship early and have the new republic have to be smart and hold out for later when they get going .

The entire point is that we don't want the New Republic to have bigger ships, and that we want a gap between the smaller ships and the SSDs. The New Class program and almost every single starship design done by the New Republic was based on miniaturization until the Viscount. Even the Viscount puts the New Republic at one more SSD than we wanted to add, but it's going to require a lot of sacrifices in other areas for the New Republic to get it.

There's only so many ships you can have at once in the game, and every SSD or mini SSD takes away several of the smaller ones that you could have instead. If you saturate it with supers, you barely have any smaller ships, and again, it splits the focus. Sure, there's a 10,000 meter gap between the Bellator and the Executor, but there's also a 5000 meter gap between the Bellator and the stuff it's actually fighting. There's really no utility to adding it there for the Remnant; it's better served as a Pentastar ship. We're not trying to have a sliding scale of ships here and fit one in every few thousand meters, it isn't effective and it dilutes the focus. The point shouldn't be "being smart and holding out for later" because that just proves that the focus would be getting to the big ships, which is not what we're going for.

As for the Mediator, once again, it was not made until the Vong War, and the New Republic was focused on miniaturization. Their ships actually get smaller as the game goes on, with the sole exception of the Viscount (which probably won't be built every game, since it takes a lot to get to it).


Quote
the reason i reposted is i felt my points were not getting answered I will try to avoid doing that in the and just say so.

We do appreciate feedback and dicussion, and we read everything, but don't always respond immediately. Some stuff is just a quick response and I'll get to it right away, other stuff takes more time because the response has to be longer, like my last post. I've been busy with exams/essays until today, for example, so there's some stuff I haven't been able to get around to, but reposting it doesn't make me respond any faster. At best it makes me lose track of where the posts I was going to respond to were.
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April 24, 2013, 05:11:35 PMReply #17

Offline Lavo

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Re: unit's for next version
« Reply #17 on: April 24, 2013, 05:11:35 PM »
Now THAT is a great idea.  I'd love to do that with your mod too.  I am just so OVER the Executor.  It's ugly...
Once a Vengeance is rigged in I'll certainly do that.

If you want to play a mod (albeit not SOASE at the moment) that shoehorns every single possible ship in there's the Alliance mod.
For better or worse, the Alliance mod is making it's way to Sins.

April 24, 2013, 05:13:03 PMReply #18

Offline Corey

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Re: unit's for next version
« Reply #18 on: April 24, 2013, 05:13:03 PM »
We know, that's why he said it. And the answer is definitely worse, anybody who pretends otherwise is lying to themselves. That guy is full of shit and himself, and spends so much time attacking other mods and modders in public he's one of the few people I have no problem saying that about publically.
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April 24, 2013, 05:18:55 PMReply #19

Offline Lavo

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Re: unit's for next version
« Reply #19 on: April 24, 2013, 05:18:55 PM »
Can't say I blame you for that. Everyone I know from EaW who's had to deal with the guy does not hold a positive opinion of him, to say the least.

 

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