The time of Diplomacy is over. The length of the war and differing opinions on what should be done to bring the war to an end has led to a splintering of the groups involved. The controlling powers-that-be have depleted arsenals and seemed to have exhausted all efforts of diplomacy. Trapped in a stalemate, sub-factions have rebelled and broken off the main alignments. Rebellion is upon us.

The exciting next chapter in the awesome Sins of a Solar Empire universe has arrived. A full-fledged expansion to the original, Sins of a Solar Empire: Rebellion draws you even deeper into the galactic struggle for supremacy with appealing new factions, terrifyingly cool new ships of all sizes, enhanced lighting and particle effects for increased visual pleasure and all-new victory conditions.

“Rebellion is the first stand-alone expansion to the Sins of a Solar Empire universe,” said Brian Clair, director of publishing for Stardock. “Sins of a Solar Empire: Rebellion will add many new ships, refresh the visuals and integrate Impulse::Reactor features to support achievements, multiplayer leagues and much more.”

In the original award-winning Sins of a Solar Empire, developed by Ironclad Games, you are the leader of one of three civilizations embroiled in a galactic war, fighting for survival of your entire race against relentless foes. Your success will depend on your ability to manage your empire and command your vast fleets of starships to victory. Players will colonize new worlds, develop extensive trade networks, conduct research, fortify their empires with powerful starbases and fleets of ships, plus control the galaxy using the unique diplomacy system that reacts dynamically to the players’ actions.

New features of Sins of a Solar Empire: Rebellion include:

  • New Factions: Players decide whether to become Loyalists or Rebels, which unlocks a unique new tech tree granting them new technologies and ship variants.
  • New Titan-class ships:  Massive warships for each race that dwarf capital ships, these deadly new monsters are capable of wiping out entire enemy fleets single-handedly.
  • New Capital Ships:  A new capital ship class arrives, giving players new strategic options.
  • New Corvette-class ships:  Small, highly maneuverable light ships that are adept at a variety of tasks.
  • Loyalist and Rebel versions of some of the existing Sins’ frigates and cruisers, each with their own unique strengths and weaknesses.
  • Updated lighting and particle effects for enhanced visuals.
  • New Victory Conditions to allow for more variety, differing strategies and shorter game sessions.
  • Additional capital ship ability levels, for greater strategic choice.
  • Impulse::Reactor support for chat, friends, achievements and more.

For more information please visit: https://www.sinsofasolarempire.com

logo_Sins_Rebellion


Comments (Page 19)
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on Mar 08, 2011

I know one of the things we're really looking to add are scenarios.  While fun in SP, they could really enhance MP.  For example, you could have a scenario where the first player to own three particular colonies wins the scenario.  There's a lot of different interesting winning conditions that could be made for people who want shorter games or even more epic games (depending on the scenario).

on Mar 08, 2011

^^^


on Mar 08, 2011

Polistes

Quoting DarkSide73, reply 201SINS DONT NEED A CAMPAIGN - I HAVE THE SAME CAMPAIGN SCENARIO EVERYTIME I PLAY.

THE DEFILERS (ALL OTHER RACES) HAVE LAID CLAIM TO WORLDS THAT SHOULD RIGHTFULLY UNDER MY GRIP.  ITS MY JOB AS RULER OF THE COMBINED FORCES OF THE DARKSIDE TO  SUBJEGATE THESE UPSTARTS BY ANY MEANS NECESSARY AND CLAIM THE UNIVERSE AS MY OWN.

 

Seriously - that is the only mission I need.  Nothing beats watching the map slowly become my color and hearing the cries of my enemies as they re crushed beneath the heals of  my forces.

 

I am glad that works for you... That does not work for me, or at the very least gets old very quick. I like to know whats going on and why. I like STORIES. The biggest flaw for the sins series in my opinion has been the lack of a campaign storyline.

 

IMO, a more flexable option would be to include or have directly on the side at the time of launch a sort of GalaxyForge, but include neutrals that can be captured/given instantly and AI that follows specific guidelines (no build, attack X planet at Y time with only Z ships) so users can create their own scenerios or download ones that others have created for story or challenge purposes. It would add depth and challenge those who want to sharpen skills or gather more user information about the Sins universe.

on Mar 08, 2011

Frogboy
I know one of the things we're really looking to add are scenarios.  While fun in SP, they could really enhance MP.  For example, you could have a scenario where the first player to own three particular colonies wins the scenario.  There's a lot of different interesting winning conditions that could be made for people who want shorter games or even more epic games (depending on the scenario).

This sounds like a great idea--adding more game types.  Any chance for a "Capital Ships only" mod similar to the one Annatar made?

on Mar 08, 2011

I have an idea for a scenario type modeled after one of the games in Unreal Tournament.  Domination.  There is a planet with (say) 500 max hit points equidistant between all the other players in the map.  The goal of the game is to maintain ownership of the planet longer than anyone else (or any other team).  The game host could set the length of the game (stop after 30 minutes and add up the points) or it could be set to stop when a player or team reaches a set number of points.  Let 1 point be generated for every 15 seconds of ownership, say.  Maybe the host could also choose the amount of hit points on the target planets.  This could be expanded to maps where two or three planets need to be dominated, etc.

A Domination game type might be wild and crazy fun or it could be a gasser.  Only way is to try it.  I suspect that it would be wild-and-crazy fun.

on Mar 08, 2011

Frogboy
I know one of the things we're really looking to add are scenarios.  While fun in SP, they could really enhance MP.  For example, you could have a scenario where the first player to own three particular colonies wins the scenario.  There's a lot of different interesting winning conditions that could be made for people who want shorter games or even more epic games (depending on the scenario).

      Your the boss, but why does Sins ( and other games )commit so many resources to MP game play, when it is >5% of your customers at best?

on Mar 09, 2011


      Your the boss, but why does Sins ( and other games )commit so many resources to MP game play, when it is >5% of your customers at best?

If the games were shorter Sins would have a much larger online player base. And I am hugely in favor of adding new game modes, it was the achilles heal of Sins so far, made all the more obvious due to a lack of a campaign. It will be especially awesome if the senario system they implement is moddable. Can't wait to see what we are going to be able to do with that.

on Mar 09, 2011

Your the boss, but why does Sins ( and other games )commit so many resources to MP game play, when it is >5% of your customers at best?

I can't speak for the developers, but people who enjoy online multiplayer are often a game's biggest source of word-of-mouth advertising.  They'll have enthusiasm for it and encourage their friends to get the game.  Perhaps it didn't work that way for Sins, but online multiplayer has proven valuable for other games, including other RTS games.  It's certainly important for first person shooters. How would Starcraft have done without online multiplayer?  People that play human opponents might also play a game long term, getting involved in clan activity and leagues, continuing to advertise the game by word of mouth whereas people who became bored with the strategically-challenged AI might have long since moved on to other games.  A vibrant online multiplayer community also encourages the creation and dissemination of custom content.  Overall, it offers much more potential value to a gamer than being limited to single player.  You can finish a single player campaign in a couple days, but online multiplayer can hold a gamer's interest for years.

For example, there are still people out there playing the original Starcraft, the original Unreal Tournament, and even Tribes and Tribes 2.  Those games are legendary in their minds.  If sequels are made you can bet that they will promote them.

WBino, what do you think could be improved about the single player aspect of the game other than having a campaign?  How do you think an investment of time and effort in online multiplayer detrimentally affected the single player game?

If you say, "I wish the AI were smarter", then the answer is to simply play against other people in online multiplayer; that's what it's there for, to offer opponents that are more challenging than the AI.  If you want more planet types, more maps, and more ships, custom content is available.  (I don't think the Sins AI is bad as far as AI goes, but it's just AI and will thus always be limited in its strategic capabilities.)

 

 

on Mar 09, 2011

GoaFan77
If the games were shorter Sins would have a much larger online player base. And I am hugely in favor of adding new game modes, it was the achilles heal of Sins so far, made all the more obvious due to a lack of a campaign. It will be especially awesome if the senario system they implement is moddable. Can't wait to see what we are going to be able to do with that.

I'm not convinced that the length of the games is the primary problem.  Most people who have the time to play computer games could probably devote 2 hours or more to a gaming session.  (In practice, most 4v4 and 5v5 games last about 1:30-1:45.)  I think the cause of the low online player counts is due to multiple technical problems the game suffered in its early days.  Also, it's very possible that the game just didn't attract the types of people that play online multiplayer.  Perhaps it attracted the single player 4X crowd and not the online multiplayer PvP RTS crowd.  Maybe it had something to do with the marketing.

on Mar 09, 2011

DirtySanchezz
A Domination game type might be wild and crazy fun or it could be a gasser.  Only way is to try it.  I suspect that it would be wild-and-crazy fun.

Agreed.

Even simpler would just be making "Gateway" an MP scenario.

on Mar 09, 2011

this is going to be standalone?

sure an hoping for a rework on.. well.. everything  me & buds stopped playing sins cuase it was just unplayable in later stages (2 hour games + cuasing -5x time "1 hour gametime = 5 hours")

verycurious what wil become of this,
wil most definatly pre-order just to participate in beta.... but i simply must know if the same engine will be used?

S_o_L

on Mar 09, 2011

Same Engine yes, but the devs are reworking it within certain parameters (aka no 64-bit, multi-core support, etc). Already there are some excellent improvements and I am sure more are to follow.

on Mar 09, 2011

Same Engine yes, but the devs are reworking it within certain parameters (aka no 64-bit, multi-core support, etc). Already there are some excellent improvements and I am sure more are to follow.

that sounds great, im sure theyre aware of the issues peopel are having and wil do their best do tweak the engine then.

"(aka no 64-bit,"  no 64-bit ? that doesnt sound like an improvement,  or am i missing the point here ???

on Mar 09, 2011

Shadow_of_Light


"(aka no 64-bit,"  no 64-bit ? that doesnt sound like an improvement,  or am i missing the point here ???

Yes and no. Yes as in it would be nice if they could put this in, it would help a lot. No as in if they took the time to do it, Sins would be dead. The devs have said they could do it but it would be a huge and costly project that would in the end cause more problems then solve (as in bug finding and such) so they simply abandon the idea. Here is to hoping Sins 2 having those features. Which it should if it comes out.

on Mar 09, 2011

Well, with how you explain what's coming up. The titan seems to create a balance issue that between offence and deffence that entrenchment fixed with the starbase are the developers planning on addressing this inbalance in some way. Some one for the deffence of a planet to be equil to deffending it against the titan as you have described it.

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