GameSpy has published their exclusive review with Stardock’s Brian Clair (Yarlen) about the upcoming Sins of a Solar Empire: Rebellion!

GameSpy: So you're dividing the existing three factions -- the TEC, the Advent, and the Vasari -- into a Loyalist and a Rebel faction each. How is playing as a Rebel faction going to differ from playing as a Loyalist faction?

Brian Clair: Well, it depends on which race you play. The TEC Loyalists are very defensive. If you're a gamer who likes to turtle, they're probably the best suited for you. They've been designed with that in mind. The TEC Rebels are very aggressive, so if you're a player who likes to go out, doesn't turtle at all, moves very quickly from one target to the next, they would fit you the best.

Read the full interview at GameSpy.com.


Comments (Page 2)
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on Jan 26, 2012

on Jan 26, 2012

Yarlen



Quoting DirtySanchezz,
reply 11
Also, what is the maximum number of Titans and how much fleet supply will they consume?  One titan per player?  4?  8?  16?


A player can only field one titan at a time and they're very expensive to get out. They require 2 capital ship crew slots and 150 fleet supply.

 

Thanks for the bit of Info, I was wondering what the cost was.  How long does it take to build one of these ships?

Also Yarlen, any idea when the beta will be ready? It seems that you guys are getting close.  just wondering how close.

Also in the interview you guys mention there will be a small number of changes to planets.  can you give us an idea of what those changes are?  And if there will be at least one or two new planet types, kind of like planets that look cracked or blown apart already. not habitable, but definitely a mining rich area.  I personally would like to see moons added.  smaller moons orbiting the planets.  give those planets some really meaning kind of like the smaller asteroids now that orbit the planets.

Thanks Yarlen, great article!

on Jan 26, 2012

This is good, the first meaty bit of information instead of vague hints.  Lots of in-depth answers this time around.  I'm a little concerned when I heard 'no major changes to caps' though.  I really hope efforts are made to make the support and battleship caps viable choices over the carrier/colonizer every time.

on Jan 26, 2012

From Interview: We're actually working on the corvettes' design still.


>.>  Craaap.  This means more waiting.  *le sigh*  Glad to have some more information at least.  Can't wait to explore the new Advent synergy created by the corvettes, new capital ship, and the titans.  >=D

on Jan 26, 2012

lbgsloan
This is good, the first meaty bit of information instead of vague hints.  Lots of in-depth answers this time around.  I'm a little concerned when I heard 'no major changes to caps' though.  I really hope efforts are made to make the support and battleship caps viable choices over the carrier/colonizer every time.

The capital ships are fine as they are with the exception of the Advent's Revelation.  That one needs help.  I think they should also rebuff the Progenitor's colonization bonus back up to a 20-40-60% discount.

on Jan 26, 2012

lbgsloan
This is good, the first meaty bit of information instead of vague hints.  Lots of in-depth answers this time around.  I'm a little concerned when I heard 'no major changes to caps' though.  I really hope efforts are made to make the support and battleship caps viable choices over the carrier/colonizer every time.

 

I think (hope?) the extra ability levels (specialization) and new capital ships may change the overall dynamics enough without more direct changes (but helping the under-performing ships might still be called for).

on Jan 26, 2012

This is one of the best game interviews I've ever read. The interviewer actually asked detailed knowledgeable game-related questions and the developer answered.

 

Great interview!

 

on Jan 27, 2012

Huzzah for new info!! All the new ships look sweet (especially Advent titan!) So funny that TEC rebels can ally with pirates, that's a cool idea.

on Jan 28, 2012

Great article, very informative, thanks. 

 

on Jan 30, 2012

After reading this I played my first game on Sins in about 8+ months!! Good to be back haha

on Jan 30, 2012

lbgsloan
This is good, the first meaty bit of information instead of vague hints.  Lots of in-depth answers this time around.  I'm a little concerned when I heard 'no major changes to caps' though.  I really hope efforts are made to make the support and battleship caps viable choices over the carrier/colonizer every time.

Yes, my bad on this during the interview. We have adjusted the balance on several of the capital ships to better fulfill their intended roles.

on Jan 30, 2012

Yarlen you rock!

on Jan 30, 2012

Random quote:

Kobracan

Great interview!

 

I  completely agree, it was a veritable flood of exciting revelations.

I am glad to hear the capital ships are being rebalanced. At least I will feel better about the game's balance.

on Jan 30, 2012

Yarlen
Yes, my bad on this during the interview. We have adjusted the balance on several of the capital ships to better fulfill their intended roles.
That's exactly the one thing that scared me during the interview. Good to see my fear was unfounded.

IMO though, the problem of certain capital ships is not exactly in whether they can fulfill their role well, because most of them do.
The problem of certain caps is the combination of the following factors:
- The opening cap is usually Carrier for aggression or Colonizer for expansion. Other choices are very risky and less effective (with some being outright absurd in a competitive game), which forces many support caps to be built later.
- Only the first, the second and maybe the third cap actually get the chance to level up at any sensible rate; the latter caps will most likely enter a big fight at level 3-4 (if you purchase levels for them).
- You most often get no more than 3-4 caps in the regularly sized games.
- Support caps suck at low levels.

It's the combination of those factors that make certain caps underwhelming: you can't get them at the start cause they're useless in militia/pirate shootouts or in rushes against players SO you won't get them early BUT they need to get a few levels to be really useful, which levels they won't get the chance to aquire if you don't build them early.

I believe that you should probably consider giving the underused caps either:
- better survivability and utility at low levels (which would make them more useful when they get to a big fight at level ~4 in later game) OR
- stronger early game (so that picking them early doesn't make it an instant suicide; they should be worse choices than carriers or colonizers in their respective scenarios, but not as bad as they are now. For example, Antorak Marauder is useless as an opening cap... BUT if Phase Out Hull gave 40AM per use if used on a friendly frigate, it would synergize very well with colonization frigates early game and would allow the antorak to maintain a decent expansion pace when followed by a single colony frig.)

 

PS. I too agree that this interview was indeed very good and informative.

on Jan 31, 2012

This^. I am afraid that Caps will still not be that viable. I want caps to be strong but Sins online so far has not favored Capital ships at all. Their cost per damage is just still too great. If that fixed some how capital ships would come viable IMO.

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