As i wait for my beta-key to Rebellion, i decided to write down my gripes with Sins and see what are your opinions about them. I write this into Rebellion subforum, as it is partially meant as suggestion to change things, although i do not think this will happen.
So, first thing, capital ships. Never liked very much, how they work. I know the topic about them underpowered and in turn not viable option to build compared to smaller ships was beaten to death, but this is bit different. What i dislike is, how in average game rarely build 2 or more of the same type of the capital ship. Personally as a mostly Vasari player, in most game i played, i used to start with the Egg, then later build perhaps Kortul, and if the game took longer than expected, i might have added Skirantra Carrier.
Now i do not know, how to put this, but the fact i "had to" build 3 different ship designs did not gave me the satisfying feeling of the military uniformity... i mean the reason why i perhaps like RTS games is general is that i always liked the screens/vids of marching troops, bombers flying in formation or fleet of ships...when you have 3 different ships, there is neither the needed scale not uniformity to get this kind of feeling. There i said it, hopefully it makes sense.
Now i realize that the whole cap ship mechanic was probably made with the WarCraft 3 heroes system in mind. 4 special abilities per capship, their leveling or the militia on neutral planets working as cannon fodder for your cap-ships to level are strong clues to this. Therefore i do not expect this system changed with Rebellion, it would be too fundamental change, but in regard to future, Sins 2 perhaps, i would like you to consider several solutions to keep the system, while letting me build more cap ships (which are IMHO in general the best looking ships in the game, therefore is kinda shame, some of them are almost never built at all. or not in sufficient numbers).
My solution would be to make add Admirals to the game, similar to Conquest Frontier Wars. These would either:
- come with their own customised/customisable cap-ship, which would be the only cap-ship to level its abilities (or have any abilities at all)
- come in a small ship, which would you have to dock within random capship, thus making it given Admirals Flagship and again only capship available to level special abilities. Alternatively the abilities could be tied to the Admiral, not the cap-ship itself, theferope you could level only capship with admiral onboard, otherwise it would have no abilities at all.
In both scenarios, the standard capships would be cheaper and less powerful than they are now, and you would be indeed capable build them in bigger numbers.
The second thing, the fighters. I always disliked, how you buy a big carrier capship and all you can build in the beginning are 2 squadrons of fighters. Especially when you take Vasari and their small number of fighters/bombers per squadron, it looks totally comical, when there are not even 10 fighters coming out of the huge Skirantra. So please, in the future:
- make fighters bigger, so you dont have to look at their icons 95 percent of time, even if the scale wont be as realistic - the fighters on Homeworld were bigger than they should be compared to capships and it was never a problem...
- add more fighter per squadron (especially with Vasari, with Advent i believe it was fine) or even better increase the numbers of squadrons. I know the low number of Vasari figthers and their comparative strength was there to make factions unique, but please find another way to achieve this.
That is all, what i can think out of top of my head right now. These are basically cosmetic things, although they may have influence on actual gameplay.
Thanks for your time, looking forward to your opinions