This is intentional as Repossession isn't a 'colonize' effect, it is literally mind controlling the existing population permanently.
Well, it is nice to hear this from the devs, but Assimilated Populace should still apply when you use Repossession. When you mind control the people, aren't you Assimilating the Populace to the way of the Unity? It would also be a good synergy between this less useful tech and the Coronata's more situational abilities.
Otherwise, when you get the Coronata you have a choice: either use Repossession to capture the planet quickly, or bomb it and then capture it to get Assimilated Populace. Repossession would be much easier, and so Assimilated Populace is very rarely used. If you made the tech and the ability work together (in typical Advent synergy fashion), then both would be used more and it would make the Advent Loyalists a slightly stronger and more different faction.
An easy string update and a little bit of work in the code, and this missing synergy could be amended.
Feels like Orkulus Rex got off a little too easy - the Empire Tree requirements just mean VR will be using econ techs to better churn out maintenance-free battlestations, and a modest 25% damage debuff for 60 seconds just means it'll hesitate to jump into a large enemy fleet with no support - hitting mid-size fleets and lightly defended planets seems just as viable as before. Not that the basic idea is bad - a 50% damage debuff for 120 seconds would mean you'd actually have to think about when to jump your SB in.
I actually think that this would still not be enough, and that the VR would still be banned from multiplayer. However, the 120 seconds is a great idea. I propose that for the first 40 seconds after a VR starbase jumps into a gravity well, it does 75% less damage and is dealt 75% more by any attackers. For 40 seconds after that, it does 50% less damage and is dealt 50% more by attackers. For the last 40 seconds, it is 25% less damage and takes 25% more. After the 120 seconds are up, it takes regular damage and dishes out 100% of its own.
A 500 credit, 750 metal, and 1000 crystal charge for each starbase jump would also help quite a bit. If the VR player did not have the funds, the starbase could not jump. This might be more complicated to do, though.
Quoting bilun, reply 51
But I digress- occurs to me we may be being a bit rude talking about what HASN'T yet been added 2 pages into a thread where Yarlen kindly gives us an early peek on what looks to be a beautiful patch which has been in the works for some time.
Aww well, guess it's sort of our nature to focus on "what's next"
Very much in agreement. This patch looks like it will be really good and looks like it will balance a lot of things out without changing the flavor of the game or nerfing "cool" features into oblivion.
I also think that this patch looks great. It is obvious that the devs put a lot of work into many areas of Sins for this patch, and fixed, added, and improved a ton of things. Job well done, StarClad.