Sins of a Solar Empire: Rebellion

Sins of a Solar Empire: Rebellion

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Illogical design the colony battle carrier all factions.
3 types of war vessel that is; no wonder I can't play on hard, this game don't know the real combat of cosmos.
-Battleship/Dreadnought. No hangers, mostly armor, few but very powerful weapons.
-Carrier. Few weapons, mostly strike-craft only hangers.
-Colonizer. No armor & weapons no strike craft, landing shuttles for cargo and peoples.

Unless it is the stem cell craft seed rapid gene. type colonizing, speed-evolve, nasty stuff, but true the human body would not be in the cosmos, for brain in jars high much greater G-force tolerance like in Edmond Hamilton's "Starwolf Trilogy" (1960s print; 3 books in 1).

Still, I would have it that a greater variety of intelligence thus more weapon form discovery would need a great deal of space for the hiveminds, and colony super-carriers then are far from front-line and big, while only star-base and mobile star-bases (Titans) are bigger.

Colonizing is a civil action, thus they are to be the absolute last ones the enemy can reach weapon's range at, "only after all combatants are dead, will our people know to Bushido Code, or whatever we Americans call it.
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The entire cosmic war vessel list to my knowledge from raw familiarization from this game at least as a kid, but then I realized it flaws over the years. Only cosmic fleet command game I have ever played in my life btw, anyways:

Strike-craft:
-Pod interceptor; 1 rapid bolt spread laser short range, and 2nd setting of melee drill laser for digging into dreadnoughts and sabotaging interior systems, strong cheap mice to slay all elephants, Chinese military style. 1000+ pods per all types of other vessels.

-Light Interceptor; 1 rapid laser bolt medium range with "Mason Bolt" setting for slow rate of fire armor piercing verse turrets. 2 to 4 needle missiles, depending if tactical or swarm.

-Heavy interceptor; 2 mega-rapid spread lasers no 2nd setting, 1 beam snipe laser, no missiles.

-Light Fighter support; 20 needle missiles 1 snipe beam laser.

-Light Fighter Disk Tank; 2 heavy rapid/mason bolt turrets top & bottom, flies even grid pattern slowly forward only.

-Heavy Fighter anti large vessels; 2 armor piercing shell cannons 2/3rds the S.C.'s total structure for prepping thick armor areas for bomber runs, 1 beam laser to help in anti strike craft, flies very fast forward but slow agility, to maximize velocity striking damage, only the other strike craft first escort in front of these to draw anti S.C. turret fire to the pods, sneaking in the hoard your higher damaging S.C.

-Heavy Fighter Elite Star Fighter; a gimmick mostly, but scientific needs require a vessel that can fit new weapon designs for testing.

-Strike Bomber cosmic; 2 bomb-shell cannons 2/3rds total S.C.'s structure, 1 beam laser.

-Strike Bomber planetary; 1 mega shell dive striking that laser tip drills through planet to destroy underground bunkers armed with particle colliders that fail-safe fell planet into black-hole before enemy can prevent asteroid crash & zero-G harvest of planet's materials or true conquer to live on the planet.

-Ultra Light Gunship support; 3 large war vessel type turrets which are 1 long range rapid bolt laser, 2 wheel flak cannons vacuum tube reloaded recoil-fire points it up loads from under then back to aim point, 1000s of shells in less than 10 seconds, only good verse approaching S.C. hoards, a wall of tiny explosions to crash into, and needle missile pods side of those wheels loaded the same, 3 gunners 1 pilot who controls no weapons, ideally if the enemy reaches these craft too then begin to run away.

-Ultra Light Gunship assault; 200 needle missiles 1 rigid forward rapid flak cannon, 1 combat-pilot 2 gunners. meant for 1 big push and is destroyed, a panic vessel to push S.C. hoards away in that moment of fleeing, or a really powerful attack verse dumb enemies.

next page will be of the other categorical types, all strike-craft are listed on this page.
Shuttles:
-Person/cargo transport; no weapons some armor, slow flight.

-Anti Energy Shield cannon laser orb body vessel (gun with some engines on it); if there is any type of E. Shields that is... S.C. support heavy, might actually ruin the need for strike-craft too small for E. Shields generators, or even if had still weak.

-Space Marine Boarding Party Shuttle; 1 duel cannon turret rapid armor pierce shell for cutting holes into large vessels without needing heavy fighters. 4 telescoping drills in front latch onto the target and a center laser drill called "disco ball" pushes into and a hatch opens under it in front to let marine bots and soldiers into the enemy's warship to try to stop self destruct retaliation and capture for data and design theft for victory.

-Planetary Marine shuttle; 3 combat-tanks or teams of bot & boot warriors.

-Anti S.C. gun-barge; whatever turrets facing in all directions, junk mostly, but a type anyway, good for researching new turrets.

-Planetary Gun-barge; anti ground anti air support flyer, also for sub-command ground forces ops., rare large thing, nearly a bigger class of ship.

Corvettes:
-Explorer/scout; minimal weapons, large cargo, fair armor, giant fast engines, lots of comm & sensor equipment.

-Modular/Utility; flat face under-pilot-pit, electromagnetic clamps, modules have their own engines, mostly for constructions, also can deploy giant bombs and black-holes through junk clouds to take out fleet hoards, or fell planets like cow slinging in sieges to make the enemy know your supply of material is fine.

-Anti S.C.; brings what is a wall of bolt lasers like a sun ball.

-Anti E. Shield; again if there is any in these times... yeah, today's tech I mean.

-Anti Large Vessel; massive rigid forward Armor Piercing (A.P.) cannon giant fast engines, 1 pilot no cargo-holds, minimal armor for speed, as velocity striking is it's power, hides behind armor frigates of the front-line to break big war vessels in the moments that seem a clear path, these are few and rare, but can break the armor of dreadnoughts S.C. cannot bust at all.

-unique space marine design; for as invested as capturing to reveal enemy secrets is, this nonsense is allowed, to the last inch detail, whatever gets that +1, no matter how petty.

Next page shall be the other types.
Frigates:
-Gunboat; another turret test junk.

-Anti S.C. striker; a bigger version of the same from corvettes, carrying 4 flak rigids slightly point outwards, rapid laser bolt shotgun front, rare.

-Modular/utility; for bigger jobs than corvette's charges.

-Tank; 8 anti S.C. turrets, 2 laser beam turrets top/bottom, thick forward armor slow engines that allow faster agile side flight remaining facing forward. Have very many of these, always around each-other like a wall.

-Striker; few fast light armored, A.P./bomb shell duel-cannon for a fast 1-2, but more material loss if destroyed for forward motion.

-Support; very slow, moderate armor, giant very long range laser beam (the illuminator vessel of the Advent, good to pair up with a few small anti S.C. vessels of types, as it has 1 pilot only, 1 gun only. Even more of these than thanks, basics is 25 tanks, 15 strikers to keep the front line maintained but not go ahead of line, & 40 support. Is a high damage long space holding group of cheap to bring in the other bigger types.

Light Cruisers:
-Trekker; science, utility, long range explorer.

-Tank.

-Striker.

-Support.

-Gunship.

-anti E.Shield.

Heavy Cruisers:
-Battleship (tank).

-Torpedo Broadsider (support); triangular 80 ports total, Mostly for swarm blasting to escape, but also a carrier of many torpedoes that are escorted by strike-craft, either laser drill head type or mega bomb.

-Command Cruiser; uniquely selected turrets by the commander as their business is not directly fighting but calmly think the battle out. Higher rank leaders can judge them on what they like to arm up with.

Dreadnoughts:
-Tank; for defending carrier groups and planet orbit only, not an attack vessel, to slow, left behind as carriers retreat, never runs, never chases, big butt ship.

-Mega-support, the giant laser, to slice planets perhaps, win dang it!

Carrier:
-Logistic supply cargo.

-Colony supply cargo.

-Robotic mining/factory; turn asteroids and busted planets into ammo and war vessel while on the move in outer space, and repairs too...

-Light carrier; 10 hangers 1 UL-gunship or 10 heavy fighters, 15 light fighters, 20 interceptors, or 100 pods, depending.

-Medium carrier; 20-H.

-Large Carrier; 50-H.

-Corvette modular-hanger carrier; 10 C-hangers or 100 modular S.C. hangers, plus 20 hard built S.C. hangers top/bottom. 120 UL-gunships total.

-Planetary Bombardment; surface clear clean mega shell bombs, thin laser tip head planet piercing for anti bunker, and 21 drill-head direction control rockets with wire cable connections for making a net on one side of a giant planet cracking asteroid.

-Planetary Marine/tank occupancy; all shuttles and bunks and ground-tank/etc hangers.

-Command carrier, entire structure uniquely designed by the leader in question, not expected to fight, so can get a bit artistic finally, as wretched as standards can be in subordination.

Semi Civil Colony Super-Carrier.
-no weapons, no armor, very many daring civil types ready for building the empire.

Mobile Star-base:
-leaves after a motionless one is built in area, a floating mega city, no good for direct combat, is the Titan class.
Planetary defenses:
-so very many mostly detection and response, artificially built moon/hanger, laser beam turret grid, galaxy super mass black hole core distabilizer star-base, to deny successful invaders from having it either. Ideally the "Dark Fleet" always in motion is the real capital battle junk recycling goes, mind and action, never rest, will stay in power.

That is all I got, as fighting in the cosmos goes, mostly Sins of a Solar Empire is logical & nerf-balanced, just none of that colony/battle/carrier, metaphoric laziness, disk space I know... still, I am annoyed, and curious about today's real orbital lock-down forces preventing real life cosmic Caribbean as seen in 1600s, wiser to never colonize even the Moon, considering the fun of all this in videogaming... sinful indeed, well done Stardock.
Last edited by Sir-Derp's; Mar 26 @ 3:26pm
I did not bother reading any of this in any great detail as I have no interest in reading a book at the moment. I suggest submitting your thoughts to the devs
Sir-Derp's Mar 27 @ 10:49am 
Originally posted by CaveDweller:
I did not bother reading any of this in any great detail as I have no interest in reading a book at the moment. I suggest submitting your thoughts to the devs

I know, I am a weapon smith god, I taken to playing Space Engineers/Empyrion, civil mind is weak in all things combat, and even some corporate business elements in life too. See it is smarter to make others fight for you while you make the weapons, I would then be near immortal.
Originally posted by Sir-Derp's:
Originally posted by CaveDweller:
I did not bother reading any of this in any great detail as I have no interest in reading a book at the moment. I suggest submitting your thoughts to the devs

I know, I am a weapon smith god, I taken to playing Space Engineers/Empyrion, civil mind is weak in all things combat, and even some corporate business elements in life too. See it is smarter to make others fight for you while you make the weapons, I would then be near immortal.

If colonizing is a civil action, then I guess, the British empire went all civil on Africa continent, completely not using military units to colonize Africa... Instead of taking your thoughts to the devs, head straight to a psychiatrist, they'll love to hear your thoughts.
Katseth May 15 @ 12:00am 
ça me fait penser a cette meuf à l’arrêt de bus le matin, toujours a redire, et beaucoup, mais aucune consistance... Beaucoup de vent pour... du vent
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