Sins of a Solar Empire is often described as a 4XRTS game, or a game that tried to merge the action and tactics packed gameplay of a Real time strategy game with the deep, complex, empire wide strategy of a 4X turn based game. It's up to debate whether Sins succeeded in this goal, but I think all can agree that of the 4Xs of "explore, expand, exploit, and exterminate", Sins is much more focused on the exterminate than on the others. This mod seeks to give more depth to the other 3Xs of the game by adding additional game elements or refining the existing ones to reward players who give more strategic thought to the non-combat side of the game. Combat will still be the center point of the game, but players will find that the non-combat options available will be much more rewarding. Spying, exploring, sabotage, diplomacy, culture, and economic development have all been added or changed in innovative new ways. Regardless of what you think Sins is, this is the 4XRTS it should have been.
After much debate, I've finally concluded that substantial changes to titans is necessary.
Posted by GoaFan77 on Oct 15th, 2012
None of the new features in Rebellion has provoked debates quite like the role of titans. For most of this time I've been fairly supportive of the status quo. Sins clearly needed a unit that scaled substantially in power in order to be "game ending". And having a unit that counter frigates as a whole lead to a much revitalized role for Capitalships, which tended to get marginalized late games as 100+ frigate fleet count take any single capitalship out fairly easily.
However, combined with the fact titans keep their levels on death, the meta game in Rebellion is now heavily focused on avoiding losing ships to titans at all cost, mainly with capitalships and carrier cruisers. Main combat frigates become entirely obsolete late game by the combined forces of massed strikecraft killing them from afar and titans Area of Effect (AoEs) abilities killing them if they get into combat range. Something must clearly be done, and though I haven't entirely decided what, so all input on this topic will be greatly appreciated either in the comments or in the forum.
Changing AoE Abilities
The best way to make battles more dynamic in the late game is to remove most of the ability killing power of titans. Before Rebellion, unlimited damage AoEs were either weak (radiation bomb), level 6 abilities (Missile Barrage, Cleansing Brilliance), or on starbases (Meteor Storm). By introducing very powerful AoEs on a mobile platform that could be used at level 1, this design decision was abandoned and has discouraged fleet diversity. It's also doesn't work well for an exciting new dimension to the mod I hope to add in the future.
Only one titan in the game has no AoE damaging abilities, the Coronata, and other titan will be changed to become more or less like that. The damage effects on abilities like Scattershot, Chastic Burst and Nano drain will be seriously reduced or removed, and replace with debuffs. Scattershot will probably just focus on the armor penalty but become cheaper to use and Chastic burst will become primarily a mass disable ability rather than mass damage ability.
I'm don't have any timescale of when this will be done, sadly time has been short lately and I still have plenty to do with the capitalship/titan upgrades. But I figured it would be better for me to see how everyone feels about this major change before I do it.