Star Wars: Interregnum is an upcoming mod for Sins of a Solar Empire: Rebellion that builds off of the highly successful Enhanced 4X Mod. Fleeing the unknown terror that is chasing the Vasari, the factions of Sins of a Solar Empire stumble on a temporary wormhole that takes them to a galaxy far, far away. The sudden arrival of armadas with trillions of refugees and thousands of warships between the events of Episodes 5 & 6 forever alters the Star Wars universe and plunges the galaxy into an unprecedented period of chaos and violence. Begun, a new conflict has.
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Interregnum unit breakdown help. The roles each unit are supposed to play are not clear, and multiple units have overlapping roles. | Locked | |
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Sep 22 2021 Anchor | ||
I've tried to break down which roles each unit is supposed to play in the context of Sins, and I keep running into the same problems. Namely that there are multiple units with overlapping roles for each faction (especially capital ships), and the text in-game is not clear enough on what role they are supposed to play. There is a lot of text for lore and flavor but not enough to tell me what the unit is supposed to be used for in a brief, concise manner. I have broken down the unit roles, added in the vanilla Sins factions for reference, and attempted to place each of the units into a role. This can help newer players, or at least other players can tell me what each unit is actually supposed to do because some are just all over the place. Star Trek Armada 3 had some of the same issues a few years back, but they eventually fixed them. === FRIGATES === Scout Frigate
Light Combat Frigate
Long Range Frigate
Siege Frigate
Anti-Strikecraft Frigate
Colonization Frigate
Corvette
Other Frigate (can't place into any category)
=== CRUISERS === Carrier Cruiser
Defensive Support Cruiser
Offensive Support Cruiser
Heavy Combat Cruiser
Starbase Construction Cruiser
Anti-Starbase Cruiser
Diplomatic Cruiser
Other Cruisers that don't fit into any role, or have incoherent abilities and stats to where they are passed over by more capable, tailored units.
=== CAPITAL SHIPS === This is where it gets really confusing for the Interregnum factions. There are normally 5 clearly defined roles for a capital ship, and each faction normally has 1 to fill each role, plus a 6th to add more flavor to their fleet as a unique capital ship. This 6th capital is normally added to the support role, because they bring unique support abilities to the table. This is way more complicated in the mod here. The Empire for instance has 4 battleships competing against each other, and many are unlocked at the same time in the tech tree. The New Republic has 5 battleships competing with each other. The roles for each capital ship are not made clear enough in the text, and since many are locked at the beginning, you have no way of trying them out to see what they do. MC90 for instance requires significant investment to even unlock, and by then its role is already being filled by multiple other capitals. The result is an incoherent fleet and a confused player. Mothership
Heavy Carrier
Battleship
Support
Siege
If anyone could add to this and sort it out so that it is clearly defined for everyone, I would be grateful. Especially the capital ships. I did my best to organize it here. Newer players to this mod would also be grateful. |
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