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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Some Ideas (Games : Sins of a Solar Empire: Rebellion : Mods : Star Wars: Interregnum : Forum : Requests : Some Ideas) Locked
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Jun 13 2019 Anchor

About the Rebellion

From lore and media is know that they tend to use a weird fleet composition, since they cannot challenge the Empire in a fair Capital to Capital combat they relie more in their Wings and the fleet is full of small vessels like the corelians frigates and the inpractical GR-75 Transport that are used for Anti-starfigther ships and screen/saturation targets, is any chance that in the future when your guys introduce the New republic, can we get that in the Rebel Alliance case, frigates give a short range small % chance of evade hits, like 0.5 (idk if half% are possible lol) or 1% to ships about idk 1.5k, just like the Nebulon B but passive, aoe, stackable aura? (mostly because the N-B for some reason rarely use this skill and if not wrong only use it when the ship shields are down.

A new way to "conquest" planet, an skill to ambassor ship called "Change of Allegiance", the idea is if the Allegiance of the planet is under 30% you can use this skill to conquest the planet with the current upgrades (maybe some downgrade idk) and the control of most of the orbital structures (except defenses), idk if this could be done in the current engine but just an idea.

About the Empire

In the defense side the empire is kinda..."bad" for this one, mostly because the Golan are really bad against Figthers/bombers and cannot defend themself against siege ships, there is a chance to give a new defensive structure, kind like the Scarif shield gate, (a lot of Anti-Figthers and some Anti-capital weapons and big durability), lets say something like a pseudo-starbase more oriented to have a balance defense

There is a chance that the earlier Empire capital ships can get the Tie-Defender too? in case of the Venator could probable be a bit OP but is carrier after all, in the Rebel side all the capitals can fit any of the advance crafts (A/B-wing)

Maybe a 5th "Warlord"? the Reborn Papatine, a more focused warlord (lest just call like that) in Culture (more supresion that propagation)


On Both sides

There is a chance to have a Extra ship creation tap for, lets call Refit ships, could be the Lucrehulk (a personal Favorite :P), the Munificent and probably could move the Venator and the Providence, also for a extra late game Research Include some old Fashion ships like the Kandosii Dreadnought, the Bulkwark and the world desvastator (focus in siege) ,if you go a long time ago probably the Valor, Inexpugnable and Harrower from the Great galatic war


P.D thats all the ideas i remember fow now if i get more will probably put them in a reply since a edit could be troublesome

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