Ironclad has dropped a few details regarding the stand-alone expansion to Sins of a Solar Empire, Rebellion, starting with the division of the game’s three factions and the Titans they will be commanding.
Speaking in an interview with GameSpy (via VE3D), Stardock producer Brian Clair said the TEC, Advent, and Vasari have each been divided into Loyalist and a Rebel factions. The differences between playing each faction will depend on which race the player chooses.
Sins Of A Solar Empire Tec Loyalist Strategy Review
“The TEC Loyalists are very defensive. If you’re a gamer who likes to turtle, they’re probably the best suited for you,” said Clair. “They’ve been designed with that in mind. The TEC Rebels are very aggressive, so if you’re a player who likes to go out, doesn’t turtle at all, moves very quickly from one target to the next, they would fit you the best.
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“The Vasari Loyalists… I don’t want to give too much away, but they’re offensive. They’ve gone back to their original roots, if you will, whereas the Vasari Rebels have decided to go down that diplomatic route. I don’t want to say they’re more of a peacenik faction, because that’s not true of any Vasari, but they want to get along as much as they can.”
Clair said what defines each faction is its super-capital ship, a Titan, which is “very defensively oriented, in terms of giving defensive buffs to surrounding fleets so they survive longer.”
For example, the TEC Loyalists’ research gives the faction bonuses when in their own territory, thus rewarding the player for slowly progressing and “not rampaging, destroying everything in sight.”
There will also be varying differences between faction Titans, which will be dividied into six distinctive versions, each with its own abilities and statistics.
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Like capital ships, which have three regular abilities and an ultimate ability unlockable at level six, Titans are similar but also have a set of unlockable “passive abilities” enabling certain areas of the ship to be stronger, and offensively make the ship more powerful.
“It basically goes down to their factional view and their racial view,” Clair explained. “The TEC, of all three races, are probably the least technologically developed overall. Their Titans tend to be utilitarian, they’re very militaristic-looking, they’re not very elegant to look at. But they’re powerful, they get the job done, based on whether you’re a Rebel or a Loyalist.
“The Advent are very culture-based, so their Titans have nice curves, not sharp angles, and they use their psionic abilities to the utmost. So for instance, if you were playing with one of the Advent Titans, you have an opportunity to mind-control enemy ships, or take over enemy planets simply with your psionic power. And then there’s the typical weapon differences, where the Advent are into beam weapons and the TEC are into autocannons and that sort of more mundane stuff. As a broad overview, that’s the high-level difference.”
You can read the entire interview through the link, and be sure to check out shots of the Advent, TEC, and Vasari Titans below in the gallery.
Sins of a Solar Empire: Rebellion will be released on PC “when it’s done.”
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I've been playing Sins for a while but am still more or less a newbie when it comes to strategies here: I've never played online but instead every few months some friends and I get together and just have a big FFA lan game that always lasts for at least 3+ hours. In general these games consist of aggressive early expansion to establish borders, and then a long cold-war period where everyone is afraid to make the first move and so a lot of alliance negotiations and backdealings go on while forces are built up. Now as a Vasari player this is always pretty good for me as I have plenty of time to research and build up a decent fleet, but I still seem to have trouble figuring out a good late-game composition and a way to overcome defenses. Specifically I always find myself facing the Advent Loyalist player of the group who will fortify his main planets with a ton of static defenses and a starbase, and so even when using my superweapon and phase stabilizers to jump past his frontlines I have a lot of trouble doing a real dent whilst on offense.
So I'm wondering if anyone might be able to give some advice for playing VL in terms of just establishing an advantage by late game and how to play to this faction's strengths to overcome enemies in fortified positions?
Sins Of A Solar Empire Advent Rebel Strategy
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Too ruggedly professional to die, 2008 sleeper hit Sins of a Solar Empire has returned. Titled Rebellion, this third expansion comes in a new, expandalone format, and adds just about everything except actual rebellion. Silly developers!
Sins has aged well, partly because its only competitor, Sword of the Stars II, flopped harder than a snake slipping off a diving board, but also because its appeal is still intact. As you develop your empire, swinging from planet to planet, tumbling down the tech tree, stringing together fleets and levelling up your capital ships, the game simply gives you a bit too much to think about.
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It's uncanny. As a beginner, you'll have your hands (and head) full developing trade routes and continuing the electric push of your culture across the solar system, perhaps with one eye on your prize fleet, making sure it's still winning some 20-minute pitched battle. But experts will be kept just as busy micromanaging the powers on individual ships, perhaps leaping home to oversee the construction of a Maginot Line-like array of turrets, before snapping up the diplomacy menu to offer a job, a ceasefire, a demand, then back to the fight.
Sins' sweet spot is that it always threatens to overwhelm, but rarely does. This isn't the riptide real-time strategy of StarCraft II. It's more sedate than that. But the game simply has so much going on, its every element rewarding not just attention but obsession, that you're able to sink into it like a hot bath. Want to fling armadas around as if they were plastic toys? You'll have a great time. Want to orchestrate your fleets like an interplanetary Rommel? You'll see the rewards instantly.
Which brings us to what Rebellion adds. Perhaps most notably, it still doesn't add a singleplayer campaign, leaving you to fool around either online or in the excellently robust skirmish mode. Which is fine. There's also a whole new suite of tutorials, which prepare you for everything – except how to deal with this much content.
Sins' three relatively asymmetrical races have been further rent into Rebel and Loyalist variants, each of which holds a new teasing selection of powerful abilities and a unique Titan. We'll get to those. Loyalist TEC, for example, are a turtle's dream, with one tech that increases experience gained fighting in their own space and another that lowers the cost of the horrible Novalith Cannon (which lets them slam-dunk nukes into distant gravity wells). Meanwhile, the nomadic Vasari Loyalists gain the power to summon NPC vagabonds and devour planets like so many Mars Bars.
There are new corvettes and capital ships for each faction, too, but the Titans are the stars of the show. Monstrously expensive and perfectly suited to a long-form game like Sins, it's likely the fiercest fighting these behemoths will see will be attacks by wary players on their sprawling dockyard before they're completed.
As with everything else in the game, however, they strike a thoughtful balance. Completing a Titan is by no means a 'win' button, but the automated report that another player has finished one still instils a gentle dread.
Outside of the lack of a singleplayer campaign, about the only criticism that could be levelled at Rebellion is that it's not much of a looker anymore. But you know what? When you jump some 50 ships on top of an enemy fleet, announcing your presence in a flutter of missiles and hot burps of laser fire, you just can't tear your eyes away.
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