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Dev Journal: Combat Geometry Part One - Turrets

Today we’re going to talk about combat geometry with our resident Sins designer, Conor Harris.

The basic combat model of Sins of a Solar Empire II is held up on two primary pillars: The first is an obvious one - mathematical interactions between weapons and defenses. The second is the physics simulation - a more complex topic we will be discussing in detail today.

The physics side of balance is most relevant to corvettes, strike craft and missiles, although it does extend upwards to bigger ships too. Today we’ll be focusing more on how weapons hit corvettes engaging in their signature orbit-strafe attack pattern.

To begin with, an obvious but important statement:
[h3]In order for a weapon to hit its target, it must first be able to point at its target.[/h3]

Easy to understand, not always easy to do when the target won't sit still. There are two types of direct fire weapons in Sins II:
  • Fixed Weapons: Sometimes also called ‘spinal’ weapons, they are built into the hull of a ship, usually pointing forward. These weapons must be aimed by maneuvering the entire ship to point at the target.
  • Turreted Weapons: Mounted in an independently tracking turret that can bring the weapon to bear on the target independently of the facing of the ship it is attached to.



The Cobalt Light Frigate and Kalev Gauss Frigate are good examples of ships with Fixed weapons. Some of the Marza’s weapons are also fixed.

Turreted weapons do not just snap to their target in Sins II, instead rotating at a speed defined by their Tracking Rate stat. A higher tracking rate means a turret is more likely to be able to keep firing at a single moving target, with lighter weapons having better tracking rates compared to large, heavy turrets.

Fixed weapons, as mentioned earlier, require pointing the entire ship to aim - which means they functionally use the turn rate of the ship they are mounted on as a substitute for tracking rate. Most ships turn far slower than a turret, which means fixed weapons on large ships can be difficult to use against moving targets.


Meanwhile, the Harcka Heavy Cruiser and Kol Battleship are excellent demonstrations of turreted weapons.

Thanks to some complicated math, it’s not just tracking rate that defines whether a turret can point at a moving target - range to target also matters a great deal. The further away a target is, the less it is moving relative to a turret’s frame of reference, while a very close target moving laterally to the turret might be able to outrun even the most extreme of tracking rates simply by its proximity. Think of how you can look at a jetliner far above you in the sky and barely move your head to follow its path across the sky, but a fly buzzing around you can be hard to keep looking at even though it is moving much slower than a speeding aircraft.

This principle is replicated in Sins II, where fast moving units at long range can be easily tracked by even slow turning Gauss Cannon turrets, but a corvette speeding past a ship at point blank range will evade even a high tracking PD Autocannon, at least until it gains some distance again.

In practical terms, this makes a single corvette nearly immune to attack from a slow tracking turret like a Gauss Cannon or a slow maneuvering ship with fixed weapons like a Kalev - as long as it is engaged in its orbital-strafe attack.

However, there are two other factors that complicate Sins II physics-based gameplay as it applies to turrets and corvettes.

First, a weapon only really needs to be pointing at a target in the moment that it reloads. This is because it doesn’t really matter if a weapon currently in a reload cycle is pointing at a target or not - it can’t fire anyway… it’s reloading.

Second, Sins II isn’t a game about honorable one on one ship duels, it's a game about huge fleet battles featuring hundreds or thousands of ships. One corvette orbit-strafing around a ship might be in an excellent position to evade most of its attacks, but one hundred corvettes orbiting the same target form a giant spherical cloud of targets.

The practical result of these two factors is that weapons with slow tracking rates aren’t really prevented from doing nearly full DPS in a large-scale battle, as even if their preferred target isn’t in their sights, something worth firing on will be. Meanwhile slow reload rates can actually be a good thing for such weapons, as even in smaller battles it won’t matter how badly a target is being tracked if the gun is busy reloading; and there is a good chance something will be at least near the direction the gun is pointing by the time it is reloaded.


We can’t possibly miss them!

Of course, while large battles tend to partially negate tracking of targets in terms of achieving full DPS, slow tracking weapons will still struggle to focus their damage output on a single target. This is important for corvettes when fielded in number. A swarm of corvettes may be a target rich environment, but the damage they take will also tend to be distributed between the many ships in the swarm, giving the whole force a degree of longevity beyond what the tiny hit point pools of the individual ships would suggest.

Because of this, repair abilities, especially area of effect repair, go a long way in keeping a corvette swarm operational - even if the repair rate per ship is quite low. Intrinsic regeneration, such as Shield Burst or the in-combat regeneration accessed by the Vasari also has an outsized effect on keeping corvettes alive.

On the other side of things, slowing down a moving target with abilities that impact speed cannot just make it easier for heavier weapons to hit a target, but crucially makes it easier to focus single targets to complete destruction. Equally, increasing turret tracking rate or ship turn rate can similarly enable more focus fire and therefore secure more kills.

For people modding their own factions into Sins II, there are some important takeaways for balance if you want your turrets to have a meaningful impact on gameplay.
  • Tracking rate is not the name of the stat in the .weapon file - “pitch_speed” and “yaw_speed” are the two stats that I have been referring to as tracking rate for purposes of this article.
  • The faster a weapon reloads the more tracking rate matters for sustaining maximum DPS against a moving target.
  • The longer the range, the less tracking rate is needed to keep a weapon pointed at a moving target.
  • Ships using an Orbit attack pattern actually benefit from shorter range, as the closer they are to the target the more tracking / turn rate is needed to keep them targeted.
  • Tracking rate can usually be quite low and still stay on target.
  • Tracking rate buffs are always relevant for bringing a weapon on to a new target faster, thereby wasting less firing time.

In the next Combat Geometry dev diary, we’ll dive into the complexity of Missile and Point Defense balance, building on the principles outlined today to explain why your capital ships always die to Kanrak Assailants (and maybe how to avoid that)!

Video Blog: v1.4 "Total Subjugation" Update

Total Subjugation Update – A New Era of Galactic Warfare


The Sins of a Solar Empire II universe just got a major update with Version 1.4, Total Subjugation. This free update for all players introduces exciting new ships, planets, and a refined combat system that enhances tactical gameplay. Here’s a quick rundown of the key features.

[previewyoutube][/previewyoutube]
[h3]New Ships: Tactical Precision[/h3]
  • Stilat Missile Corvette (TEC): This fast, armor-piercing Corvette excels in quick strikes, ideal for eliminating vulnerable targets like retreating Capital Ships. Its mobility and high damage output make it a deadly addition to any TEC fleet.
  • Vasari Junsurak Warden: A defensive Frigate designed to counter Corvettes, this ship is perfect for protecting your missile-armed vessels and ensuring the survival of your fleet against fast, shielded enemies.
  • Vasari Heavy Fighter: Complementing the Vasari Heavy Bombers, this elite Fighter excels in dogfights and clearing enemy Fighters, making space for Bombers to target larger ships.

[h3]New Planets: Expand Your Empire[/h3]
The update introduces a new Barren Planet for colonisation, and two new moons: the Metal-rich Volcanic Moon and the Ice Moon, each offering valuable resources like metals and crystals. Players can colonize these moons to enhance their empire’s growth.

[h3]Population & Allegiance: A Cultural Revolution[/h3]
The new Population and Allegiance system means planets now have a persistent Population that exists before colonization, and will grow as the Colony is developed by the ruling player, with the number of Population and Culture playing a key role in the Colony’s economic output. Spreading your culture boosts productivity, while forced conquests leave populations less loyal and less efficient. This adds a strategic layer to resource management and empire building.

[h3]Combat Rebalance: More Tactical Depth[/h3]
Battles are now slower, with ships gaining around 45% more health on average, allowing for longer, more strategic engagements. Capital Ships and Titans scale up in power as they level, creating a more balanced experience. Missiles and point-defense have also been adjusted for better readability and tactical counterplay.

[h3]Final Thoughts[/h3]
Total Subjugation significantly enhances Sins of a Solar Empire II, offering new ships, strategic layers, and a deeper combat system. With more room for tactical play and empire-building, the update keeps the game fresh and exciting for both new and veteran players.

NOW OUT: Paths to Power DLC and Major v1.4 Update

Sins of a Solar Empire II - Paths to Power DLC Pack and Major v1.4 Update Now Available
New DLC pack for acclaimed strategy title features 10+ scenario maps with objective-based gameplay and Free v1.4 update introduces Population Mechanic

[previewyoutube][/previewyoutube]

Players will have their strategic knowledge and skill tested like never before as Sins of a Solar Empire II has officially released its first paid DLC, “Paths to Power,” today. This DLC debuts 10 new scenario maps that will test players with unique, objective-based challenge missions each with their own victory conditions. Whether you are defending your home planet from relentless invaders as the Pranast United faction, or assimilating the human population of the galaxy as the Advent; Paths to Power will push even the most seasoned of Sins players.

“With Paths to Power, we set out to create wholly unique gameplay scenarios where players will create strategies they’ve never used before in Sins II,” said Brian Clair, Executive Producer at Stardock. “In addition to this great new DLC pack, we get to bring a free new update to all players with Update v1.4 featuring the return of Population, as well as new units and planet types!”

[h2]Examples of Paths to Power Scenarios:[/h2]
Conversion
The Unity must grow if it’s to continue the wars against the despised TEC and obnoxious Vasari. The Advent have suffered many losses of late and fresh blood is needed. It’s time to assimilate the populations of the galaxy to the Unity’s cause using new culture and population gameplay mechanics.

Seek & Destroy
The Vasari Exodus are attempting to summon the feared ‘mad’ Vorastra titan from deep space as a means to destroy their enemies once and for all. Played from the perspective of either the Vasari Exodus or the TEC, you must capture special Phase Resonators and hold them against your foe. Which side will you fight for?

Clash of the Titans
The Aluxian Resurgence is proving to be a major thorn for the greater powers of the region. You must eliminate their homeworld using only a titan that’s been equipped with the ability to summon reinforcements. Be careful - you don’t have a homeworld to fall back to!

https://store.steampowered.com/app/3195270/Sins_of_a_Solar_Empire_II__Paths_to_Power/













[h2]Massive ‘Total Subjugation’ (v1.4) Update - Free for all Sins 2 players![/h2]
This update re-introduces the Population mechanic from the original Sins of a Solar Empire. This time in Sins II, the culture of your Empire will determine your population’s allegiance; giving players bonus resources or debuffs based on the loyalty of their citizens!

[h3]v1.4 Features[/h3]
View the full changelog here Population Mechanics: Population is a new mechanic for Sins II and is heavily lore-based. Culture now affects the populations of the galaxy, creating diverging allegiances. The player who dominates culture on a planet will gain bonuses to resource and research generation; while other cultures present debuff those bonuses.

New Units: Three new units have been added in the v1.40 update to help fill gaps in battle rosters:
  • TEC Stilat Missile Corvette
  • Vasari Heavy Fighter Strikecraft
  • Vasari Junsurak Warden Frigate
New Planet Types: Three new gravity wells have been added in this update: Ice Moon, Volcanic Moon and Barren Planet.

Huge Rebalance: This update contains a massive rebalance of the game on everything from research costs, to unit durability and more.








Behind the Scenes: The Process Behind "Paths to Power"

The Process Behind "Paths to Power"


Having been a part of the Sins of a Solar Empire franchise for more than 15 years, I’ve often been asked how we make decisions on new features or DLC. Why did we choose to do Paths of Power versus something else? After all, there’s no shortage of ideas and requests from players, and we have our own things we’d like to implement as well. This is a question that all developers, especially those with smaller teams, grapple with and there’s no single answer. Let’s look into how the Sins team came to our answer.




[h3]Long-Term Strategy
[/h3]

The first thing we had to determine was where we want Sins II to be in 2.5 years. What features did we want to implement? What features were players asking for? We brainstormed on this quite a bit and came up with an initial wish list of ideas. (I know some of you are saying, “Post it!” right now. I would… but we’ll probably use them in the future, so you’ll have to wait.) So now that we have a list, how practical is it to actually make?

Here we introduce the Dark side of the equation - business. There are a couple of major questions that we need to answer next: First, how much time and investment do we estimate each DLC idea will require to make? Do we think an idea will be of enough interest to players that they’ll want to buy it (so we can recover our expenses)? This part is always a bit of a gamble because you can only make your best guess as to what fans will think is worth their money. Success will help keep the team employed and propel work on the next update; failure can have equally dire results.

In the case of Sins II, we decided on ideas that we felt players would enjoy (because it’s stuff you’ve all been telling us you want), while at the same time spreading out the risk a bit. This is the DLC lineup we’ve announced:

  • Paths to Power - a collection of mission-based scenarios with custom conditions.
  • Reinforcements - a collection of six new units (1 per faction).
  • Times of War - a story-driven campaign mode.
  • Harbinger - a new, playable faction.

Looking at this, the last 3 appear to be slam dunks - they’re all things that players have been telling us they want. They’re also all progressively more expensive to make and thus have increasing levels of business risk! So, why Paths to Power? Nobody was asking us to explicitly make custom scenarios, though many had asked for more victory conditions, random events, etc. The answer is simple: the campaign expansion, the victory conditions, random events, and more all required an underlying system of automations, triggers and scripting that did not yet exist. By front loading the foundation of our future DLC and features, we were able to spread out the engineering time and cost, thus reducing our risk over time.

The vast majority of what we’re planning to add for free to Sins II this year will only be possible thanks to the humble, Paths to Power DLC. This also greatly empowers modders who have long desired the ability to add custom gameplay elements and even campaigns.

Launch Livestream: "Paths to Power" DLC and "Total Subjugation" v1.4 Update

Join us as we dig deep into the new scenarios and mechanics of the first DLC for Sins of a Solar Empire II, Paths to Power!


📅 Thursday, March 27th at 1:00 PM EST

📍Location: Sins of a Solar Empire II Steam Page


[h2]What to Expect
[/h2]
[h3]"Paths to Power" DLC
[/h3]
We'll be diving into a selection of the 10 brand-new scenario maps, each featuring unique, objective-based challenges and distinct victory conditions. Whether we're defending our home planet from relentless invaders as the Pranast United faction or working to assimilate the human population of the galaxy as the Advent, you can expect plenty of thrilling gameplay and strategic decision-making. While we can't promise to cover every scenario, we invite you to come watch us tackle a few of these intense missions and see how we fare!


[h3]"Total Subjugation" v1.4 Update
[/h3]
  • Population Mechanics: Population is a new mechanic for Sins II and is heavily lore-based. Culture now affects the populations of the galaxy, creating diverging allegiances. The player who dominant culture on a planet will gain bonuses to resource and research generation; while other cultures present debuff those bonuses.
  • New Units: Three new units have been added in the v1.40 update to help fill gaps in battle rosters:
    • TEC Stilat Missile Corvette
    • Vasari Heavy Fighter strikecraft
    • Vasari Junsurak Warden Frigate
  • New Planet Types: Three new gravity wells have been added in this update: Ice Moon, Volcanic Moon and Barren Planet.
  • Huge Rebalance: This update contains a massive rebalance of the game on everything from research costs, to unit durability and more.


Don't miss out on exclusive gameplay, commentary, and insights into the new Paths to Power DLC. Set your reminders and join us for an exciting afternoon!