Faction Differences

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This is tentative balance thread for entire races, for specific unit, please discuss it on that unit’s page.


[edit] Races that we plan to release initially as examples

Coalition

+Almost all units have stealth. They cannot be detected at beyond 1.25 light seconds using electromagnetic sensors, unless the Coalition units are maneuvering or firing.

+Almost all units have some form of electronic warfare capability, which serve as Coalition's main form of defense.

-Coalition units are universally fragile. They do not have extensive passive or active defenses to negate incoming fire.

-Coalition units usually have very low endurance and are exhausted quickly, making re-supplying an important issue.


Collective

+Almost every collective unit larger than a drone can launch drones. Drones can expand a unit’s roles, allowing player to effectively give every unit additional roles.

+Collective systems are very efficient; lead to incredible endurance and subsequently only small logistic problems.

-Collective does not have weapons that can reliably hit maneuvering targets at skirmish range. At this range they’d either try to lead targets (good luck), or use drones.

-Collective units tend to be built from metal alloys and therefore lack stealth options. This makes it easier to scout them.


[edit] Races that will likely be released later or submitted by fans

Consortium

+Almost every Consortium unit can shift into another space at will. This also serves at their main form of defense.

+Experimental technology leads to the exceptional performance of all systems in terms of raw power. This is especially true for weapons, due to the large number of slots available.

-Experimental technology used by the Consortium is unstable, and are much more likely to malfunction or even implode (critical failure) than comparable technology used by other factions. (“You may fire when ready” syndrome)

-Almost all units require several command systems, leading to very small unit count.


Hegemony

+Almost every unit is equipped several suites of sensors operating on different physical principles, giving them the ability to scout without using active sensors and detect stealth units with relative ease.

+TBA

-TBA

-TBA


Singularity

+Powerful command System leads to large unit counts and rapid reinforcements.

+Almost every unit can equip infiltration systems, making it difficult for enemies to reinforce units.

-Have only biological units, meaning that they are more venerable to specific antibiotic systems (e.g. Gamma rays, neutron bombs) then any other faction.

-Performance of biologically systems is relatively poor compare to their mechanical counterpart. Their systems are especially lacking when it comes to weapons, reactors and propulsion. (With acoustic conferment fusion outputting the least power out of all reactors) The exception to this is command systems.


Alliance

+TBA

+TBA

-TBA

-TBA


Order

+Exceptional Active and Passive Defense Systems and large capacities for these systems on all units. This allows them to nullify a massive amount of incoming fire.

+Order vehicle are usually much larger then that of other factions, thus allow more system per vehicle.

-Order units usually have smaller size due to larger number of system of each vehicle. (Not small unit count, just smaller unit size.)

-Order units some of the least maneuverable in the game. Changing course mid-round is nearly impossible (as logically it would take the rest of the round to complete the course correction)

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