Back Forum New

Analysis on The Three Factions

In Star Supremacy, there are three unique factions that players can choose, the UEO, Altairians and Seekers. We would like to share a bit more information on these different groups as an guide for players both new and old:

UEO – A strong PvP orientated military faction (suitable for veterans, or paying users)
1,   +10% credits income from all trade routes (★★)
     Credits are used to research all new technology and trade for more resources. In order to get the full benefit of this bonus, the UEO player will need to hold onto as many resource nodes as they can and keep their trade routes active. The Credit bonus can give great flexability in times of need as well as access to more alliance buffs.
2,   +1 action per colony (limited to 10 maximum) (★★★★)
    To maintain their network of trade routes, the UEO player will need a large fleet. The extra action per colony allows for more ships to be constructed as well as giving new colonies a needed boost. In the higher ranks of PvP combat, the ability to rebuild ships and bases quickly is key.  
3,   +10% damage for all torpedos (★★)
    The torpedo is the most powerful weapon in Star Supremacy, and is the mainstay of the UEO forces. But the real power of this bonus is the increased effect when using torpedoes to attack enemy colonies. The extra punch will make the difference when the target has shields installed.
4,   +1 initiative of all lance weapons (★★★★)   
The UEO have a knack for warfare and can even push the weapons of other factions beyond their limits. The Lance is a powerful energy weapon that is key at destroying targets before they can shoot back. If the UEO player can get a hold of this powerful weapon along with their Torpedoes, their fleets will be a force to be reckoned with!
5,  Can research battleship chassis(★★★)
The Battleship is the largest and toughest ship in Star Supremacy, which is only available for the UEO player. When engaging in top level PvP combat, this behemoph will be the turning point where it is deployed into battle.
6,  Can mine heavy metal nodes (★★★★★)
Heavy metals are required to manufacture high level armour, torpedo and capital chassis technology. The UEO’s ability to mine this material in distant worlds will make their fleets the last remaining when the dust has dispersed into space.
   

Altairians – A highly advanced and defencive race (suitable for normal players)
1, +10% ore production per hour in asteroids, nebulas and rings.(★★)
Once an Altairian player can venture forth into the distance reaches of space and colonise exotic planets, they will have the advantage over others. That is if they can hold this prized territory.
2, Colony quarters provide one extra colonist . (★★★★)
Extra colonists mean better efficiency which in turn means that more resources can be mined. An Altairian colony in deep space that is well maintained can easily compete alone against enemy trade routes.
3, +10% damage for all lasers(★★★)
Altairians are masters of high technologies and their key weapon is the highly enhanceable laser weapon. With the combination of the laser’s effectiveness and the Altairian’s damage bonus, their Frigates will tear holes in the enemy fleets.
4, +1 initiative of missiles(★★★★)
The backup weapon of the Altairian forces is the missile. Altairian advances in sensor technology have allowed them to increase the range of this weapon even further giving them a massive advantage in early game when using smaller craft. Often an Altairian fleet will suffer no damage at all when equipped with their dangerous missiles.
5, +25% aircraft capacity of all fighter bays(★★★)
Altairians have also set their technological sights to miniturisation. Altairian fleets hold a surprising number of Aircraft to send into combat shielding their stronger ships. Expecially with high tech weapons equipped, their Aircraft will be well avoided!
6, Can harvest crystal nodes (★★★★★)
Most Altairian technology relies on the frequency resonations of crystals found in distant worlds. Crystals will aid in the design and production of the most powerful lances, shields and systems for your fleets. These resources would be devestating to allow to fall into the UEO’s hands and they must be kept safe at all costs.

Seekers – Built for colonisation(good choice for new players)
1,Production of Industial Plant and Factory +10%(★★★)
The Seekers are the best when it comes to industry. This allows them to make more goods, more efficiently than any other faction. Since goods are required for almost all advanced weapons and buildings, they will get the advantage when it comes to trading with the other races.
2,Building speed +25%(★★★★★)
The Seekers’ long time in space has made them highly adaptive to the enviroment, a key consequence of this is their ability to construct their colonies much faster than the other factions. However their construction of space craft remains the same.
3,Gauss gun and Rail gun damage +10%(★★)
A Seeker has very early access to advanced weapons, the Gauss gun even has the ability to independantly target multiple opponents at once lowering the danger of enemy aircraft. This technology and it’s bonus gives the Seeker player a strong advantage in the early game, as well as a solid bonus in the late game where Rail guns come into play.
4,Amour module performance +10%(★★)
Armour helps your ships survive in all situations. Other forms of defence are very one sided, but you can be sure that your armour will hold fast. This bonus is great when you don’t know what enemy you will be facing and need to plan for every opportunity.
5,Aircraft weapon damage +10%(★★★)
The Seeker’s biggest advantage is their skill at space flight. As well as getting easy access to fighter bays, every Seeker pilot is trained from a child to fly. This resulted in them having the strongest and most deadily fleets known in the galaxy! Beware a fully prepped Seeker fleet.
6.Can refine nebula gas nodes. (★★★★★)
The rare nebula gas can be found on distant worlds covered in harsh clouds. These gasses are the corner stone in creating the Seeker’s signiture electro-magnetic weaponary. Higher power Rail guns and EMP devices depend on this resource. Luckly only the Seekers know the secrets of it’s extraction.

Star Supremacy Operation Team

Very useful post.

I'd completely forgotten what Faction Bonuses I'd signed up to.

That said, I would actually advise all new players to go UEO (If I could switch faction for 200 B-creds I probably would at this point)

The thing is unlike many other similar games, simply having more ships than your opponent isn't too important. Since Commander Charisma is the prohibitive factor on fleet size, the key is having better ships. (I'm a big fan of this system btw)

Economy still matters, but most of the above bonuses are cosmetic. The UEO one is the best, but still not massively important.

Crazy high damage output means bonuses to damage and armor rarely make a difference. You've already got enough Damage to one-round anything, and 10% extra armor isn't going to save you from being one-rounded yourself.

Firing first is the most important thing (along with picking the right ship class to counter your opponent's). In the long run +1 initiative on lances means when everyone has their tech maxed and their modules geared to first strike a UEO player's Battle Cruisers will always eliminate a Seeker or Altairen's first. Plus they can build Battleships for a 6th Module.

In short, once all tech is maxed UEO will have a significant advantage over the other factions. I see no reason why, in hindsight, it'd be worth picking the other two.

TOP

yeah.GK. i think you are a Star Supremacy Pro.
Guys, if you have any other analysis or walk through, feel free to discuss here.

TOP

I think you are very wrong on the faction bonuses to be very honest. Usually, you'd want a perfect balance between your choices. It seems you've made a Beginner, Normal, Veteran approach to it, which will cause all Seekers and Altarians very very angry when hitting the endgame.

You need to tweak those bonuses rather sooner than later. Give Altarians and Seekers something that can match the 1. Battleship, 2. 10% trade income, 3. Initiative on lances. These bonuses are way too strong compared to what Seekers and Altarians get.
Overkill, Seeker, Shaula, Leg Pirate, Yarrr!

TOP

Post Last Edited by lionking2006 at 2011-12-14 14:22

not really. each faction has their own play style . depend on you can see it or not.

though i am beta tester so i have some information about those faction and advantage of their bonus or how to use them to the most effect

the most powerful of seeker 1.Production of Industial Plant and Factory +10%(★★★) with this you make make credit x 2-4 times than UEO. if you see the point of its use

+10% ore production per hour in asteroids, nebulas and rings.(★★) for altairian you make profit x 2-3 times UEO if you know what it use ^_^

2,Building speed +25%(★★★★★) for seeker very useful lol since building take age to build for some building if you don't use speed up.

5, +25% aircraft capacity of all fighter bays(★★★) the most advantage for altairian during war time. not other factions can against them.

you see those have their own advantage that just people didn't look it and know how to use it yet.
Kai- Leg Pirate leader

TOP

As much as I'd love to have 25% extra capacity just so I could use my ridiculous amount of Aircraft, I've never actually ever needed *more* Aircraft in a battle.

4000 Heavy Gauss Interceptors and a bunch of Tactics will kill 10000 Interceptors and 40 Battle Cruisers. Being able to carry 10000 Interceptors instead of 8000 wouldn't make any difference to any battle I've ever fought.

+1 Lance Initiative however can make a difference between losing all your ships and losing none of them. It also means UEO can make a BC that will beat every single Seeker and Altairen build available.

(I agree the economy stuff favours different approaches, though I still reckon the UEO one the best; but it's definitely debatable, so I'm not too concerned about the impact of these. The Lance and Battleship do worry me a bit though)

TOP

every player has their own choice. you guys surely can pick up one faction which belongs to you.

TOP

i'm sorry, but the balance is indeed kind of bad. As seeker I will never be able to defeat a top UEO fleet...

TOP

The basic test of freedom is perhaps less in what we are free to do than in what we are free not

to do.




ergo carrier
baby carrier
ergobaby canada
ergo baby carrier

TOP

Back Forum