Anyone play Sins of a Solar Empire?
Moderator: Thanas
Anyone play Sins of a Solar Empire?
I am interested in your responses, here is their official site
http://www.sinsofasolarempire.com/
The main point of the game is that you build a stellar empire, by colonizing planets, building fleets, collecting resources and taxing people, sending the fleets into wars, etc.
here's a youtube video of it.
http://www.youtube.com/watch?v=e2Pv7TtV8js
another nice video
http://www.youtube.com/watch?v=jEGxNC11 ... re=related
what do you all think?
http://www.sinsofasolarempire.com/
The main point of the game is that you build a stellar empire, by colonizing planets, building fleets, collecting resources and taxing people, sending the fleets into wars, etc.
here's a youtube video of it.
http://www.youtube.com/watch?v=e2Pv7TtV8js
another nice video
http://www.youtube.com/watch?v=jEGxNC11 ... re=related
what do you all think?
I played a demo, Pretty good, Essantially it Bills itself as cross between the old 4X Turn-based Strategy game and Today's RTS games, sort of like supreme commander actually, both of which have such a vast scale and slow pace, that they are closer to TBS games then RTS games.
"a single death is a tragedy, a million deaths are a statistic"-Joseph Stalin
"No plan survives contact with the enemy"-Helmuth Von Moltke
"Women prefer stories about one person dying slowly. Men prefer stories of many people dying quickly."-Niles from Frasier.
"No plan survives contact with the enemy"-Helmuth Von Moltke
"Women prefer stories about one person dying slowly. Men prefer stories of many people dying quickly."-Niles from Frasier.
As stated above.
The game is really quite fun...I've been enjoying mass pitched battles, although I do wish that the ai was a little less dumb in how it handled fleet building...thousands of light carriers that can't shoot back on their own is not a fleet.
stupid AI aside, it's still a damn fun space empire game.
It also has a strong mod community, and I'm hoping for a solution to the ai through that. We'll see.
The game is really quite fun...I've been enjoying mass pitched battles, although I do wish that the ai was a little less dumb in how it handled fleet building...thousands of light carriers that can't shoot back on their own is not a fleet.
stupid AI aside, it's still a damn fun space empire game.
It also has a strong mod community, and I'm hoping for a solution to the ai through that. We'll see.
Xcom ; Standing proud and getting horrifically murdered by Chryssalids since 1994
Not anymore, because it sucks, for the same reason Sword of the Stars sucks - the devs are idiots.
The units are massively unbalanced, the factions are massively unbalanced, the market doesn't work, almost anything a ship can do caps can do better, there's no point doing anything but single-unit rushes with a few salted for variation,and don't get me started on the terrible UI (good ideas with the tree etc but why no per-arc DPS). In short the only good part about the game is what players put it; given it's relatively slow pace the dip side can be pretty rewarding. The vs AI dip is a hilariously stupid minigame, where someone you're killing won't make peace with you until you 'do a mission' for them, involving killing YOUR ALLIES. It creates a massive feeling of hilarity that the 1.1 patch they've been working on for months fixes absolutely none of these issues - instead adding EXCELLENT EXPLOSIONS. Which a mod already did.
It is manifestly NOT anything to even DO with a 4X game. There is no depth and barely any management, the economy is totally borked (more money = win game) and the tech trees are a joke. It's Starcraft in space, but slow. Conquest did linked maps better; the absolutely fucking HUGE arc people can jump in on, couple with the tiny wells means combats are just a melee. I'm not even sure the fixed the absurd fuckup where you had to jump ON the gravity-well line, and not beyond it, so ships far enough out to jump would actually drive BACK IN before jumping, in typical Sins no-coordination one-at-a-time style, while breaking up their formation with their terrible pathfinding. PS, Conquest did that better in 1998.
The units are massively unbalanced, the factions are massively unbalanced, the market doesn't work, almost anything a ship can do caps can do better, there's no point doing anything but single-unit rushes with a few salted for variation,and don't get me started on the terrible UI (good ideas with the tree etc but why no per-arc DPS). In short the only good part about the game is what players put it; given it's relatively slow pace the dip side can be pretty rewarding. The vs AI dip is a hilariously stupid minigame, where someone you're killing won't make peace with you until you 'do a mission' for them, involving killing YOUR ALLIES. It creates a massive feeling of hilarity that the 1.1 patch they've been working on for months fixes absolutely none of these issues - instead adding EXCELLENT EXPLOSIONS. Which a mod already did.
It is manifestly NOT anything to even DO with a 4X game. There is no depth and barely any management, the economy is totally borked (more money = win game) and the tech trees are a joke. It's Starcraft in space, but slow. Conquest did linked maps better; the absolutely fucking HUGE arc people can jump in on, couple with the tiny wells means combats are just a melee. I'm not even sure the fixed the absurd fuckup where you had to jump ON the gravity-well line, and not beyond it, so ships far enough out to jump would actually drive BACK IN before jumping, in typical Sins no-coordination one-at-a-time style, while breaking up their formation with their terrible pathfinding. PS, Conquest did that better in 1998.
- Losonti Tokash
- Sith Devotee
- Posts: 2916
- Joined: 2004-09-29 03:02pm
THEY SAID FLEETS JUMPED TOGETHER IF YOU SET THE OPTION. They fucking lied to me Los, they LIED!
Again, fleets handled worse than 10 year old game = fail. What's really annoying is that fleets become split into the 'hyperspace' location as they enter/exit, making it a pain in the ass to select them. Note to designers - if you're going to have hyperspace as a location, LET SHIPS BE IN TWO LISTS AT ONCE.
Again, fleets handled worse than 10 year old game = fail. What's really annoying is that fleets become split into the 'hyperspace' location as they enter/exit, making it a pain in the ass to select them. Note to designers - if you're going to have hyperspace as a location, LET SHIPS BE IN TWO LISTS AT ONCE.
- Fire Fly
- Jedi Council Member
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- Joined: 2004-01-06 12:03am
- Location: Grand old Badger State
I bought the game, on the account of my brother. It was fun at first but it quickly lost all of its appeal. The limit that the game puts on ships and capital ships means that I can't win a war with a strong faction without destroying entire fleets of my own, slowly rebuild, and engage again to only have my fleets slowly destroyed. I hate that if I don't carry out missions, such as attacking my own ally or attacking some insignificant faction on the opposite side of the galaxy, I'm about to go to war with another faction. The AI is completely useless and I'm being bossed around by them, there's no depth to the game and it becomes boring very quickly.
And why can't game designers come up with more than three factions? There's always the requisite religious alien faction, the requisite militant faction, and the requisite peaceful faction. Why is it always three? It can't be that hard if amateur modders can create new ship models. Star Wars Rebellion/Supremacy was a more fun game than this game will ever be.
And why can't game designers come up with more than three factions? There's always the requisite religious alien faction, the requisite militant faction, and the requisite peaceful faction. Why is it always three? It can't be that hard if amateur modders can create new ship models. Star Wars Rebellion/Supremacy was a more fun game than this game will ever be.
There are no 'newer' patches, they're all MONTHS OLD. I've played them ALL, and every time the devs say dumb shit like 'oh x unit isn't overpowered' or 'hey guys we fixed the market' (ps they didn't). They obviously have NO IDEA what it takes to balance a MP RTS, which isn't surprising since they deny it's an RTS altogether.Saxtonite wrote:It worked for me with decently-large fleets.
And IIRC, aren't the newer patches trying to fix those problems? There's ~5 updates now.
Fucking mooks. And in 1.05, with the 'fleet jump' thing set, some ships always jump early. I mean, having fleets hard-wait for 100% readiness and having a ui button that says 'emergency jump' would have been way too hard, I guess. LOL!
Starcraft.Fire Fly wrote: And why can't game designers come up with more than three factions? There's always the requisite religious alien faction, the requisite militant faction, and the requisite peaceful faction. Why is it always three? It can't be that hard if amateur modders can create new ship models. Star Wars Rebellion/Supremacy was a more fun game than this game will ever be.
You need space elves (who may or may not be lesbians), space ants (who may or may not be slavers) and humans (who may or may not be brilliant diplomats, just like in real life). It's fucking sad, but it's the standard.
Rebellion is so broken it was unplayable 10 years ago, but yeah, if you can look past the stupid EU bullshit it's better than Sins. I really liked Sins until it's hopeless limitations and poor design decisions became obvious - I was even able to fix the market to behave like an actual market (ie not magically move price back to 300 so money is the only resource worth having) and then a patch totally changed the way markets were externalised and I can't work out how to do it.
But 1.1 has BETTER SPLOSIONS! This clearly makes up for it!
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- Youngling
- Posts: 69
- Joined: 2005-04-30 04:55pm
Sins is really pretty terribly designed. Not only is the game mind-numbingly easy if you just rush right for a capital ship as soon as possible and take either a supercarrier or a battleship, but it's also plagued with so many bad design choices in terms of combat mechanics that I scarcely see why anyone would want to play it.
I messed around with it, but it's just total garbage, and you'd never know unless you played. But once you do for more than one game, you'll see how idiotic it is.
The scale is pathetically small for an Empire Builder, especially in this day and age, and the fights are pretty godawful to watch because of the total lack of turrets combined with the really awful art direction on the ships. One of them looks like a goddamn tank. With a turreted big gun on the top. What the fuck is that? The ship would spin in circles from the mass being off! I can accept some creativity in design but please try to at least make it look like you're not slapping a blue glowing box to the ass-end of whatever you find and saying it's a spaceship now.
But you'll want to play zoomed out most of the time anyway, since there's really no reason to bother staying zoomed in. Some ships have clickable abilities but none of them are particularly important, especially not compared to the Capital Craft and their clickies, which are like Warcraft click powers, and utterly dominate the little ships.
And here's an extra reason to h8 teh g4m3: the first capship is free. Sound fun, right? Get a flagship, be heroic, all that shit? Yeah well, a free first ship means all you have to do to start throwing a Battleship around is to scrape together the cost of an inexpensive capital facility and pump out your major vessel. It's nearly certain you'll have that fucker up and running long before you get in a war, and probably have it easily up before you ever run into the Pirates. Killing Pirates with your cappy is a great way to level it up (since the pirates are weak at the beginning of the game, but your capitalship isn't) and that'll give you the edge you need. I basically never even made normal ships.
There's not even and need anyway--your huge planet-crushing capital craft will let you expand so fast that you'll be able to slap down trade centers everywhere and make so much money you could choke Dick Cheney with it.
Against humans, yeah, the game is more complex, but then the economy goes to hell. Buying and selling messes with the global econ, but it's always pushed down towards the 'inexpensive' route. With all the upgrades you get it's easy to either sell materials you don't need for cash or buy them in a pinch, even with a stretched, slack econ going. This isn't bad, but it does make the game somewhat absurd. I like the Black Market being there, but I find the idea of buying huge fleet-sized portions of metal and crystals (fucking crystals) 'under the table' to be a little goofy. In any case, the econ makes it easier, and honestly I considered it more of a supermarket than a black market. I would buy and sell a lot, normally to make enough money to buy off the pirates.
I really fucking hate the Pirates. They are a pain in the ass but they're not at all threatening. If you let them ride roughshod over your forces they'll mess your shit up quite a bit, but there's no way they'll ever take on a half-decent warfleet outside of attacking their base. Because of this they just become something that slows the game down, aggrivates people, and encourages the wealthiest player to continually buy them off to attack their enemies. This is fine for me since I was nearly always that person, but they're just stupid and I hate them. Goddamn pirates.
In a game like Sins, where a massive fleet of units is about the only reliable way to accomplish any task in a reasonable amount of time, it's aggrivating to have to spread myself all over the place to defend against pirates. Enemy players have to actually take terrain in order to produce ships, so you can make 1 or 2 warfleets to go with some thick defenses and reliably hold the line and keep them from doing much. But the Pirates just come out of the Pirate Base for free, which makes it really easy for them to just sit there and be an annoyance for the entire game while contributing nothing of strategic value. Nothing! They don't encourage you to be defensive, or to be smart, or to do anything. If you have the bad luck of being the closest guy to them then one of your possible expansion is now unusable, and if you're unlucky enough to be the poorest fellow then you may not have the cash on hand to buy them off--so the regular pirate raids are an extra, added insult to your loserdom.
So by any objective metric, the game is very poorly done. The Empire game is very thin, with nearly no economy or political system or anything to manage, even Sword of the Stars had a deeper Empire model. The Strategy element is also idiotic--you can just avoid any fleet you can't be sure of demolishing, and if you follow my strategy of making nothing but capitals then I'm sure you'll be fine once you get the second one out. And the non-game doodads, you know, eyecandy and other stuff that doesn't matter but DOES in a quality-of-life sense, is also pretty weak. The ships look moronic, none of them have moving parts, the weapon effects are poorer than anything I've seen in years and the battles have more "move in formation, stand, and shoot" than Warcraft did.
No, that's unfair, Warcraft had more--but not much more. Homeworld was a great, groundbreaking experience and I suppose asking every game to be that kind of thing is unfair. But Homeworld was also made a very long time ago in game development terms, and it's not unreasonable for me to expect a modern-day developer to at least look at that for inspiration, or to Masters of Orion, or hell, Sim City. I don't really mind easy games, so long as they're fun. Sins didn't feel that way for me, it felt like work. You sit back until you have a big enough fleet, then go sally forth and murder everything, then stop and build up, and do it again. Unless you're playing a human, the game is so poorly designed that it can't help but die to you, and in a boring, slow way. And if you are playing a human then, well, I pity you and your partner. I hope you have fun continually slinging the exact same shiptypes at each other all night.
I messed around with it, but it's just total garbage, and you'd never know unless you played. But once you do for more than one game, you'll see how idiotic it is.
The scale is pathetically small for an Empire Builder, especially in this day and age, and the fights are pretty godawful to watch because of the total lack of turrets combined with the really awful art direction on the ships. One of them looks like a goddamn tank. With a turreted big gun on the top. What the fuck is that? The ship would spin in circles from the mass being off! I can accept some creativity in design but please try to at least make it look like you're not slapping a blue glowing box to the ass-end of whatever you find and saying it's a spaceship now.
But you'll want to play zoomed out most of the time anyway, since there's really no reason to bother staying zoomed in. Some ships have clickable abilities but none of them are particularly important, especially not compared to the Capital Craft and their clickies, which are like Warcraft click powers, and utterly dominate the little ships.
And here's an extra reason to h8 teh g4m3: the first capship is free. Sound fun, right? Get a flagship, be heroic, all that shit? Yeah well, a free first ship means all you have to do to start throwing a Battleship around is to scrape together the cost of an inexpensive capital facility and pump out your major vessel. It's nearly certain you'll have that fucker up and running long before you get in a war, and probably have it easily up before you ever run into the Pirates. Killing Pirates with your cappy is a great way to level it up (since the pirates are weak at the beginning of the game, but your capitalship isn't) and that'll give you the edge you need. I basically never even made normal ships.
There's not even and need anyway--your huge planet-crushing capital craft will let you expand so fast that you'll be able to slap down trade centers everywhere and make so much money you could choke Dick Cheney with it.
Against humans, yeah, the game is more complex, but then the economy goes to hell. Buying and selling messes with the global econ, but it's always pushed down towards the 'inexpensive' route. With all the upgrades you get it's easy to either sell materials you don't need for cash or buy them in a pinch, even with a stretched, slack econ going. This isn't bad, but it does make the game somewhat absurd. I like the Black Market being there, but I find the idea of buying huge fleet-sized portions of metal and crystals (fucking crystals) 'under the table' to be a little goofy. In any case, the econ makes it easier, and honestly I considered it more of a supermarket than a black market. I would buy and sell a lot, normally to make enough money to buy off the pirates.
I really fucking hate the Pirates. They are a pain in the ass but they're not at all threatening. If you let them ride roughshod over your forces they'll mess your shit up quite a bit, but there's no way they'll ever take on a half-decent warfleet outside of attacking their base. Because of this they just become something that slows the game down, aggrivates people, and encourages the wealthiest player to continually buy them off to attack their enemies. This is fine for me since I was nearly always that person, but they're just stupid and I hate them. Goddamn pirates.
In a game like Sins, where a massive fleet of units is about the only reliable way to accomplish any task in a reasonable amount of time, it's aggrivating to have to spread myself all over the place to defend against pirates. Enemy players have to actually take terrain in order to produce ships, so you can make 1 or 2 warfleets to go with some thick defenses and reliably hold the line and keep them from doing much. But the Pirates just come out of the Pirate Base for free, which makes it really easy for them to just sit there and be an annoyance for the entire game while contributing nothing of strategic value. Nothing! They don't encourage you to be defensive, or to be smart, or to do anything. If you have the bad luck of being the closest guy to them then one of your possible expansion is now unusable, and if you're unlucky enough to be the poorest fellow then you may not have the cash on hand to buy them off--so the regular pirate raids are an extra, added insult to your loserdom.
So by any objective metric, the game is very poorly done. The Empire game is very thin, with nearly no economy or political system or anything to manage, even Sword of the Stars had a deeper Empire model. The Strategy element is also idiotic--you can just avoid any fleet you can't be sure of demolishing, and if you follow my strategy of making nothing but capitals then I'm sure you'll be fine once you get the second one out. And the non-game doodads, you know, eyecandy and other stuff that doesn't matter but DOES in a quality-of-life sense, is also pretty weak. The ships look moronic, none of them have moving parts, the weapon effects are poorer than anything I've seen in years and the battles have more "move in formation, stand, and shoot" than Warcraft did.
No, that's unfair, Warcraft had more--but not much more. Homeworld was a great, groundbreaking experience and I suppose asking every game to be that kind of thing is unfair. But Homeworld was also made a very long time ago in game development terms, and it's not unreasonable for me to expect a modern-day developer to at least look at that for inspiration, or to Masters of Orion, or hell, Sim City. I don't really mind easy games, so long as they're fun. Sins didn't feel that way for me, it felt like work. You sit back until you have a big enough fleet, then go sally forth and murder everything, then stop and build up, and do it again. Unless you're playing a human, the game is so poorly designed that it can't help but die to you, and in a boring, slow way. And if you are playing a human then, well, I pity you and your partner. I hope you have fun continually slinging the exact same shiptypes at each other all night.
- CaptHawkeye
- Sith Devotee
- Posts: 2939
- Joined: 2007-03-04 06:52pm
- Location: Korea.
Yeah, the one game I ever played in Sins I pretty much did just that. Spam Capital ships. Though it wasn't actually because I knew they were "teh ovapowad". It was more because the naval guy in me just didn't think it made sense to making a navy out of a lots of tiny ships. So I just followed the USN and spammed carriers out the ass.
Course, JSF's reaction to me trotting around with 5 carriers (which I thought was a small number) was priceless.
Course, JSF's reaction to me trotting around with 5 carriers (which I thought was a small number) was priceless.
Best care anywhere.
I find this criticism of Sins particularly Ironic, Since on many Sins boards, they are filled with Starcraft Haters who wank to Supreme Commander and Total annihaltionand the battles have more "move in formation, stand, and shoot" than Warcraft did.
Check out this board
Endless ranting and hating on Starcraft but praising sins because of it's slow pace
"a single death is a tragedy, a million deaths are a statistic"-Joseph Stalin
"No plan survives contact with the enemy"-Helmuth Von Moltke
"Women prefer stories about one person dying slowly. Men prefer stories of many people dying quickly."-Niles from Frasier.
"No plan survives contact with the enemy"-Helmuth Von Moltke
"Women prefer stories about one person dying slowly. Men prefer stories of many people dying quickly."-Niles from Frasier.
What I find particularly sad about that is the whole 'movement is a bit slow, so it's STRATEGIC' thing. Building ships still takes 25s. Powers still refresh in 30s. Mining still takes place per second. The only way in which it's 'slow paced' or 'strategic' is because the damn ships are so fucking slow. Unlike games like Conquest with linked maps, it doesn't actually matter if you get cut off from your systems - your fleet was pretty much expendable anyway, and by the time it's run around blowing shit up and avoiding the enemy's fleets you've built another one at 30s/ship anyway.
Hilariously, Conquest had a) bigger maps, so more driving, b) the larger ships were even slower, and c) supply lines, so you couldn't rampage around for long before your guns stopped working and d) bigger ships took longer to build so losing them was more significant. 10 year old game wins again! And Conquest was NOTHING but 'Starcraft in space but with linked maps', the races were even zerg/protoss/terran!
Hilariously, Conquest had a) bigger maps, so more driving, b) the larger ships were even slower, and c) supply lines, so you couldn't rampage around for long before your guns stopped working and d) bigger ships took longer to build so losing them was more significant. 10 year old game wins again! And Conquest was NOTHING but 'Starcraft in space but with linked maps', the races were even zerg/protoss/terran!
What'd he do?CaptHawkeye wrote:Course, JSF's reaction to me trotting around with 5 carriers (which I thought was a small number) was priceless.
Yeah, it's pretty wonky. Supreme Commander and Total Annihilation share very little with Sins though, since I do not believe it is possible to 'miss' in Sins the way it is in SotS or Homeworld or Supreme Commander. If you fire your shot 'hits' and does a set amount of damage, partially mitigated by their armor rating, and anything in range will do that damage... I believe. Damage per second is all that matters, and the only reason weapon damage types matter at all is if you have an ability that improves them, otherwise it's all just the same. What's that sound closer to? Starcraft or Supreme Commander? Gee...starfury wrote:I find this criticism of Sins particularly Ironic, Since on many Sins boards, they are filled with Starcraft Haters who wank to Supreme Commander and Total annihaltion
Supreme Commander was a fun tech demo but I always felt the game was pretty stale, and it's a criticism I could level at Sins as well, though somewhat less fairly. The ships and factions were half-flavorful. The Protoss/Space Elves/Enlightened Mystic side has it's fancy raybeams or whatever and stuff, and I liked their unusual ship shape, and their carrier is a pretty solid design and it's useful. I like that ship. But the rest of them definately fall flat, and they're all so bland to watch since the scale is actually quite small.
I'm also not sure how much I trust them now that that I've played the game and noticed knockoffs, some as blatant as the Kol Battleship. If you've played Sins you'll instantly recognize the Kol Battleship and it's not so subtle inspiration, the Sulaco. That's not even a great angle, since from the side it looks pretty much like a direct copy. I like the idea of borrowing classic ship designs as inspiration as an homage to those themes, but I'm not sure Sins is doing anything other than covering up for dry creative wells. I've seen the Kol shown off several times in their materials, and it's not even one of their own real designs, so it's hardly a fair showpiece.
Furthermore, not only does it not matter if you get cut off, but it's so ridiculously easy to bulldozer yourself through an enemy system that it's basically a joke. There's stuff to make it slower to escape, but one of your battleships won't have any problem blowing the shit out of one of those Warp Suppressor things at all, so you can basically fly from system to system without much to worry about. You'll take some damage, especially if you're being chased, but you theoretically could just dash right to the enemy's homeworld and siege it.Stark wrote:Unlike games like Conquest with linked maps, it doesn't actually matter if you get cut off from your systems - your fleet was pretty much expendable anyway, and by the time it's run around blowing shit up and avoiding the enemy's fleets you've built another one at 30s/ship anyway.
Not that you'd want to, it's just as easy to glass each world as you come to it, so long as you're using the Cap Spam tactic. All cappies come with planetbusters, something most smaller ships don't, and some ships get some extremely potent planet-whacking capabilities that even make it easier. Bringing out a Dreadnaught for your second cap, the first you have to pay for, is a good investment.
Thing is, I really wanted to like Sins because it was a Stardock Product, so I was upset when I found myself being annoyed at it. The game isn't horrible from top to bottom, it's just the product of people who simply don't care about balance. It's like one of those games that depends on an honor system to be playable and fair, and the second someone decides "You know, making a mixed fleet isn't viable right now, I'll just mass Carriers carrying bombers" they'll really start to damage the FUN. And that's bad. More than anything else at all--realism, balance, prettiness, the game must be fun. To the exclusion of anything else, it must be fun.
If it's fun for you then, I dunno, I guess you're free to play it and give it two thumbs up. But for a game that's as unexciting, unchallenging, and slow as Sins is, it's really appealing just for a very niche audience. That's really the issue to me. I've got better things to do with my time than play Sins, I'd rather pop in Rebellion and go murder off Mon Mothma with Vader's Apprentice, Darth Needa, or play some stupid quick-thrill shooter game or something.
I'm not pulling the old man "I don't have time to play games that take more than a half hour to beat" excuse either, I just think that gamemakers and game critics need to consider the density of action when they make a game. If it takes me an hour and a half to get to the 'good parts' and then all I get is about a half hour of decisive battles before going into an hour of foregone conclusions and mop-up, then I'd say that the game is about two and a half hours from being an awful lot of fun. The fetishization of building up and mopping up has always amazed me, and the quicker that people who make games realize that the popularity of idiotic games like Halo is in part because you can turn it on and DO SOMETHING right away the quicker we'll get to play games like Sins, but with just the parts that are fun.
It's mostly the relatively Slow pace of all these games compared to Starcraft or Dawn of war, though, I think I can play two or three games of Dawn of war in the time to complete one session of Sins, it was just that slow.Yeah, it's pretty wonky. Supreme Commander and Total Annihilation share very little with Sins though, since I do not believe it is possible to 'miss' in Sins the way it is in SotS or Homeworld or Supreme Commander. If you fire your shot 'hits' and does a set amount of damage, partially mitigated by their armor rating, and anything in range will do that damage... I believe. Damage per second is all that matters, and the only reason weapon damage types matter at all is if you have an ability that improves them, otherwise it's all just the same. What's that sound closer to? Starcraft or Supreme Commander? Gee...
"a single death is a tragedy, a million deaths are a statistic"-Joseph Stalin
"No plan survives contact with the enemy"-Helmuth Von Moltke
"Women prefer stories about one person dying slowly. Men prefer stories of many people dying quickly."-Niles from Frasier.
"No plan survives contact with the enemy"-Helmuth Von Moltke
"Women prefer stories about one person dying slowly. Men prefer stories of many people dying quickly."-Niles from Frasier.
- CaptHawkeye
- Sith Devotee
- Posts: 2939
- Joined: 2007-03-04 06:52pm
- Location: Korea.
Well, after along game of me playing isolationist, I just warped into one his systems with 5 carriers and I see in the open chat.Covenant wrote: What'd he do?
"Hawkeye has 5 fucking carriers."
Course, his reaction to the huge bounties I put on his head over and over again was even better. The pirate fleets attacking him got so large and numerous him and Stark had to form an alliance just to survive.
Best care anywhere.
See, the meta game is fun, but the mechanics of the acutal game don't help this one bit. We'd almost be better off playing Diplomacy, ffs.CaptHawkeye wrote:Course, his reaction to the huge bounties I put on his head over and over again was even better. The pirate fleets attacking him got so large and numerous him and Stark had to form an alliance just to survive.
- CaptHawkeye
- Sith Devotee
- Posts: 2939
- Joined: 2007-03-04 06:52pm
- Location: Korea.
Yeah, that what I noticed when I played. The game itself was staggeringly boring but doing politics with other players was fucking unreal. That doesn't really say much for the game itself though. Since you could just mod a far better Empire simulator like GalCiv to multi player and achieve far better results.
Best care anywhere.
I think the RTS nature does help it though; unlike a TBS, all your talking etc takes place as things happen, not as you sit there staring at a static universe, so there's some Defcon-style time pressure on everything you do (like Zak's hilarious 'my fleet got lost' strategy).
Oh, I forgot it's not an RTS. Silly me.
Oh, I forgot it's not an RTS. Silly me.
No, I'm pretty sure they sell it as an RTS.Stark wrote:Oh, I forgot it's not an RTS. Silly me.
Thanks for missing the point, smart guy. I like how you figure a bunch of people who own the fucking game aren't familiar with the fucking box art, that's really quite clever of you. Go to any Sins forum. They're full of screeching nerd dramaqueens ranting about how it's a FOUR EX game with deep strategies LIKE MASTER OF ORION and isn't a filthy RTS because LOL GO PLAY STARCRAFT NOOB.
Sins fans are ALMOST as stupid as Sins developers. I mean, 'depth of a 4X game', by having... bases. Like in... any RTS... hmmm...
EDIT - oh, and that makes me sad - in AU they didn't use the vagina-ship at the bottom, they used one of the other ones. So it's not so much Sins of a Solar Giant Space Clit, unfortunately.
Sins fans are ALMOST as stupid as Sins developers. I mean, 'depth of a 4X game', by having... bases. Like in... any RTS... hmmm...
EDIT - oh, and that makes me sad - in AU they didn't use the vagina-ship at the bottom, they used one of the other ones. So it's not so much Sins of a Solar Giant Space Clit, unfortunately.
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- Worthless Trolling Palm-Fucker
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That's really the big point. The two things Sins did in terms of politics and metagame was allow you to pay off Pirates to go attack people, and have a global market where you could trade your resources and gold around.CaptHawkeye wrote:Yeah, that what I noticed when I played. The game itself was staggeringly boring but doing politics with other players was fucking unreal. That doesn't really say much for the game itself though. Since you could just mod a far better Empire simulator like GalCiv to multi player and achieve far better results.
Those are tiiiiiny aspects of the whole, but they work really really well. I hate the Pirates in that game because of how fast they attack and how pointless the attacks are, and how they seem to invariably contiue to attack me because the computer EBays the price up just before they attack so I never get to put the most bounty on my enemy.
But these are the good parts--and they're the simplest parts to do. It's so silly that they wrapped some legitimately good ideas in a lot of really unncessary gameplay and stuff. Woulda' been better off as a spaceship version of Defcon. That would have kicked some ass.