Lets start by the graphics, because really this is the only good thing i can say about this game, so to sum up graphics are awesome the game is just gorgeous everything looks just great, its a shame that its so shallow and annoying.
This is the classic case of all flash and no substance at all, its a weird fact that so many people actually gave this game so very good ratings it makes me start to think that today everything is just about graphics and hype, has no one ever played Civilization or Rome TW?Even for comparison against space strategy theres no way in hell this game can remotely begin to compare with games like Galatic Civ (stardock game too), or Homeworld...After a rather brief initial learning curve during which the game seems promising, it quickly winds down into a tedious, predictable grind. There's no depth, no variety, no characters, and no storyline to keep your interest; and while space battles are potentially epic in scope, you're more of a spectator than a participant. The game simply has no personality. I've had more fun balancing my checkbook. Maybe it can be salvaged in an expansion packsimply put this game lacks any real depth what-so-ever... this applys both for gameplay and story. It lacks the very essence that makes a game good, enyoyable, lasting and heck... even rememberd
Do tell us what game you do like and compare versus SoaSE. Some do, some don't, pretty typical.
I'm still trying to find the sweet spot with timing, I find the events either happen too fast or too slow for my tastes. The more planets, the worse it gets...upgrading planets should have some automation capabiliites....I find checking planets for available upgrades annoying.
I also abhor the delay in ship amneuvers, especially jumping to another system, it reminds me too much of Star Wars: Rebellion....and if you have never had the ..um..joy of dealing with ships out of action for many minutes at a time...weeeks and months in game time, you will not know what I'm referring to. Watching ships lumbering into each other isn't fun, but co-ordinated fleet movements are.
I never get the feel of 4x in Sins, I get the feeling of always playing catch up, being behind the curve...chasing my tail an putting out small fires everywhere...but I like it, it might get better.. some mod will transform it, like mods transformed Oblivion from an ass-backwards RPG to an infinitely flexible D&D gaming engine.
ENTRENCHMENT! The addition of minefields and the starbases will really help in the planets on the other side of your empire safe from attack.
Given that this is a Sins forum, its natural that everyone would rush to the game's defense. While I am addicted to Sins and think its great, it does have a lot of faults.
Sorry, but this is a gross over-simplification. All the greatest players of RTS games have cultivated skills and strategies that they use. And when you look at the most played RTS games of all time (WarCraft 3 and StarCraft come to mind), while you can play them brainlessly (turtle + build up giant fleet), playing these games well requires an incredible amount of technique and speed. People say these games are about "outclicking" your opponent as if all you had to do was sit there and click your mouse. But for chrissake you have to know what, where and when to click.
A big draw of strategy games is that they have an emphasis on non-combat aspects of play. One person might prefer to be a peaceful diplomat or a trader, while another might like conquest. Sins is completely geared towards combat. What isn't directly involved with combat involves resources, which are used to further combat abilities. The civilian research tree in some way directly or indirectly affects resources, which again affects combat capability. Even the diplomacy options leaves a lot to be desired, taking it only it one step further from checking a box that says "Ally".
Is there something that differentiates Sins from a RTS game besides a really big map? No, I don't think so. And it pulls it off brilliantly: the ease of Galactic/planet zoom views, the wonderful UI and empire tree, and the resource management are all geared towards easing the incredible burden that micromanaging such a huge game space would be without these features.
The box says "Real-Time Strategy. Unrivalled Scale." I think that sums up the game very well. But i wouldn't be so bold as to try to stick "4X" in there somewhere."
I'm quite disaappointed with Sins. And the OP is correct, after a while it does become a grind with games all playing out in exactly the same way.
I've said this befaore, and I still think that it's the case, that there are no elements of 4X in Sins other than what you find in a standard RTS. As far as strategy is concerned, there's no more strategy than a standard well balanced RTS. And as far as RTS's go, Sins is only average.
I agree completely. Even to the extent that the large maps suffer exactly the same pitfalls as large maps on other RTS's. Each planet is exactly the same as a "town", there are only limited ways to navigate around the map and becasue you have to go via the towns to get anywhere, each "town" effectively acts as a choke point. Which is a standard RTS map feature.
The 4X features of Sins are sorely lacking (non-existant - and don't give me any rubbish about having to upgrade your planets making it a 4X, you have to do this in RTS games too) and I think it was actually slightly dishonest to advertise Sins as a 4X/RTS hybrid.
Edit: I'd just like to add, that when I want to play a game that doesn't require any thinking at all, I play Sins.
more pointless arguements
the game has up and downs, everyone has different standards,
i enjoy the game even after playing map after map.... reason? it's different all the time (friends only)
me myself... the games great, what goes on on the outside doesnt suit me..... (my opinion)
also note that sins is geared towards a space combat game, not as an empire builder (like GC) ofcourse building a profitable empire is something standard in nearly all RTS games... sins has both more combat as empire management, fair amount of building... but not so much that it get's boring (perfect for me)
Yes the game lacks singleplayer storyline (altough there is a lore page) but i get the most fun out of playing multiplayer... either with friends or unknowns... (tough unknowns leave alot.. thus ffa ftw) its different all the time....even 1 v 1 with the same player over and over again
ofcourse playing vs the AI brings the fact that your playing a computer... it'll do the same over and over again
i can agree on the fact that there should be more singleplayer capability (specially for those that cant "dont have time etc. thus use saves" to play singleplayer)
Are you playing the game in online multiplayer (the real Sins game) or are you playing against the impotent AI?
4X -- eXplore (yes), eXpand (yes), eXploit resources (somewhat), eXterminate the enemy (yes).
It isn't as in depth as a turn-based single-player game like Alpha Centauri or Civilization but it has many of the same strategic considerations in terms of how you spend and invest your resources.
Come play the game in online multiplayer and try to do it without thinking about strategy. I predict that you'll get steamrolled. If you're such a brilliant player that you can beat the other online players without thinking, play a game against people in the [DT] clan.
I find myself thinking about almost every move and whether or not it makes sense. Should I go after the planet near the enemy's home planet or take something closer to my other worlds? Which unit should I build and how many of them? Should I spend money building more ships or should I try to upgrade the shields and weapons? Do I want to get into a fight with this guy right now? Should I rush to defend an ally who's under attack or would it be better if I focussed on taking down one of the opposing players?
If it turns out that you only play the game in single player and that that's the part that doesn't require any thinking and you're too chicken to play it in online multiplayer, I'm gonna ROFL.
Not everyone has the time to sit there for hours and play an online match of Sins (I wish I did).
For everyone saying that we should go online and play because the AI is impotent, well, thats a pretty strong argument for the game having a major fault.
Gentelmen. Please.
No need to convinece anybody about your viewpoint.
Everybody decides him/herself if he/she likes a game they are playing.
Trying to tell somebody he was playing wrong gets nobody anywhere.
His observation is actually not to be disregarded. He made a pretty good point here.
Whilst this game has gorgeous graphics, an absolutely amzing UI and perfectly streamlined mechanics with many tactic possibilities and only a slight hint of buggyness, continued develeopement the gameplay is...
Classical 4X, a few artefacts and some pirates.
Sufficient but nothing extraordinary. It is pretty dry. Its true.
So far a singleplayer storyline has been suggested. Wonderful. But even a singleplayer campain can be dry, since its ultimately only a sequence of battles. Depth is what you make of it. You could make a wonderfully designed singleplayer campain, but its over when its over, so that would be a huge loss.
I personally think all the elements wich make a game enjoyable should be present at each time.
So my suggestion is not to differ in gameplay vs AI in comparision to human vs human because thats ultimately depriving the game of the depth offered, a rather common misconception. Its more like watching a movie or reading a book than playing a game.
In other words... more explore. I am not just talking a few artefacts. Lets look a bit into the past (i just love that).
Master of Orion had space monsters. Rare but powerful. Great stuff.
Master of Orion 2 had Anterans, the evil super race, picking mostly at the strongest player, defeating them was an alternative victory condition. There was also the guardian orbiting the gaia world of orion holding a randomly changing set of unresearchable, strong technology as well as a special powerful ship.
The planets could have different enviroments, reflected in certain abilities for the planet, posssibly conditions being altered through the course of the game presented as choices as a random event like in Galactic Civilizations, disases, enviromental changes, opportunities, disaster.
There could be random encounters with mercenaries to hire and traders offering exotic goods as seen in Weird Worlds. The game also offered here and there randomly rare sidequest missions, like a planet killer making its way slowly from system to system twoards your world, or the damocles mission wich envolved technology to actually orbit otherwise deadly black hole systems, leading to the uncovering of the damocles spaceship wich in turn must be used to defeat a starfortress also located in a black hole system.
You know... make the game come alive. Offer some meat. Adding some replayability by changing set of events each game. The difficult part is making those elements balanced in multiplayer, make a prize worthy but not unbalanced. Use events to restore balance and to keep the game compeditive.
I think thats the way to go.
Now this guy is making some sense! I like the way you think Dred.
So basically what you're saying is, turn the game into the next MOO
God I wish somebody could, its been 12 years =D
You can hover over the income counter at the top right and get a summary of planets income - if it is red (negavtive), or low for that planet type - guess what. You probably need to upgrade it. That is a 2 second check.
woot! someone else who likes lords of magic. too bad it was horribly unbalanced.
as for sins: a) there is a demo out and while it only gives you a limited time to test, you should get a decent impression as to how the game plays.
as mentioned before, it can't possibly be as complex as a full tbs game, because you have a time constraint. sure, you could triple the tech tree, thrown in a dozen of government combinations, dozens of diplomacy options and what not. but when would you have time to take care of all that when in the meantime you have real time battles going on that need at least some degree of direction.
c) while it may get repetitive a bit in sp, mp is an entirely different affair. I'd have to play a few of them again, but past showed me how totally grasping good mp games can be. in fact, some of those longer 4 vs 4 games in beta have been among the best video game experiences I had so far.
so d) calling it a graphic blender is just wrong. few rts games require that kind of strategic choices. in sins it really matters where you station your forces, where you fortify, where you attack and when it is time to abandon an attack and pull back. few rts offer that at this level.
Time is a function of the map.
When you play in a map with maximum phase lines, you do not have any time because all planets are vulnerable.
When you play a large map with minimum phase lines, you have plenty of time ! Thats because block points are exactly that, and properly done keep everything out of your space while you do other things.
I always play with minimum phase lanes on huge maps, and I get the research done by mid game, and then start accumulating credits and resources faster than I can spend them.
It would be really good to be able to keep getting advances in research right through to end of game. Moo3 was great in that regard. I dont think I've ever completed the research, even on the biggest map. The somewhat random nature of the research also made each game unique in what advantages you had over others. Sins research is very minimal in comparison.
That game was ahead of its time and in some sense still is. I do not propose to make an RTS clone of MOO. I simply suggest to look into the past treasures, working out what made those fun and cherrypick the treasure of mechanics.
Alas no reference to 4x is complete without the legendary Master of orion. Because its still the benchmark other games are measured by, a true masterpiece. Its no big surprise you find lots of fun game mechanics there. But there have been lots of other interesting developements in other games.
So do not make it a polished RTS MOO clone. Surpass it. Become the new benchmark.
At its core the skeleton is right. Expand it. That is my suggestion.
Some more examples:
"Colonizable Planet found. A derelict spaceship of unknown origin has been discovered orbiting the planet. Awaiting further orders."
There could be good and bad things happen.
Good things like getting hold of some special technology.
Bad thinks like the ship being destroyed or overtaken, running mayhem and trying to gain control of more ships Borg-style.
You would never know wich course of events would happen. You would always consider if you order the scout to inspect it - or carfully weighting risks and rather avoid it.
Thats actually a Weird Worlds mechanic and i always feel a shiver closing - what will happen? Its opening fire, alright... RUUUN.
In Elite i had bought some exotic goods and actually those goods were infested with parasites. I did not notice since one crawled across the viewscreen (its kinda a sim after all, but it could be tweaked to some other effect for a RTS). The damm things took over the entire cargohold taking up precious cargospace and a kept being constantly on the screen i noticed i have a very big problem. Flew to the sun and roasted them in the end coming back with a nice cargo of furs. But it took me a week to figure it out. In the end nearly the entire viewport was covered, giving me really some trouble. But it was great.
Elite had seven out of normal "mission" occurences and that game is also a legend in its own respect. Such things add imensely to the atmosphere. The conditions in Elite triggering the events were fixed and there were not many. In an optimal case you make tons of such extraordinary events and let em apper randomly. Some usualy encounter often, but the best and most difficult and lon are best made very rare and exclusive.
"Damocles? What are you guys talking about i played this game a hundred times and ran never into such things."
"Well it happens occasionally."
And the player will realize he has NOT experienced the game entirely, there is still stuff to discover and will be happy.
The more really rare stuff the better.
And since its a multiplayer game you could involve multiple empires in some quests, forcing people all of as sudden workign together wich fought each other to the death, altering gameplay on the fly.
Maybe in one of a hundred games players would set aside expansion and war effords trying desperately hunting down that one pirate ship with an experimantal cloaking device (makes hunting it down a bit difficult) wich will be looted by the ship taking it down.
That is what depth is all about.
This game is great in my opinion, but it could be so much more.
3? Wow, thats harsh. I would absolutely understand 1 or 2 - but seriously 3? The part where you had to delete colony blueprint designs from the database to stop the building AI (wich could not be disabled) spaming em? The part where combat was so horribly messed up you actually let it resolve per calculation? Where you had to come up with planetary development plans wildely applied to random planets? Harsh ^^
Well....I used what I learnt in Sins, to mod Moo3 and replayed it. Never even occured to me to go back to 1 or 2.
I micromanage moo3 until I get so many planets that I have an abundance of resources, then I let the AI do what it wants. Thats usually fairly early on too. I make sure I have a series of planets built for industry for later in the game (which means providing dedicated planets for food and mining), but after the first 25 planets or so, I let it do its thing (and I dont use development plans at all). For ship building, you just have to make ships obsolete when you dont want them built. It has annoying habits still, but all the same, if you work with its quirks, its an incredably deep game. Combat is basic, but the only flaw in it is the restriction to 10 active fleets. However, the fleet size can be modded. Incidently, you take worse casuaties by letting the AI do the fighting, than if you spend the time doing the combats yourself. I limit them to 3 minutes and most only last 1-2.
Where incidently do you delete colony blueprints ? I'd like to see if they could be modded instead.
Moo3 is very out of date graphics wise, but I play it for the strategy, not the combat. Sins just doesnt have enough strategy in it to hold my attention for long. While the graphics in Sins is good, it will pale next to the graphics for the next installment of X3, due out soon. (Alas I wont have a computer capable of running it *sob*).
I'm in total agreement with MRDred and Infowar. I play sins and I enjoy it....on one level.
But I don't feel that immersed in the gameplay. Planets don't have any character and if I lose one to the enemy on a bigger map, I don't FEEL that loss in any way. I don't even know the names of the planets most of the time.
Basically my imagination can't get carried away like it could in Imperium Galactica 2, Homeworld etc....and i love it when does.
Some of the suggestions by MRDred are awesome, even if the map sizes were reduced somewhat to accomodate some of these changes, I think it would be worth it.
You have like these type of games. I have been an avid fan of these types of games for awhile, Pax Imperia: Eminent Domain, Hegemonia: Legions of Orion, Homeoworld 1,2,3, Imperium Galactica II, and even Star Control (just to name a few) were working too improve the idea what these type of games are tring to achive. I think the smoothness of play has been perfecrted in SOASE. If anything is lacking it might be the ability to have ground combat like Imperium Galactica II. But the mangment level would be allot more intense and maybe not as fun if they did something like that. As someone else said you should read the reviews and avoid certian games you won't like anyway. For me, that is sports games, from baseball to cricket, I just hate sports games, but I know to avoid them.
I agree with mdred and others as well. This is a good game for the rts, but there is not much depth. I would love to see more depth in combat strategies, plante developement(special buildings for each race and such), more diplomacy strategy, greater ship customization, and much greater tech possibilities. If they added these elements this would be the best game ever. BTW I had moo2 and loved it but has anyone played space empires 5. That is amazingly deep space strategy game. Probably my fav. If they merged the 2 games it would be amazing.
Well MOO3 was pretty ambitious, and grapics are nice to have but not really an requirement. But the point is MOO3 was never finished. It was abandoned to die the day it was released, actually even before.
I loved the government feel about it, but it was just downright unplayable.
From the random research to "planetary developement plans" to totally out of control building ceques. I was not fighting other empires. I was fighting my own, desperately trying to wrestle control out of its mechanics.
That is perhaps a good government representation, but as a game its kinda flawed it the only way to stop producing a certain thing is to simply outlaw it at a design basis.
If you know of any good mods to fix it - and there are some - it becomes playable. A lot of them introduce their owwn problems and even if you can live with that it just becomes an somewhat ugly 4x game. With no accurate control (they called this macromanagement, but in truth it was just an out of control mess, resulting in more problems to control macrocontrol than actually just micro it) it failed at being a game of running a star empire.
Really interesting mechanics, like orion expeditions had been reduced to a monthly expense and funding plans. I dont wanna fund them, i want to run those expeditions and not see kinda a montly report about the costs of the expedition to launch another one. At one point i gave up. I really tried to like it, but it is just a big disappointment. Basically part 2 does everything better and even the battles are. Functional turn 2D vs some... pixelated realtime 3D where you are not really able to tell what is going on. Missiles being peppered outside of the scanning radius at god knows what. There was not even a starfield background, just a grid. Because even without a background it was impossible to tell what the ugly glorb of pixles were actually doing.
Than the way fleet management and movement were handled... from a illusive pool of ships where you can form fleets ANYWHERE, but as soon as they are in a fleet they get moving restrictions. To counteract fleets being deleted and newly formed somwhere else there was a turn penalty for disassembled fleets put into the game... wich ended up in kinda own problems resulting from abuse of that system.
Just my personal impression, but it was a big disappointment. I waited years for it and then had to face the sad fact i faced a rushed product wich seemed to have abandoned during the design process but sold regardless after rigging the unfinished modules up in a way they would barely function. The glue keeping those together was the "macromanagement AI" wich ran totally amok and the tools to influence it were simply not present or not working.
I still deny sometimes MOO3 is even existant.
I have to say that Sins automatisms, being disableable where you want em - being in full realtime - work much better than those amok routines of turn based chaos.
Of course there are different opinions about games as much as there are players.
You know what, I really wish I could get into turn-based games. I tried. I really did. GCII sounded awesome and I downloaded the demo but it just didn't excite me personally. I can understand why they do to a lot of people though. They look so much more immersive but real time feels just more...real...to me.
The big problem with "real time" in games is that it isnt realistic.
So you are the Emporer...in real time you give countless minions orders that they all go off and do at the same time, them giving orders to others. So your orders take minutes to deliver, and the guts of it is done by others.
But in games, particularly those that demand micromanaging, you have to do ALL the work yourself. So what should take a few minutes to initiate, can take you hours. And in those hours of game play, the entire situation can change before you have even finished giving orders for the previous situation.
Thats where the Pause button comes in useful. Pause real time while you long windedly give instructions that as Emporer, would have only taken minutes to give. Then unpause and let the orders be acted apon.
Real time that has no ability to compress complex operations, isnt real time imo.
Sins eg. Order : "I want the new trade port built over every planet as soon as possible." Reality : it can take you hours in mid game to initiate all the building. In that time, you take your eye off the ball as your concentrated on a single large task.
I wouldnt mind real time in games if the developers actually gave you real time tools. But they never do. You have to select each planet one by one, and give the same series of keystrokes over and over again, and it all takes TIME.
One of my biggest issues with MOO3 was that you could not set up a default build que for a new planet. I always wanted the same things built in the same order, and so I always had to do it manually. However, because it was turn based, it didnt matter how long it took me to do this. But in real time games, this time taken giving micromanagement orders is critical to the game, and doing the micromanagement can mean you lose perspective on whats happening long enough to miss something important that leads to getting your ar*e kicked.
If games are truely to be real time, then they must also have the automation in place so you dont waste time on micromanaging. But that makes the game much more difficult to program and a lot less fun for those who enjoy the micromanaging.
Take X3 as an example of too much real time micromanaging. To build a complex of stations, you need to drop each station in a place you specify using a tool thats not very good anyway. Then you drop a joining kit and specify what you want joined to what (station to complex usually). It then runs piping between the 2, that then becomes a hazard to shipping.Its just too damned fiddly, way to hard to get stations to line up neatly, and in the time it takes, you could have had all sorts of things going on elsewhere that really needed your attention, and even presence. So in the time it took to add a station, you could have lost a ship somewhere else because you couldnt jump to save it.
Now what we really wanted was to drop the station to be added, and simply say, add it to this complex, and let the AI determine where the station was positioned, and allowed joining together of stations without all the tubing that made a complex look like spagetti and meatballs. But the way each station was defined in the game meant that this was impossible, as the shields then conflicted and blew up the whole thing eventually. But its a good example of where micromanagement was a major pain in the preverbial. Eventually they released a patch with a major HQ structure and someone did a script set that meant you could load the station inside the HQ and forget all the complex building completely. At last some sanity, but it required a patch, a mod of the HQ (to add more storage space) and new scripts to achieve it, several years after all the complaints first started appearing about complex building.
Real time is nice, but I keep going back to turn based because the strategy games I like require far too much to be done at once, and this isnt real time capable.
Like the original poster I am looking for a story. I hear GCII has a single player campaign, but I didn't see that in the Demo. Multiplayer can make up for a weak campaign or no campaign sometimes. Last time for me was Total Annihilation. I had a blast playing against my co-workers, but no fun playing with strangers on the net who just drop when things don't go their way. These days I looks for the single player experience first, multiplayer is a bonus, but clearly secondary.
I don't buy a lot of games anymore, maybe 1 per year. I just don't have time, so I research first. Lately I downloaded the demos for Sins and GCII and plinked around in them a bit. But they seemed empty to me.
While thinking about space games and surfing, I ran across "The Ur-Quan Masters" (Open sourced Star Control 2). I remember a friend raving about this back when I had an Amiga (not available for the Amiga).
So I installed this and within a few minutes I was having fun. Sure the graphics are archaic, but it is from the era when games were just fun. You are in the story right away. Sure it isn't really 4X, but it is FUN. What makes it fun is having a story.
I guess I am rambling but the points are:
1) As gamers we need to research. You get burned a few times and you research more the next. Unlike other products you can't return them.
2) I agree this game is not for everyone and not for me, but I figured that out before buying.Thanks for the Demos
3) Some of us need more story. Devs go play The Ur Quan Masters. That's what I am playing next.
http://sc2.sourceforge.net/
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