Hey, I was wondering if there was going to be a campaign to Sins Rebellion, as it could make the game play more dynamic and make the game have more variety. It could also give people a better understanding of the lore of the game. Maybe make campaign also multiplayer? What are your thoughts on this?
No, there won't be a campaign for Rebellion.
I am so very tired of answering the same questions over and over again just because people can't find the old threads on that topic that already have the answers they are looking for.
Sadly, no. It's too bad that there won't at least be some sort of a rudimentary campaign editor that would allow mappers and modders to at least string a series of maps together into a "campaign". Do note that if you want the game to be "more dynamic" you might consider online multiplayer against human opponents, which adds an additional layer of team-based strategy to the game.
I never understood the point of a campaign for a 4X game.
It could be an excellent form of extended tutorial, and way to continue telling the excellent story started in the manual. I also agree that stringing together a series of maps, would give a memorable reason to play through the beginning maps.
When I first got the game, I started playing through the maps in order, fully expecting them to continue the story of what was chasing the Vasari. I thought each artifact, and planet anamoly was part of the story. I was dissappointed, when I realized it wasn't.
It is too bad that it won't be realized.
i still hooping ther will be a campain and coop ply i tiyert of cheaters online and its so boring normal or skirmis game ply after 2 and now the 3 exspension i think its time for a campaine and make some oter plyers happy
After playing serveral games without campaings, I do see the need for them period. Ive yet to finish the SC2 campaing. Yeah, Im the minority though.
This is why they have not doing one yet. Blair said they didnt like the 'extented tutorial' stuff that most RTS single player is. He did state in that same interview that they would do one when they could one their way, which I take is a unqiue way to play a campaing that doesnt feel like its throwing you the same old cookie cutter learn the game that most RTS follow.
So many people have clamored for this, I hope the can figure out a way to do it "their way". Maybe if it felt like it had the story-telling aspect of an RPG while remaining a 4x-RTS.
I do wonder, though, what exactly are people hoping to get from a campaign? People seemed to like Civilization and Alpha Centauri without their having campaigns. If you want a science fiction story, go read some good sci-fi, which will be much better than anything a game studio could work up. If you want an RPG game go play an RPG. If you want variety to your Sins game explore the numerous catalog of custom maps and mods, or learn to master the Map Designer if you don't want to make maps in Galaxy Forge. If you want tougher competition that's actually capable of real strategy, log onto Ironclad Online and play against real people.
I guess I just don't understand what cheesey cut scenes and a contrived story are supposed to add to the game play. I do think that the game needs a campaign simply because so many people have requested it, but personally I'd be better served if they added more game types to the game (cap ships only game, king of the hill, domination, etc.)
Well, a campaign is really nothing more than a series of scenario maps linked together by a story.
Scenarios would be a welcome addition as well, with or without a story (I dont think it would be too hard to write a paragraph before and/or after the scenario to link it to the other scenarios, thus making a coherent story). How much better would you be at the game if you had to take out a system with nothing but 10 light frigates and a couple of siege frigates? A scenario lets you focus on developing the micro-management skills necessary and teaches you how to make due with what you have available right now.
Now, if someone could engineer the above setup, and save it, and distribute it over the internet; that would be helpful to alot of people. The problem here is that after the next update, it will be invalid. On the other hand, the tutorial 'scenarios' dont seem to be affected by this, so there may be a way for the devs to let people designate certain saves as 'scenarios' or maybe build them in galaxy forge. As I said, a small paragraph before and after the scenario could be sufficient to tide over those of us who want a campiagn as well, but is not strictly necessary.
There are also features of the tutorial missions (the pausing+messages, instant spawning of new ships/planets) that could be leveraged for additional campaign-like features. ie, you are in the scenario mentioned (10 LFs + 2 Siege) when a 2 enemy capital ships phase in. A message box pops up (maybe a way to put a picture of the captian up there too) saying, "Surrender!", followed by another message saying that you will have capital ship support, but not for 2 minutes or so. So, then the idea is to survive for that long.
My point is that all the necessary ingredients to make a campaign are already there, why not make one? Or, allow the community to make one? If it's good enough, it could be officially adopted as part of a patch. Right now, the game is setup to prevent this type of modding, and I, for one, don't understand why.
Saying, 'we dont need a campaign because i dont care for them' is a horrible reason argue against this. That's like the people who come on the forums demanding that the devs buff their race because they dont really care for the others.
I would like to see the learning curve for multiplayer lessened. The game tutorials cover very very little, and new players have to experiment and play by ear to figure things out (and often fail). If the devs aren't going to come out with a good (significantly longer) tutorial that can do a better job of teaching players to actually be decent players, perhaps a campaign of some sort would be able to accomplish that.
The devs have acknowledged the mediocrity of the current tutorials, and plan on improving tutorials in general for Rebellion.
Sins could definitely use improved tutorials, especially tutorials to cover the additions in Entrenchment and Diplomacy (and Rebellion too). Forget about using the tutorials to help people get up to speed for multiplayer; I'm under the impression that a great many Sins purchasers have difficulty just being able to play it in single player against the AI.
Indeed, one of the biggest flaws with the current tutorials, they don't cover any of the additions in Entrenchment and Diplomacy.
Indeed, the number of recent Sins purchasers asking questions on these forums is staggering.
It's going to be even worse with Rebellion. Maybe they should offer an option where players can "unlock" the features of the expansions by gaining a certain amount of experience with the older versions. So newbies could start by playing Vanilla Sins and after they have 20 games of that under their belt the could be allowed to move on to Entrenchment, and then Diplomacy, etc. Perhaps that would encourage people to start at the bottom and work their way up through the expansions to reduce the amount of complexity.
I think Rebellion is going to be overwhelmingly complex for new players because there will be so much to learn.
I agree.
i have had 7 weeks experience with trinity and i can honestly say its best they not make a campaign for this game right now. Its too epic a war to solidify something impressive as a story. It will take too much time and resources to even reach starcraft 2's campaign level.
I would just like to take this opportunity to gloat a tad about my awesome guess. Now i just hope scenarios are as fun as I think they could be
Exactly what I think. Maybe it's engine limitations that make tutorials hard-coded. Maybe not. Regardless, you can bet that some modder will make a campaign if given those things. Heck, I'd probably make a couple once I learned the system for my own mods for the heck of it. And if I do ever get around to actually making a darkness-mod type thing with haywire nanites overrunning you, I would most definitely throw in a mission or two specifically against them. Something..
Tutorials>Campaign>Awesome
I understand not putting it in the game itself. But the ability to do so is obviously there, so I'd love to see modders be able to make them ourselves. And I'm sure someone would make a "Beginner's Campaign"/origin story that would help you learn the basics better than a blan tutorial. Would you rather learn the ropes while blowing up enemies or while just doing nothing? Your choice. Eventually, someone would probably make something that would likely get stickied on here and every new player saying they don't know what to do would be referred to...
Not to burst the bubble here, but those 10 "Scenarios" could technically just be 10 new maps like they've added in every expansion. While new maps are always welcome I agree scenarios would be a bit more interesting, especially if as Volt Cruelerz mentioned they were somewhat moddable. But Ironclad may not go that route, so don't get your hopes up too high until we get more information.
King of the Hill is what I'd be interested in.
True, they could be new maps. But the last dot point interests me greatly.
Well, if we can mod them, you could make this game mode.
I hadn't even thought of that lol. You wouldn't just have to make sequencial missions with a story. You could make entirely different game modes. I'm thinking of capture the flag now lol. Go to the enemy planet and try to pick up some sort of flag and then return. King of the hill would be a lot simpler. You get the idea lol.
Territories or 'Moving King of the Hill' would be awesome too. Not to mention 'Pirate Invasion!'
how would pirate invasion work?
Play DS with our broken Pirates. Then survive. Thats how it be like.
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