Hello, first I wanna say i loved vanilla SOASE , i still remember I bought it on the very first day the game came out, proud of software houses like IRONCLAD bringing on the 4x genre which i personally adore.
Now I'm thinking too much about buying Rebellion cause basing on the videos I could see on youtube, Rebellion seems THE SAME as the vanilla game i played . I'm a bit disappointed cause i was hoping for something more..... Ok we got Titans and Corvettes , some new playing strategies, but WHY no new soundtrack , new sounds , a "refreshed" UI , new textures and so on ??? I'm not asking for a new game, a SOASE 2 (which however could have been reasonable) . But what is Ironclad exactly offering with Rebellion .. It seems so poor i can't really be excited about it coming.
Don't wanna be considered a Troll or a hater , just want to understand why and how you are excited about this expansion ... maybe I don't realize further innvations which will be implemented in the final version.... please tell me I'm wrong and tell me why REBELLION is a great step ahead which would justify to buy the game again.
The best expansion i played was Generals:Zero Hour and IMHO Rebellion is not that much different. Zero Hour did not really add that much of a new content, but splitted the vanilla factions in very sensible way, so the new factions felt actually unique and were fun to play.
The thing that has disappointed me most was hearing "3 new factions!" "All new tech trees!" and only getting about 5 new techs per faction. The way it was pitched to the public was a totally new way of going at things, the Loyalists being traditionalists and the Rebels being more or less radical and new, but with both having new enough tech to deal with the splintering factions in addition to the other races."Twin Fortresses" alone does not a new tech tree make.A nearly-identical set of tech trees does not a new faction make.Granted, I did buy this back right when the first teasing shot of the "Ragnarov" came out: perhaps it is my mistake for putting so much behind this franchise and the devs.Seems like I am getting shorthanded in the end: corvettes, titans. Woot. Knock off about $15 from the Rebellion price and quit hyping it as the "almost sequel." Even if they are different types of games, you still can't tell me SOASE hasn't gotten lazy.
I really agree with flannicus90 , that is my exact point of veiw.
I'm a bit worried about VG reviewing sites and the rates they'll stick at Rebellion. Since the game has never had a big multplayer community I fear that an average rate will prevent some hesitant people to stump up $40 and so we'll have a dead game at the release ??? Hope I'm wrong.
Let's hope in the modding community too at this point.
sorry don't wanna sound harsh
My first time playing any sins game was entrenchment and i was playing tec all the time, vasari last year and completely went advent late december 2011. Since the advent were broken in Diplomacy it pushed me into buying rebellion: Hence i still hate myself and say i think i only bought rebellion for phase missile block..tbh i feel like shit.
Second: The graphical enhancements to the engine are just a selling point. The game lags just as much on low setting with a super computer in big games. You will never ever set the graphics to the highest unless your playing on a small map. Even then its still susceptible to lag when there's too many units.
It IS a totally new way of going about things. The number of techs is an unimportant detail.
Early game, each faction can use very different expansion strategies compared to before, mid-game and late-game fleets are often totally different in composition.
I really appreciate what the Devs continue to do with Rebellion and for me i think the big step will be when they start using a multi-core games engine, 32bit to support a wide range of hardware but be able to balance graphics and performance.
For the $30 rate I got it at, I don't think I'll have any complaints. As long as they continue to improve the AI for single player and implement ladder and matchmaking in a timely fashion I think it'll be great. The sub-factions are the most sensible way to add new content to an existing RTS to make the old factions feel new, without risking a balance clusterfuck by adding a completely new race. It allows some customization of playstyle without giving up the core race advantages. Will be interesting to see Visari though, as the loyalists sound like a bit more than just 'minor playstyle differences'.
We're getting them today, right Ironclad? RIGHT IRONCLAD??
Did they ever say they were going to implement a ladder and/or matchmaking system?
Yes they did, though they said it wouldn't be ready for launch. Unless they pull a fast one and try to quietly drop it, this hopefully comes sooner than later so ICO doesn't die a swift death again.
Clearly
To make a befuddled response. Let me first say JuleTron, how much is IronClad paying you to defend them?
No one forced me to buy the game, I feel like I was over-charged for what was promised.
Yes, it is a beta. No it is not the final game. Is it going to change that much? It better.
Now with all the BS responses covered, let me address some of the other valid responses.
1) Have you ever played the Huge Random map with 152 planets? I have a top of the line computer and set everything down as far as it would go, still comes to a virtual stand still after a few hours.
2) I tried all the same strategies I used before and they still work effectively even with titans and corvettes.
3) There are not really any "new" strategies on this. All of the stuff that was pointed out, i.e. winning by diplomacy, by using culture, etc. worked before and still work, although some are more effective then they were before.
4) The fine gentleman who pointed out that if you had the original SINS, Entrenchment and Diplomacy were only $10 when they came out as add-ons hit my point right on the head. Add starbases and mines, $10, add pacts and relations, $10, add titans and corvettes .... $10?
5) If you look at some of the mods out there, volumetrics, sounds, planets, many of which were seperate mod that became merged into Distant Stars or some of the other mod, you will find most of these "add ons" in there already. Example, already a mod to let you build 2 starbases. Already a mod that provided different abilities to cap ships and changed their limmits. Already a mod that allowed 12 upgrades to starbases vice 8 ... and on and on.
My two points were new content does not equal $40 or $30 for previous owners and the point of a beta isn't to tease people with a small part of the game, but to find all the issues and fix them. I just find it hard to find the issues if only a small percentage of the game actually works.
Sorry for the long response, but I hate generic responses that basically say "You just don't understand."
This is because the Iron Engine is a 32-bit engine. Please read this post for an in-depth explanation.
To be fair, thanks to superior Steam support, Rebellion will have much better multiplayer than Trinity ever had. As is, the beta's MP community is fairly strong. Of course, there's the MP desync problems, but that's another issue entirely. If you stick to SP only, there isn't too much point for Rebellion, other than a small point you left out; all ships can now have up to five weapon banks.
Mods, particularly total conversions or ones with new races, will take full advantage of this. While I can only speak for myself and the mod I work on, this will allow us to add in things we were unable to put in before, and will even lead to us entirely redoing the weapons for many ships from scratch, due to the new possibilities Rebellion has brought us.
The 5 weapon limit is only the tip of the iceberg. Ability modding will be forever changed by Rebellion, we can do so much more stuff now. I haven't even gone through all the new stuff yet.
Indeed. Distant Stars crew is bedazzled with all the new toys.
Its worth $50 for all that.
I really dislike how unknowledgeable I am on ability modding. I hear so much about the new possibilities, yet I have little understanding of how things are as is. Oh well, it's never too late to learn, assuming you have the time that is.
Rebelion get upgraded graphics and new in-game elements, but it's still SOASE. As somebody said, there is no new races, and no new tech trees.
Why they put to game playable pirate nation? that's will be nice step ahead. ONLY PIRATE nation with new techs and few new ships. And with ability to build Pirate Base on death asteroids
And it is best so... they try to add just enough without changing the memory inprint of the full game... Stardock engine optimization have free up some memory and CPU cycle... the memory and CPU cycle is used for the new content...
If Stacdock was not working these way... but just add content without improving the engine, it will not be long before modding become impossible because the game is already at the so called "2gb limit" ( who don't really exist but it is a other story )...
The iron engine is a little wonder and it have change a lot in the last few year, becoming always better and better... one of the diplomacy optimization patch was in fact the work of the TSOP team AND the Stardock team... Stardock team working mainly at the level that us, modders cannot reach ( core engine )...
If Sins is "tailored for online multiplayer", why is multiplayer support so basic and missing proper matchmaking/ladder features?
Now this is what I like to hear!
Yes. I did not think of that and that will make the mods better. On the other side, the issues this thing has is going to make it have patches and updates all the time which means the mods will have to be updated every time a patch comes out, making it annoying.
Yes, almost everyone is wondering why they did not make it a 64 bit engine? That would probably have been worth $50 or $60 to me. I love the game and have played the crap out of it, both SP and MP since SINS. Just less than impressed with this update.
Depends on the patch; if it doesn't break everything (such as a change to Gameplay.constants or a new line in frigate/planet entities, for example), then mods won't have an issue with them.
If you read the post I linked to, you'd noticed that it addresses this very well:
Its and art. It mystifies you for a long time but after you do it enough, it becomes second nature and you can make all but the most complicated abilities on the fly. And even those become possible with some quality time on a dry erase board.
That said, if you're programming oriented you should check out ZombieRus' eclipse plug in if you don't have it already. The ability to hit ctrl+space to see all possible options for a line, plus checking for errors makes modding a lot faster and can help a lot when you get stuck on abilities.
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