After you capture a world, it behaves like its filled with robots that manufacture credits, metal and crystal. Nothing ever happens in your empire, nobody ever rebels. In real life, wouldnt planets want stuff? Maybe they want more culture hubs to spread news and tv shows to other planets. Maybe they are hard working communists and want more refineries and ship factories. It would be great if there were some events happening in the game.
Maybe once in a while, there would be a Planet ____ Day where credits production would drop 10% but culture production would increase 50%. Maybe the planet would be unhappy with the current empire and create massive negative localized culture that would drop allegiance harshly at the current planet and slightly at the neighboring planets. I want SOMETHING to happen besides the pirate raids and enemy attacks on my worlds to make the game feel more alive.
Oh yeah, btw, SoaSE is glorious looking even now, after four years.
It'll still be glorious in another four. Tell me it's not beautiful when you BRB an enemy frigate fleet
So you bought endless space and then deleted it? I can haz plox?
Well, the thread title says "Does Sins Feel Dead?"
Yes, for more reasons than the OP gives. If a hyped up game comes out and doesn't deliver or worse has tons of bugs, crashes and balance issues, gamers have little patience and move right on.
Deleted Endless Space; are you out of your mind? If I'd have been paying better attention, I'd have bought that.
It's a terrible game.
(es)
I think sins delivers, sure it has bugs and a glitches but all games do. There are always balance issues so don't even go there.
OK How about this...A civilian spacedock structure( think hotels in space)and a civilian cruise ship that transverses them.
Destroying them or saving them would reap HUGE diplomatic points...
Seeing other life besides warships would make Sins feel more alive........
I could see that working as part of your economy that the enemy could attack and you could protect. It doesn't make a lot of sense lore-wise though as Rebellion is basically a warzone with civil war etc, so having tourists and space hotels in the sector seems daft - maybe embedded journalists?
Well, I heard rumours that some Americans took tourist trips to Darfur so that they could say they'd been to Darfur, and people would assume that they were charity workers and they would look good. Dunno if the stories were true though.
There are 200 UN officials in Syria.
Only half are paid.
Don't anybody move... I'm going to make popcorn and read this thread again... That was an awesome read.
So far I like Gal Civ 2 better than Endless Space. Though the interface in Endless Space is really pretty. Maybe it's like when you're little and you eat ice cream for the first time. Thereafter that's what ice cream tastes like and nothing else ever quite measures up.
Endless space is horrible you didn't miss out.
If you are looking for something different look at Legends of Pegasus!
So, has everyone forgotten the original mission statement/advertisement for SINS from its original release version? It was supposed to fill the niche of either (1) bringing some RTS players to hardcore 4X players or (2) bringing some 4X elements to hardcore RTS players. It was supposed to build a new kind of community. In this regard, you have to regard it as achieving its stated goals admirably. Note the numerous posts in this thread of type #2, i.e., many RTS players stating they'd never play a hardcore 4X game (finding them 'boring') but do really enjoy SINS. From my side, I am a hardcore 4X gamer, and SINS is the only RTS game I have really enjoyed, having sampled a few other RTS games that I find 'shallow'. The on-line MP SINS is a lot of fun, says this 4X gamer. So SINS has a unique niche in bringing together normally perpendicular gaming communities. As also stated in this thread, if SINS is not your cup of tea, then just find your cup of tea, keeping in mind the new type of gaming community that SINS set out to form and has indeed formed.
I have a board game called "A Game of Thrones". Nothing ever happens in your territories. What matters (except for some random events affecting all players) is what your enemy might do and what you'll do. Sins of the Solar Empire is that kind of game - you plan own moves while at the same time you try to predict possible threats. That alone is enough to fill the game to the fullest extent. At least for me. I've been looking for something like this game for quite some time. I am a leader and strategist at heart.
Shogun 2 was too shallow to me at some point (and not really alive). I can't even call it a strategy game anymore, after I played Hearts of Iron 3 and Crusader Kings 2 I realized that scale of conflict matters. Dawn of War 2, StarCraft 2... They are all tactical games.
I am searching for an ultimate strategy wargame, where you can't create single, ultimate strategy that'll allow you to dominate the entire conflict (it's stupid and worse - it's boring as everyone is making the same set of moves, it destroys ingenuity and ingenuity is the core of the strategy).
After playing a match today I had that feeling I didn't feel in years: "So many possibilities!". I hope Sins will remain in my "strategy wargame" folder after months and years of playing it. It holds great promise. It brings hope.
There are several mods out there that do increase the 4X elements of the game:
Most recommended for maximum 4X experience:
Very nice, too:
LIST 1 of more mods
LIST 2 of more mods
Enjoy!
So SINS is sitting in middle of the freeway... reminds me of Frogger. Splat.
SINS is the kind of game that can be anyone's cup of tea. Start moving your 2-3 capital, 300 point fleet in group jump formation, walk away to make tea, comeback and disable group jump and sip tea. It can be rather teadious.
2-3 safe jumps to do... make some scones from scratch.
In this thread: Vocal multiplayer minority shouting down someone asking for random events because it hurts their 'balance'.
As a modder, I hate to encourage them, but that sort of thing is actually pretty bad for multiplayer RTS games. It would suck if in Supreme Commander something happened to screw up one of your bases that was completely outside your control and ended up costing you the game. A simple four-level Off/Low/Medium/High option bar like we have for the other settings like resource rate and build speed would solve the problem for the MP players and give SP players what they want.
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