So we all think that Sins is an amazing game. We'd like Sins 2. Post here if you want it.
Agreed. I would like for each piece of research to be earned rather than based upon how many research stations you construct. Rather than an open-ended game, which is what Sins happens to be built for, I would rather there be a certain aspect of achievement involved rather than simply have the goal of overwhelming your opponent with who has the best or "spammiest" fleet of whatever ships overwhelms the others, with the maxed level possible of caps, and THEN getting a sense of achievement. I would like for there to be a mass of strategy involved rather than mass-nerfing the ships that can overwhelm anything in one go in huge numbers.
Good to hear.
What might be nice for Sins 2 is to make it modular: each module adding content from each of the Trinity series & Rebellion plus any extra content from Sins 2 itself.
Then us Sins veterans could nostalgically setup games like the old versions, but using a next-gen graphics engine.
I'd also love to have a Sins 2.
1) Move away from an infinite economy model to a finite one (like it was in Sins beta at one point) so that attrition means something, will help with both spammy nature of the game and with deadlocks.
2) Somehow... make battles more decisive (#1 will help), it simply took too long for a large fleet to significantly hurt another large fleet.
3) Slightly smaller scale might actually be better.
Regardless, Sins 1 was fantastic and Sins 2 would have a lot to live up to!
The Troll in me wonders what Ironclad has been doing the last couple of years..?
I know SOADA was their primary focus, but when your sitting on a cash cow that is SOSE how do you let it become ten years old with just add-ons?
Most games have even with small studios a five year turn around.
And Stardock is almost choking the market themselves with space themed games while they wait for Ironclad to come back to the table..
Which will be released first Star Citizen or SoaSE2?
I was farting around in a 5s lobby. I came up with decent ideas for Sins 2. A new faction that is a leach faction. It has original capships and titan. The starbase is original. tThe rest of the ships they would aquire prototypes of captured ships. Ships that were captured from the 3 factions. That or capture factories. They would capture the factories and would have access to ship designs researched. A Borg faction. They would turn the planets of other races into zombies or cyborgs. They could start by taking neutral tec planets. They could steal the designs of the neutral fleets to give them a start. Drop troops could be added. They would operate as Ogrovs and Adjudicators. They would have almost no value except for takeover of planets. Their transports could have beam damage around what scouts have. The starbases could be like Vasari Rebel with a teleport. So it would with teleport act like Vasari Rebel. The difference is it would not move around in the gravity well.
cheers happy Labor Day.
Sorta reminds me of what the Vasari might be running from. You're possibly on to something with that idea. Though that REALLY veers away from the conversation, so I'm not gonna go into any further detail as to what I'm thinking
I can´t seem to find it again but I think that I saw Frogboy commenting on a post maybe a year ago where he wrote that "they would come back with information regarding sins 2 at a later stage". I think it was after the announcement or release of ashes when somebody wrote that he/she was disappointed that the game was not sins 2. Frogboys comment didn´t attract much attention which surprised me at the time. Anyway. All this might have been something I've dreamt. Or do anyone else remember this?
https://steamcommunity.com/app/204880/discussions/0/492378806382986632/
I have loved the previous one. It would be nice to have Sins of a solar empire- Rebellion 2. The game is perfect, the only negative aspect was the lack of compatibility with 64 bit systems, wich leads in lag late game and preveting the game using more than 2 gb ram.
Definitively YES!.
He did say that stardock and ironclad was listening.
I love the fact that Stardock is still creating Space RTS games - I just wish it was concentrated on a Sins 2 at this point. While Star Control sounds like it'll be a fun RPG game, and well polished by the size of the budget and team, I do get slightly disappointed.I've been waiting for a Sins 2 for years and with the introduce of the Nitrous Engine it would be perfect to use for such a purpose. Sins is arguably Stardocks most successful game to date I would imagine. The modding scene has kept that game alive and pushed sales for it for years now.Oh well, at this point we are going to have to wait for another 5 years until we get a Sins 2. I just feel that Stardock is not making the ''best'' decisions with which games to produce at this point.
I think sins was fine as was but just needs to be on a better engine. The slow down late game is a killer. sins 2 would get a pre order from me... And that's saying something after no mans lie ruined pre orders for everyone.
1) Infinite economy model should stay the same. Adding rare resources for specialized technologies would be a fun way to add something to the game. The Infinite economy is critical to the appeal of the game for many, and is what differentiates it from many other RTS's. Sins isn't Sins without it. Attrition does mean something, it's your accumulated advantage, and it has real impact in the game. Your enemy being fed resources can make less important, yet if your whole team is winning in attrition the opposing team will likely lose. So, attrition works quite well!
2 and 3) solved together with one idea: Make gravity wells larger, with smaller tactical areas. Have an unseen layer of "phase space" that the players have to learn by actually moving their units through, which alters ship movement attributes, and players can research different tech for seeing this phase space, each faction having a unique view of it. This could come with an increase in automation of other empire assets, perhaps an improved empire tree, one that doesn't jump around? This increases the tactical use of movement, and if incorporated with the existing Sins movement could be quite interesting. Enemy fleets would need to scout the phase space in unknown gravity wells, or risk the bee line fleet cohesion destroying slowdowns of parts of the fleet as it rushes through.
I think with Oxide the game doesn't have to have a gimped scale, it would be fun to have the same scale yet allow for more of a "fencing" duel inside of the gravity well itself. There I think, the fun, innovation and the money will be made. This allows those with tactical focus to gain an edge over those who are more strategically focused. I'd like to see more strength in the tactical game.
The player base has had time to wrap their heads around the new types of game mechanics in Sins, so time to add even more depth, here are a few ideas:
Mobile Starbases (hey, it's me! lol). Diversified defenses, allowing for deeper defense strategies, possible defense movement mechanics. Defense and Offense are in a technological superiority contest in the real military, so a simulation of this sort of system in Sins would fit nicely if your team can do it.
Increased types of strike craft/special mission craft, like the Distant Stars Mod.
-A new ship class between frigates and cruisers that have custom abilities like the IFV unit from Red Alert 2, requiring special resources and technology(instead of infantry) to gain the required tech. Each faction having a range of specialized ships. These ships can be retrofitted quickly at low cost to have different capabilites. This would replace the somewhat hokey "Sell your old fleet to make a new one" strategy that advanced players use from time to time and is also how our modern navy works. These could potentially replace Frigates and cruisers, and this replacement could be built into the game, as players tech up they could have a fundamentally new ship and economy. This idea is something similar to different levels of AI and how you could apply that to an economy and fleet logistics. Actually feeling the outdated old fleets, and playing the transition into a new type of fleets would be really cool, and I've yet to experience this as a long time RTS player.
-Regular technology requiring either special resources to research (which are found around the map) and/or in game achievements that a player earns after doing something(a reference to my older post on this subject), which then allows them to research a new technology. Interesting ways of gathering these special resources. Each discovered artifact having a larger tech tree that can be researched to give greater depth and unique character to your civilization. Maybe players can go an artifact route from the very start of the game, discovering one nearby. Perhaps all players could start with an artifact somewhere in their home cluster of planets. Unique tech's acquired by interacting with specific enemies (left over hulks of a space battle to be salvaged by a special unit? I think YES). You could then add more unique elements to the factions by HOW they adapt the technology.
-Economy idea: Planets having large resource needs, and resource production. Your empire could run far better if you facilitate trade to some degree. Major needs and shortages for each planet, with larger than normal trade convoys that your enemies could destroy outright. You either protect them or don't, yet your empire relies on them. Perhaps this will give large, temporary and degrading loyalty boosts to the planets in question, along with a burst of credits/metal/crystal, permanent production increases, logistics/tactical increases.
-Really reaching, maybe not Sins compatible: Possible planetary assault/planetary defenses/further, detailed planetary exploitation ability, perhaps a manual explore feature allowing you to actually physically discover the artifacts. Planets are big, and could defend themselves.
Also, if you'd like to have a free tester to pour hours and hours into your janky-ish alpha/pre-alpha, i'm game. I'll make a new thread for this.
1) Infinite economy model should stay the same. Adding rare resources for specialized technologies would be a fun way to add something to the game. The Infinite economy is critical to the appeal of the game for many, and is what differentiates it from many other RTS's. Sins isn't Sins without it. Attrition does mean something, it's your accumulated advantage, and it has real impact in the game. Your enemy being fed resources can make less important, yet if your whole team is winning in attrition the opposing team will likely lose. So, attrition works quite well!2 and 3) solved together with one idea: Make gravity wells larger, with smaller tactical areas. Have an unseen layer of "phase space" that the players have to learn by actually moving their units through, which alters ship movement attributes, and players can research different tech for seeing this phase space, each faction having a unique view of it. This could come with an increase in automation of other empire assets, perhaps an improved empire tree, one that doesn't jump around? This increases the tactical use of movement, and if incorporated with the existing Sins movement could be quite interesting. Enemy fleets would need to scout the phase space in unknown gravity wells, or risk the bee line fleet cohesion destroying slowdowns of parts of the fleet as it rushes through. I think with Oxide the game doesn't have to have a gimped scale, it would be fun to have the same scale yet allow for more of a "fencing" duel inside of the gravity well itself. There I think, the fun, innovation and the money will be made. This allows those with tactical focus to gain an edge over those who are more strategically focused. I'd like to see more strength in the tactical game.The player base has had time to wrap their heads around the new types of game mechanics in Sins, so time to add even more depth, here are a few ideas:Mobile Starbases (hey, it's me! lol). Diversified defenses, allowing for deeper defense strategies, possible defense movement mechanics. Defense and Offense are in a technological superiority contest in the real military, so a simulation of this sort of system in Sins would fit nicely if your team can do it.Increased types of strike craft/special mission craft, like the Distant Stars Mod.-A new ship class between frigates and cruisers that have custom abilities like the IFV unit from Red Alert 2, requiring special resources and technology(instead of infantry) to gain the required tech. Each faction having a range of specialized ships. These ships can be retrofitted quickly at low cost to have different capabilites. This would replace the somewhat hokey "Sell your old fleet to make a new one" strategy that advanced players use from time to time and is also how our modern navy works. These could potentially replace Frigates and cruisers, and this replacement could be built into the game, as players tech up they could have a fundamentally new ship and economy. This idea is something similar to different levels of AI and how you could apply that to an economy and fleet logistics. Actually feeling the outdated old fleets, and playing the transition into a new type of fleets would be really cool, and I've yet to experience this as a long time RTS player.-Regular technology requiring either special resources to research (which are found around the map) and/or in game achievements that a player earns after doing something(a reference to my older post on this subject), which then allows them to research a new technology. Interesting ways of gathering these special resources. Each discovered artifact having a larger tech tree that can be researched to give greater depth and unique character to your civilization. Maybe players can go an artifact route from the very start of the game, discovering one nearby. Perhaps all players could start with an artifact somewhere in their home cluster of planets. Unique tech's acquired by interacting with specific enemies (left over hulks of a space battle to be salvaged by a special unit? I think YES). You could then add more unique elements to the factions by HOW they adapt the technology. -Economy idea: Planets having large resource needs, and resource production. Your empire could run far better if you facilitate trade to some degree. Major needs and shortages for each planet, with larger than normal trade convoys that your enemies could destroy outright. You either protect them or don't, yet your empire relies on them. Perhaps this will give large, temporary and degrading loyalty boosts to the planets in question, along with a burst of credits/metal/crystal, permanent production increases, logistics/tactical increases. -Really reaching, maybe not Sins compatible: Possible planetary assault/planetary defenses/further, detailed planetary exploitation ability, perhaps a manual explore feature allowing you to actually physically discover the artifacts. Planets are big, and could defend themselves.Also, if you'd like to have a free tester to pour hours and hours into your janky-ish alpha/pre-alpha, i'm game. I'll make a new thread for this.
Very good suggestions. My dream sequel to Sins will be a blend of Distant Worlds with the Oxide engine powering the whole thing. As complex that Distant Worlds is, you can elect how much micro management you can handle. That pausable feature helps out as well!!!
Thanks G. I forgot to add, keeping sins micro management at balanced levels for the factions, while not letting the game reach the levels of Starcraft's insanity, would also be necessary for keeping sins the same game that players know and love.
I seriously hope there is a Sins 2 on the horizon!
Such a refreshing story (despite not being fleshed out) and such a unique and immersive gameplay system.
I'd have any number of suggestions for improvements, like those above, and I agree with a lot of others suggestions. But as a fan who's been so thoroughly entertained by the game from the get go, I trust the devs to grow it however they think is best.
I do think that the missions has to either be more playerbenificial. Something like if you do this then I will give you this as a reward for something you did/ Or if you don't do this then you will suffer, and the pause button could use some love.
Sins 2 please.
backs out of the room slowly...
Sins of a Solar Empire is the next generation of real-time space strategy and the first chapter in an epic sci-fi saga.
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Have seen this the First time and i dunno if it's new, but even it isn't they should make a epic Saga
I want and will buy a Sins 2 game
Happy holidays!
Sins 2 all the way!!
Sins 2: Sin harder!
I'd be up for it.
Unique niche in the 4x market and I'm STILL finding SOASE: Rebellion the best of the crop.
Sins 2, yes please.... I'm not sure what I want more, a modern remake of this or Xwing and Tie Fighter...
I would be happy with a remake of this similar to the recent release of x64 skyrim, but charge for it.
Add in multi threading support and get rid of the memory limitations and I would happily buy it again.
I just love Sins so much and feel quite depressed at times about the prospect that Stardock won't make a sequel.
So many (all) of the "space" games in recent memory are trying to ruin space! I'm feeling entirely overwhelmed in my attempt to navigate the eruption of digital space garbage.
Perhaps news of Sins 2 will come this year.
Sooth me Stardock.
As long as Sins 2 doesn't require Steam, I'd come back to play and maybe do some modding.
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