It looks ridiculous to have either the ships too big or the gravity wells so small. Because it precludes and tactics in a gravity well. You are basically in range as soon as you arrive and ships can support each other with abilities a long way from each other.
I've always felt grav wells were to small and scale with the planets was off versus ship size.
Makes it hard to use tactics when your almost in range anywhere in the gravity well.
Realism vs gameplay, they decide to go for gameplay more often which causes the large ships and buildings compared to the planet and the gravity well. That said, if you're in range in pretty much the entire gravity well, that should definitely be tweaked.
I definitely think they should increase the size of the planets. To me it feels like I'm fighting over a soccer ball. Planet to ship/structure ratio is way off.
Steel Division 2 had a novel way of dealing with scale. As you zoomed out the trucks got bigger to match. Meaning that when you zoomed in all the way everything was to scale. When you zoomed out things were made bigger in relative terms so you could see everything. If you wanted their was an option in the menu to set the the game not to make things larger as you zoomed out at all.
Half the point of sins is to watch the battles. I am not a fan of later total wars "icon or flag wars" where you saw nothing if you wanted to control the battle even a little zoomed out. Sins2 still has this problem where a tonne of things, not just the small fighters remain icons even a little zoomed out.
But yeah. Sins2 space feels very claustrophobic. Because the actual field you play on is tiny.
P.S. Anybody remember Conquest: Frontier Wars? Which solved this by having entire RTS maps to jump and switch between?
I think one of the problems for me (I have now noticed) is that you zoom out a little and have tiny icons representing the platforms size as they should be, zoom in a tiny bit more and all of a sudden huge 3D platform models that are 20 times as big in the gravity well appear. I like the icon sized platforms. So basically the icon distances are abstracted and give the appearance of space but the 3D models are far too big and make the gravity well seem tiny.
Planet sizes should be increased. The Planet should fill the screen in this shot of the starbase. When looking at a research station, it is massive compared to the planet. So maybe shrink that asset a bit. Starbases size need to be doubled. You can see a research station and heavy factory along with a Kol Battleship in this screen shot. So the sizes should be adjusted. It just helps add realism.
Gravity well size should be increased as well. A system can look very cluttered when you have a it built up with many structures.
Since planets move I'm not sure of the need for wells or phase lanes..Having open space would allow for ship speeds.
Having played a bit more, now with Titans, I think it might indeed be smart to increase any celestial body's and gravity wells' sizes by 50%. Fleets do indeed fill up many wells right now, so on top of it being a bit more realistic, it also helps with the gameplay.
Game Modifications: The game Sins of a Solar Empire 2 allows you to use modifications created by the player community. Look for modifications that change the size of the gravity wells or offer alternatives that meet your expectations and game tactics.
Be careful, a starbase SHOULD be able to either defend a planet for 120° or block a warpjump lane by 75%. Else it's just a point defense platform, and not a starbase.
Orbital building sizes are fine imao, but:
Enlarge planet size by 33%
Enlarge starbase size by 25% (give it's weapons a 10-15% range increase).
Enlarge planet gravity well radius by 20% (25-33% enough, since it's a sphere ~so, x-square).
Thank you for this feedback and constructive discussion all, it provides good insight for the team
Played 2 hours for now (veteran in SINS 1) and here is what i "feel" about game. I find it difficult in the beginning to navigate trough research, planet/system overview. You should consider add some quick tips for beginners.
By default in research section all items/groups are expanded. Change that to be an option. Subtracted groups/items as default is way to go.
Focus of planets, fleets is not so smooth. When i click on another planet to get focus on him, focus does not change, and "q" and "e" throws me back to previous planet. Then again i have to enter system view, be super precise with my selection and then quick jump on some entity selection. Often i battle with focus change and loosing time to properly manage fleet, battle, research in same time. Simply there is a lot of space to improve in this section of the gameplay.
You really, really, need to add zoom in and out with mouse middle button. Also, "ctrl+r" for quick retreat to nearest friendly planet. And if selected for one object in active fleet, that ship naturally leave the fleet. Add shortcut for health bars ("alt" key probably).
Add detailed view of your fleet. Now we have grouped view by ship type. I like that, but put option to expand even more so we can quick select on specific ship from overview.
Those SINS 1 features mentioned above are super duper important base for smooth gameplay. Other "stuff" that you already added are good. Really, really, really good. I feel the game is pushing in the right direction, but basic stuff is just basic stuff, that every game must have.
I will provide for more feedback, and maybe detailed description for focus change part.
GG team!
A zoom in and out with the middle mouse button is already present...?
It works for me sometimes goes beyond the galactic plane for some reason, but it works.
I was referring to a middle mouse click button, not scroll. That can be an alternative for "Q" and "E".
I played 10h more and learn a little bit more how focus on planets and other stuff works. To change fully focus you have to click twice on anything (that is a little bit annoying). One click will not change focus from one to another entity.
But stuff that is already in the game is really good. Love planets overview/management panel. Rotation planets is just perfect idea. Additional ability slots on capital ships (awesome). It opens opportunities for so many different strategies.
What about individual promotion for each unit? One, two, and third star on basic military unit - (+ 1,3,5 % shield, dmg for each star).
So will gravity wells remain tiny to prevent planet overlap while in motion?
Or can everything eventually just be scaled wider/larger?
The anticapation of battle across large areas is not something that should be overlooked and strategic formations can only be accomplished with a larger area to move in.
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