Before I begin, I will be listing my problems first, and then the praises, because this way, the actual issues get more attention, and I consider this more helpful than the other way around. But be sure you read the entire post, before replying.
We did not try the dynamic phase lane systems so far, because we want to master the game first in a "normal" setting. But it's super exciting.
And now for the positives. Altogether, the game, even in this stage, is - how should I say - well thought out. It is clear that the devs took what worked in Sins 1 and added functionality to make the game more manageable (the planet and capital ship overview screens are just AWESOME)! The entire interface, bar the issues I have mentioned above, is well thought out.
The exotics system is lovely. The refinery system in Sins1 was not one of my favorites, but in this iteration, it makes the endgame much more interesting, because even when I have larger pools of resources, there is still an incentive to do something with it.
I personally like that there is no more longest trade route system. The new token system for influencing trade is just better in every way. The new tradeport system is also awesome.
I also love the new graphics. It feels a bit less "realistic", if you can use this word, but it goes well with the general feeling of the game. The new colour schemes are a bonus as well.
I love the combat system. I love that damage is immediately displayed. I love that I understand the mechanics better, even with the simulation of individual batteries and missiles. The capital ship upgrades are also a nice touch - and lends itself to much more customisation than in the first game.
I also like the Starbase mechanic in that it is either built, or deployed by a captial ship. With less babysitting, it gives more options to a player.
Planet customisation is another awesome thing, that gave so much to my game experience. The ability to diversify my empire based on planet locations is just a next level thing.
Altogether, my entire experience in this state of the game is simply that the devs took an awesome game, looked at what could be made even more awesome and more handy for the players and went for it. Also, I can feel that the community has influenced the game as well, which is super awesome.
I felt no problems with game balance so far. If anything, my capital ships feel more vulnerable in the early game, which I very much approve of.
Matchmaking is super easy with the invite codes. No issues there.
My money on this one was very well spent. Actually bought it as a present for one of my buddies, and we, together, logged 30 hours into the game on a short timeframe afterwards. I can't wait to see all the new factions and ideas.
Thank you for reading the post. This is just a summary of my and my buddies' opinions - and not all of them may be right or feasible even. But take it as a first glance. After logging several hundreds of hours into Sins1, I simply CANNOT wait to get new updates in this game.
If you take away anything from my post, then let it be this: we played 3 full multiplayer games in the current state of the game, and enjoyed it thoroughly as if it was a full game.
Oh and I forgot one last issue: a load menu from the menu would be nice. Not a big issue though.
And the game runs super well on my setup with no real heating on my GPU (that said, I have a super high end setup - 16C/32T CPU, 64 gigs of RAM and RTX 4080). Temps stay around 70C, which is okay for a notebook.
Thanks for the feedback and kind words. A lot of the issues you mentioned are forthcoming in future content drops and those that aren't we will take a careful look at.
Just to address a couple things:
The golden triangle indicates that there is a dependency on something in another category. Sins2 is setup for much more complicated relationships between research subjects so not all paths can be drawn. We are however, constantly trying to 'tetris' the organization of them to minimize golden arrows and for more intuitive discovery.
There are actually more formation controls in Sins2 than Sins1 (and potentially more to come).
By default ships will jump as formation. Hold CTRL to issue an order that disables this. The tooltip on the movement button calls this "fast mode" or something because its not just managing synchronized jumping. It also controls whether ships align their speed in the gravity well (e.g. the fastest units will move at the speed of the slowest unit to keep the formation coherent).
Use ALT with move to control the ship's density (forget what its called on the tooltip). This will spread out your fleet instead of the usual compact shape. Useful for setting up garda picket lines, dealing with AOE's etc.
The 3rd button over has options for individual or formation level engagement settings (hold position, near roam, and gravity well roam). Internally, we really only use the Fleet system, especially for unit requisition so it should be noted that ships requested directly from the fleet will inherit the formation engagement range.
Finally, the advanced menu (or U) has the ability to rotate a formation to face a new direction without having to queue up the crazy move orders you had to do in Sins1. Very useful for organizing your attack vector or aligning with your static defense, etc.
Thanks for the reply, I will test each of these out tonight and provide feedback tomorrow!
Sorry, but I will have to ask for a day's worth of patience, unfortunately due to work reasons, I cannot test it yet. Tomorrow should work.Will get back with the results ASAP.
Heyho!
We have tested the functions, and indeed, they work - but as a former Sins1 player, this feels like just bad UI. I understand that for new players, it might be just a learning curve thing, but for me, it is a bit unwieldy.
There is the menu of Advanced ship actions. You could place these orders there, and it would make a lot of sense.
Other than this, the interface is rather fine!
Any chance you could be more specific what the 'bad ui' is? And how its confusing as a Sins1 player?
Heyho! Sorry, not the entire UI - I was talking about the fleet maneuvers UI. Having a tooltip instead of a dedicated button really didn't help me find my way. On the same UI bar that holds the "turn to position" button would be a prime candidate for some formation and fleet maneuver buttons. That part of SINS 1 was really nice.After playing 2 more games, it is getting in my muscle memory, so it's not horrible or anything, but a dedicated button could be rather helpful.
Roger, thanks! That clarifies everything and we will review
Update: I tried the Vasari civ. The assimetry in the factions is AWESOME! I really like how they are different in their core aspects.
I can see it is still WIP with the icons and all, but everything was understandable. I kept a lookout for tooltips more.
Also, about the research tree: I found the button to collapse it and have a better overview. So consider that point void.
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