Hello all. First of all i want to thank devs for their work and for keeping project alive. I will split this feedback into sections.
Things i like:
- new sound effects
- new exlosion effects
- planets orbiting
-ship upgardes system
- new graphics
- new research system
It's not the things i don't like, better to say that those things could be better...
- design of some ships look not "ship alike". Cobalt frigate for example... no windows and other stuff so the ship more looks like a drone not a ship.
- there is a feeling like some ships lack weaponary. Not firepower but weaponary... Marza dreadnought, Akkan battlecruser, why it's turning? because of 2 guns?) there is still place for additional weapons
= Ankylo titan does not turn now. It could be on purpose but I think that anti missile turrets will wwork better if it wil turn his side on a target
- First capital ship for TEC Rebels starts with perk Exotic Salvage Policy, but it's free so what is the point? May be i dont undersootd something. I didn't check if i will get any resources if the ship will be destroyed
- I didn't manage to have any pact with ai bu it;s possible that diplomacy for ai is still in progress
- I liked laser weapons of TEC))
- Ships explosions, especially capital ships', could more powerful. Huge battleship dies and neh...)
- I would be great if player will have an option by holding some key(ctrl, alt or shift) and clicking on technology and put it to first place in research queue
- Vasary planet bombing animation is... not spectacular enough in my opinion...
- Skyboxes not always... beautiful so mossing the option to change skybox by clicking skyboxes checkbox in settings
- ships speed is too low. Turn rate and fly speed. Once I used Phase Tunneling and the tunnel closed before titan used it. Titan was close but until it turned, until it flef to the jump point... tunnel was closed already. Speed boost for all ships will be appriciated
Questions:
-we still missing one type of capital ships for existing factions. Will we have the missing capital ships?
- Vasary does not have ships to fight against fighters and bombers, should i expect this type of ships?
- TEC rebels have Novalith cannon, will other factions and subfactions have some type of super weapons?
- From my perspective TEC factions are lacking useful and powerful ships, should i expect more ships?
- should i expect map editor and possibility to create maps with ingame editor?
- Maps with more then 1 star?)
But still, overall expression is exscitment! Can't wait to see Advent Rebels and their Archangel like titan and beams. I liked explousions and affects iin Sins1 with Bailknight's graphic mod and some ingame additions of 4EX mod. Capital ships which keep flying for a few seconds after deth and then a huge explosion. So that's all i wanted to say for now. I like the game a lot and cant wait to see completed game. Advent and maybe we even will see the mesterious stalkers of vasary race?)) Singplayer campign? Who knows) Thank You all again and sorry if some of my questions "things could be better" were raised already, im new to sins 2) Please try to keep Your passion and talant for this game. Wish You all the best again thank You
I do like the new graphical overhaul and love the new research tree as well as fleets actually working now (they were always buggy in Sins 1 so I never used them). However, I do feel the sound effects overall could be a lot more punchy and far less "pew pew" and the explosions more "dramatic" rather than a quick blip. Maybe making them have too many particles would bog the engine down, not sure but it certainly would be more satisfying to blow up a station or cap ship and watch it go into several layers of "boom".
Graphics is more... "cartoomish" now, and it's the matter fo taste) Sound and explosions - agree. In-game atmosphere changed, Sins 1 is dark and in sins 2 everything is bright, capital ships in my opinion don't have enough weapons - huge capital ships have 3 turrets in very limited location in comperison to ship size, no laser weapons for TEC. I don't know is it engine limitations or something else, so i giving feedback, glad to discuss it, and developers can deside if they want to change saomething
Hello!
To Answer your listed questions in order:
I hope I was able to help a bit with these
First thought that came to mind for what the TEC are missing is active abilities with the basic ships. The Cobalt frigate and the Kodiak Cruiser (Harkon) used to have active abilities such as the Cobalt having an attack useful against Cap ships (if I remember correctly) and the Kodiak having a speed boost. This gave the Cobalts a use even into late game. Now they are little more than cannon fodder and not really much use in building them late game as their firepower isn't as good (unless you just want to do a boring ball of them).
Firepower... Feels like as a player i dont have options for late game
I completely resonate with the sentiments expressed in this post. Recent adjustments to the game have stripped away the intricate details that once made it a true joy to play. The decision to remove laser weapons from the TEC faction and abandon the impressive big beams for Vasari capital ships from the original Sins of a Solar Empire game is profoundly disappointing to me. It seems that while new elements have been introduced, some beloved features have been sacrificed along the way.
The user interface (UI) is another sore point. Certain elements appear haphazardly placed, such as the intrusive top right box that disrupts the combat experience. Providing the option to disable or hide it would significantly enhance game-play immersion. Additionally, incorporating more visual cues for game-play mechanics, like displaying repair drones actively mending ships or capturing derelict stations/etc, would be warmly welcomed.
I echo the frustration regarding balance issues, such as the Tech's consent auto cannons being overly powerful and the seemingly arbitrary limitations on capital ship research usage. These decisions detract from the overall enjoyment of the game. Furthermore, concerns about AI behavior and a shift towards a more grind-heavy experience are valid and deserve attention.
Looking ahead, releasing version 1.0 of the game without addressing these issues, and potentially even with a price increase, could pose significant risks. As a dedicated fan of Sins of a Solar Empire, I sincerely hope the development team takes the necessary time to refine the game rather than rushing it. While innovation is crucial, it should not come at the expense of what made the original game exceptional. If this is indeed an enhanced engine, it should expand the game's depth and scope rather than diminish it. Additionally, the absence of fighter ships for the Vasari faction is a significant gap that needs addressing. Moreover, the removal of some abilities from capital ships is a disappointment and something I sorely miss.
I urge the developers to prioritize addressing these concerns and to approach further development with careful consideration. Releasing the game hastily could potentially tarnish the series' legacy, and it's essential to ensure that the game is polished before its launch. It's instead of getting the whole true experience again were getting cuts and slices of it. Anyways Best of luck!!
I played SOSE from the earliest days but I can't get into SOSE2. Is there a manual or tutorial available because I can't figure out how to do pretty much anything that was intuitive to me in SOSE?
Just decided to give it another try but gave up again when it took me 15 minutes to figure out that I had to do planetary research before I could build an orbital research station and how I could go about actually doing planetary research.
Sorry, there is no official tutorial or manual yet.
The tooltip for building the Orbit Research Station says "Research must be acquired from the planet" which are the two icons bottom right where you do the other planet developments. The error message when you attempt to build says something similar I believe.
In general every tooltip in the game should explain what the item does and what is needed to activate it.
Going forward, we are moving research points back to the orbit station instead of just speed so that should help other new players.
If you have any specific questions we can answer them here or most community people will respond near instantly on the sins discord https://discord.com/invite/sinsofasolarempire
So we are going to need to spam research buildings again? I kind of liked the change to using planets to upgrade your research as I always felt that having to spam research stations just for research was kind of a waste of orbital slots.
Id rather waste the orbital slots so i can make more fleet than be overrun because i dont have more than 4-5 planets.
Just to add my first impressions:
Even in the given early stage it makes fun to play
Some must have changes:
- ship explosions are currently a NO-GO -> as already mentioned this is so cartoonish; Soase is the best 4x space strategy game - so please ....
- please add the sound of the ragnarov main weapon; in Soase 1 this was a hell of a punch when listened with a proper sound system. I always played TEC rebel just because of this weapon and the amazing sound
- the blur around the ships is anoying and doesn't look good -> please consider other graphical settings
- Great options to add on further updates would be some kind of ship orders like protect / guard (e.g. it makes sense to have garda flak cruiser to protect your capital ships or the long range missile ships from fighters)
Anyway, good job so far. Looking forward the official release version.
There are many great features available to you once you register, including:
Sign in or Create Account