Everything I write here is intended to be a suggestion/idea – please don’t read this as if it’s a list of demands. My aim is to provide feedback in a constructive tone, which can be difficult via text.
I’m not sure if you’ll want any sit-reps like this after release, so I’ll try to encompass everything as of this update.
The new mechanics, systems and the especially the pronounced asymmetry of the major factions has greatly improved the game. I do miss the militia & random events systems from Sins1 though. I also miss the artifacts and the expanded diplomacy from Sins1 too.
Sins 2 should explore the “exploitation” aspect of 4X a bit more. Allowing planet bonuses to be improved differently from the various playable faction research topics, allowing planet bonuses to permanently apply buffs to units built at their locations and/or allowing planet bonuses to unlock hidden units (*looks at the derelicts). The research artifact could be used to reveal a hidden research tree. Exploitation of other players could be explored as well in the form of pacts (sins1 style) and/or in the form of hidden research topics being revealed based on the active pacts/alliances. Such interactions could allow for mixing/matching of turrets, shields or abilities. All this said, I do think it would be best for this to be a game-setting toggle – I doubt competitive games want to see the randomness of games increase.
On the art side of things, I do wish that some minor factions and especially militia units could have reused models from the previous game like the Kodiak Cruiser, the removed capital ships and some of the old skins. Idea is to double as both an easter egg of Sins1 units and as a way of showing the advancements of the playable factions that no longer use the old/archaic designs.
1) Gameplay
1.1) Minor Factions
1.2) Abilities/Components
1.3) Components
1.4) UI
1.5) Influence
1.6) Vasari
2) Balance
(Preface: I don’t play Sins2 in the competitive sense. I still have a ton of lingering habits from sins1 I’m ‘updating’ still)
2.1) It’s weird that garrison units don’t give XP when killed but can grant XP to allies with their kills.
2.2) Defensive structures (non-starbase) feel very weak vs ships
3) Artwork/Visuals/Other
3.1) They’re looking great! After the updates it looks like most of the icons are ready
3.2) Pirates minor faction
4) Bugs, Typos, Goofs
4.1) Finding a colonized Aluxian minor faction planet does not count as revealing them
5) Requests
5.1) Expand the pre-game lobby text to feature the differences between TEC, Advent & Vasari. For rough mock-ups: VasariTEC
5.2) Artifacts
5.3) AI
I'll break the AI into their own post, it'll be a bit easier that way I think
Appendix) Previous requests compilation:
The following have already been submitted in previous sitreps, but I still think they would be beneficial to the game. This is just me being a squeaky wheel.
Art, Factions:
Art, Planets:
Art, UI & Effects:
Appendix) Previous requests compilation: (cont.)
Gameplay:
Modding Capabilities:
"start_allied_to_playable_players": false,
{
"whitelist": [
"trader_loyalist"
]
},
"start_allied_to_other_npc_players": true,
"blacklist": [
"viturak_cabal_npc",
"jiskun_force_npc"
"items":
"levels": [
"max_ship_component_count": 1,
"prerequisites": [
"trader_labor_negotiations"
}]
Major Requests: (new systems)
"version": 0, "item_type": "planet_bonus", "hud_icon": "trader_mining_planet_bonus_hud_icon", "tooltip_icon": "trader_mining_planet_bonus_hud_icon", "name": "planet_bonus.trader_mining.name", "description": "planet_bonus.trader_mining.desc", "item_level_count": 3, "item_level_source": "research_prerequisites_per_level", "item_level_prerequisites": [
[
["trader_mining_track_metal_rate_0"]
], [
["trader_mining_track_metal_rate_1"]
] ], "planet_types": [
"asteroid",
"ferrous",
"terran",
"volcanic"
], "required_excavation_level": [1, 2], "planet_modifiers": [ {
"modifier_type": "mining_track_metal_income_rate",
"value_behavior": "additive",
"values": [1.0, 1.2, 1.4]
}
"version": 0,
"item_type": "planet_bonus",
"hud_icon": "ancient_arcology_planet_bonus_hud_icon",
"tooltip_icon": "ancient_arcology_planet_bonus_hud_icon",
"name": "planet_bonus.ancient_arcology.name",
"description": "planet_bonus.ancient_arcology.desc",
"planet_types": [
"desert",
"ice",
],
"required_excavation_level": [1, 2],
"planet_modifiers": [
"modifier_type": "max_civilian_structure_slots",
"values": [4.0],
["trader_labor_negotiations"]
"modifier_type": "factory_unit_build_time",
"value_behavior": "scalar",
"values": [-0.15],
["vasari_enslaved_labor"]
"player_visibility_granted": [ { ["pirate_npc"]}],
something I forgot to mention above..
mock-up image for above post (image broke):
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