Hello there, Sins of a Solar Empire fans! Are you ready for a brand new entry for the series? I know we are!
There are plenty of reasons that Sins of a Solar Empire is a fan favorite, such as the unique asymmetrical gameplay or diverse and interesting races and factions that you have to choose from. But, like anything, everyone has their own opinions about what makes something fun and worth playing.
So, I'd like to hear yours! Let us know in the comments what you're most looking forward to in the new game or what features you're really hopeful that you'll get to see. Are you hoping to see specific improvements to already existing systems? Perhaps looking to see new ones implemented? What does that look like to you?
If you want to learn more about what's coming in Sins of a Solar Empire II, make sure to check out our news post and following along with our Dev Journals as they release! We'll be revealing lots about upcoming features and sharing cool behind-the-scenes tidbits about the game's development as we move toward release. Don't forget to snag some HQ wallpapers for your desktop backgrounds too!
As always, we really appreciate all of you being here and supporting Ironclad and Stardock over the years. We know you've been waiting and asking for a sequel for a long time now - we are so very thrilled to be able to deliver that to you! We look forward to reading all of your thoughts and feedback.
The majority huh? look at the join dates on the people complaining vs... say, yours. We're the real fan base, and we are nearly universally against the epic exclusivity deal. You should be too, competition is good, and this is not that.
Nothing shows you're the (way too) vocal minority than keep insisting that that a few active users on the forum are the majority. Nothing shows it like gatekeeping, and saying who the 'real' fans are. It's plain pathetic, and you would do everyone, including yourself, a great service if you take the whining to therapy.
Holy crap, Pig aint buying the game, what will Stardock and Iron Clad do. Oh wait, absolutely nothing. Have fun not enjoying the game, I know I am have fun enjoying the game.
First off, I never said majority, you did. Read what I said, there are numerous YouTube videos of content providers who are streaming SINS 2 game play and getting the word out that this game is coming, that is true. Last time I checked, this is America and I have a choice. I choose to support Iron Clad and I choose to support Sins. All I have to do is look at the number of people stating that they are going to buy this game, whether they wait to get it on Steam or get it now. Stardock and Iron Clad have the right to host their game with whoever they want. Only time will tell if it is a mistake, I suspect it won't matter. Yes, I believe you are in the minority, that is not to say there are not people out there that HATE Epic, those who are, are VERY vocal. I neither like or hate Epic, I think Steam is much better because of the how Steam works. You literally are trying to suppress competition by telling Iron Clad who they MUST go with, that is not how life works.
I am not here to tell you that your dislike of Epic is wrong, it is your choice. All I am saying is that you don't have the right to tell me mine.
At the end of the day, we have SINS 2. It was a long time waiting and since I thought it would never be made, I am very happy to have it. I don't care that the Tech Preview is on Epic, I know once the game is complete and ready for sale, it will come to Steam. You can either enjoy the game yourself or go without, that is your choice.
yeah have fun enjoying broken game with limited appeal because the developers are too greedy and blind and decided to sell out to the anti competitive antics by douchebag Epic Game.And I am sure they will do nothing as is the mark of all these greedy company who cares more about profit than the fanbase, even long term fan who supported them since the very beginning. And fancy idiotic simps thinking that it is actually a good thing. What mind boggling stupidity.And no, telling the greedy STardock and ironclad NOT to go exclusive is NOT limiting competition. IT IS telling them to compete in the open market AND actually bring their games to more gamers.
Because you feel so strongly about Sins 2 being launched on Epic first, I take it that you and all the other people that feel the same way as you do will be deleting your accounts. I guess that is not a bad thing, as it will reduce the amount of BS moaning from so many people being childish.
If you are happy to cover the cost of launching it on Steam, I'm sure a deal could be reached. Let me guess...... You don't have that kind of money. People like you really make me laugh, you happily come with your list of demands, but you will never come with the money to pay for it. There is no such thing as a free Christmas Dinner.
Oh come all we need is an impulse relaunch to go with a sins relaunch. That sale still makes me sad, not that I blame Stardock in anyway, you have an IP and someone wants to pay you an absurd amount of money for, why not sell. Game stop just destroyed it in every way one could've imagined. Oh well, old wounds and all.
Honestly excited for a lot, already played the alpha a bit and chomping down for multiplayer. Sins was a great game and I have many memories of the sessions with my friends. I look forward to many more with Sins II.
What they have so far is already really cool and fun for a supposedly broken game and I imagine it will only get better. Just having it on a 64bit platform opens up so many different possibilities but that has always been the appeal of SINS.
Overall better animations (trade docking in Sins 1 ugh so bland), and perhaps a more alive map, with civilian space traffic?
Excited for the hope to see a well deserved campaign: deserved for the high quality of the lore and because it will be a new feature after all.
Even we users need a campaign: we cannot be updated on the lore just by DLC description
Sorry to weigh in here again BUT:
- I am probably part of the vocal minority that is against SINS 2 being on epic exclusively- I am a long term fan (sins the very first sins) and mod dev and I still think that we are a minority (that dislikes epic)- I do not care to install another launcher (but it depends on the company. I have Origin and GOG in addition to steam)- I dislike epic because their behaviour is detrimental to the gaming industry in the long run- - > they can only afford to have their percentage set that way because they make money from fortnite. It is not profitable and the do not invest in the infrastructure or gaming community in any comparable way. They just go for market share growth by giving games for free and an exclusivity model that I can never condone- I will buy it the second it is available on steam or GOG (origin I have only used for Battlefront 1 and will not use further)- Steam is part of our community for over a decade and they never let the gaming community down. I respect that.- I remember Impulse and do not have confidence in EGS in the long run
- I do NOT think that calling the devs greedy or the community stupid is a good way of communicating. Please refrain from it
@ IronClad / Stardock: I dislike your decision but it is what it is. Thanks for SINS 1 and please make SINS 2 great and available on GOG and Steam (and others)
Steam is one of the biggest players in the pc gaming industry, they have exclusive rights to dota, I would not be so critical of the epic thing when you take a good look at steam. I bought lots of games on steam and there customer service is garbage and they treat there customers like crap.
Honestly? A near direct port of the game, and stable engine that can support a hundred stars (or planets) for truly massive games without the late game crawl. The late game crawl is what ruined the first one. This engine so far, granted we're limited to only vs 3ai, has not stuttered once.
I honestly couldn't give two sh*ts about it being an epic games exclusive, since epic lets me log into their stuff with steam (though maybe I should think about contacting someone and having my old stuff ported over.... I think I had two copies of soase, but no clue where to start on that one).
What I world really look forward to would be a greater sense of scale.
I would really like the capital ships to be a lot bigger than they where in sins1 compared to frigates and cruisers.
But I would also like the planets to be bigger. This especially became apparent with the introduction of the Titans which I think was to big compared to the planets (but to clarify, that was because the planets where to small, not the Titan to big).
I would also like a greater difference in planet scale so as a gas giant really being big compare to the rocky planets.
Really looking forward to this game!!! One of the few games I actually eagerly have awaited a sequel!
I just thought of two more things:
First: better info cards that more clearly describes how damage and damage reduction is calculated. Also better description of the abilities. I never understood how some of the abilities-percentages translated to the game.
Senond. This is more of an idea. Would crew and crew experience be an idea. If I launch a capital ship I have to man it from a crew pool (some experience and some fresh). Perhaps when a capital ship is destroyed some of the crew manages to escape (escape-pods) and returns to the recruitable pool, but now with more experience?
You can't port anything over from Steam to Epic, or from Epic to Steam.
I remembered that I might still have dormant Stardock account so re-posting here, and with a few tweaks and updates.
Firstly, great news that Sins2 is coming (and partly already here)!! I wasn't sure it was still going to happen but am very glad about the announcement. A few reflections on what was mentioned so far and what we have seen in the tech demo.Like:- The new combat system with its focus on innate offensive and defensive ship characteristics over hard-coded damage bonuses. Sounds a great way to implement moving turrets as not just a visual gimmick but a meaningful gameplay component. (question how widely that applies. How will beam and laser weapons feature into this?) I would say that combat in the Oct build is way too fast-paced for my taste but then it's an early build so may well be changed.- More 4X and management options. This a bit more between the lines between the PCGamer article mentioned that the neutral factions DLC was a test-bed for Sins2 and that the dev team is looking for more empire management tools. I think that would be fantastic addition. I look forward to future early access editions adding those elements more fully, as the Oct build doesn't have much on it yet. Probably need to get more of a feel for the new planet management system but it seems a step in the right direction. Less no-brainer actions like always immediately build every asteroid and getting 1/2 population upgrades for new planets.- Similar scale. It seems like Sins isn't trying to become Stellaris and focus gameplay around 100s of planets and much longer sessions than currently. For me keeping the scope would be a big plus. One of Sins' competitive advantages is that it has a manageable gametime per session, for a 4X (like) game.- (Apparently) no ship customisation. I can't bring myself to like that in games and it seems particularly stressful in an RTS game, even a comparatively slow-paced one as Sins. The limited add-ons to capital ships seem like a nice and manageable addition.- All/most of Sins 1's content will apparently be in the release version. The early-access road map mentions titans, starbases, sub-factions and, given the above, I'd expect diplomacy and neutral factions to be present also.- More faction differentiation. It was mentioned that the TEC would be the only faction able to use trade. (and that the trade system would be more detailed). That fits with the pattern in that factions got more differentiated over time, with entrenchment, diplomacy and Rebellion, and would be cool. Vanilla Sins factions were not /that/ diverse.On the fence- Moving planets. An intriguing idea in principle and we have now seen it in practice. As many people have now written, it will need more visual guidance where things (planets) are going and what is going to happen when. Will still have to see how much I'll like it in practice but it's an optional feature.
Don't like.- No campaign or other stronger push for lore. A traditional campaign may not work well here or offer limited replayability, but maybe alternative approaches could help. Like faction-specific quest lines as in Endless Legend/Space, a few unique planets with a written history, a few named characters with personalities and background. Maybe even the different sub-factions we have in Sins 2 (Korsul armada; etc.) and/or their leader portrait could get a bit of description who they are and what their role or position is. Much as I loved Sins 1, it's approach to lore-building was mediocre when compared to what other games have done. I'd hope for more in some form.- Given how pretty it is, I hope my slightly older laptop can actually play it.
This is a good idea. I'd be interested in a new crew and officer management system in which you can assign personnel to different ships. Individuals would have their own strengths and weaknesses. And, of course, if your legendary captain goes down with your best capital ship, your suffering would be greatly heightened (not a bad thing).
And maybe a planetary governor system could be added. This was one of my favorite features in Master of Orion 2. Players might be forced to bid highly against other factions for key leaders.
But like a lot of people, what I'm most looking forward to is running this game on my new rig without the late game lag that hindered the last one. Also, some UI improvements will be great. On the old one, if I set the resolution too high, I could no longer read anything because the font got so small.
Also, having planets orbit stars sounds excellent.
This is probably unrealistic, but wouldn't it be great if you could 'possess' any of your ships during a battle, controlling it directly? Or fly a fighter or bomber?
Wish to see it on the Linux the most. Secondly, Steam version.
Do you plan to change the strike sound effects of various ship weapons? Now the anti-aircraft ships fire like machine guns, which is very disobedient!!!
excited if not a galciv clone....
preordered on €pic
I am super excited for this, I played hundreds if not thousands of hours of sins, mostly multiplayer. My multiplayer experience was marred somewhat by z-axis movement cheese which broke some aspects of the game such as making non red button stationary starbases + mines literally useless and enabling vasari starbase rush abuse.I am keen to see a little more rubberbanding which could enable players who have lost a levelled capital to phase missile focus or who were a little too slow to respond to a corvette swarm a way to survive in the game. Often games were over in the first hour due to one player making a small mistake with no hope of a comeback. AOE solves this with the town center, a building which provides a small amount of home turf advantage.Specifically I would like to see stationary defences be far more useful and I think this would address my concern. Most stationary defences had sufficient offensive power in the first sins however could be trivially bypassed or lacked enough range to cover any strategically useful areas. Typically your defences were built in the mid to late game and served to augment your army on the frontline. If your army was out of position or weak they were functionally useless. If most defences had a long range or limited movement within an area this would give players more options to respond to aggression.I hope the directional weapons and the scaling damage reduction mechanic that shields used makes a comeback as that was awesome and made fleet control and focus fire decisions skill intensive and very interesting.
z axis cheese? I did not see this in sins1 but was disappointed that the Z axis was not able to be used more. I think Starbases should be key to defending orbiting facilities not the planet. Additionally non-warp capable ships should be in system and cheaper than the warp capable ships (think real life naval monitors with BB guns) to head off incoming fleets.
Also think that starbases should have one time thrusters that allow reasonably fast redeployment to the area being attacked. Fast enough that any bombardment craft could not clear off before it arrives.
To defend a planet ground based planetary defences should be a feature you can build in hexes all over the planets surface. Surface to space rail guns or lasers and such?? This way much more of the planet could be covered
Orbital mines and bombers are already a thing, but perhaps heavy bombers should be considered as well.
Late game you should have orbital shields. Of course you have the garrison ships auto build skill as well.
In short I do not think the solution to defending a planet should be defending phase lanes and precluding any Z axis space movement. Space is 3D after all and this is what is different about any good space game from it's land based counterparts. Of course barely any games do Z axis assuming everything happens on a land based X,Y plane.
I do wish we had armies in game but we only have navies (space navies).
As to being able to defend everything at once, that is down to game balance and whether you have fleets stationed withing a jump or two. Sins of course suffers from the mega blob tendency by players of putting all their ships in one fleet to be able to make any meaningful progress. That is on the devs and is all balance.
Ah yes, you could bind a key for z axis movement in the settings, by default it was unbound. I suspect z-axis movement was originally a feature but it was removed because it doesnt actually add to the gameplay at all.If you shift your ships up or down a bit, minefields are useless (as they could only be laid on the 'ground' level). Additionally, the stationary starbases lacked weapons on the top (or maybe bottom? I cant remember) so you could kill them for free by positioning your fleet above them while your opponent could only shake their fists in impotent rage. This is why only the vasari starbase (which could turn to face weapons to the attacker) and the big red button starbase (which still blows up ships above it) were playable.
There was a super strong vasari starbase rush strat, you beeline for starbases and put 2 constructors in the enemy capital gravity well. You send one directly up and one directly down while you gather enough resources to start the starbase. It takes a ton of ships to kill a building starbase and your enemy cannot produce enough at that point to kill both. You simply see which constructor their fleet goes after and use the unmolested one to build the starbase. Even if they immediately send a fleet to it, the starbase would finish before the fleet arrives because they are so far away. Once you have a starbase on their capital it is completely over. It takes a while for your starbase to travel back to the planet and kill everything, but eventually you sneak in one siege ship or capital ship in and protect it with the starbase to kill their tax income and boom, you have killed their homeworld, their production and flatlined their eco. The only way to beat this is to be already pumping ships and have a fleet meet the constructors when they warp in.
Z-axis movement is bad for the same reason RTS water combat is usually garbage, you need to have chokepoints and obstacles to make positioning important, otherwise why bother moving your ships in any direction other that straight toward your target? Adding in another dimension doesnt enrich positioning gameplay in an RTS, it actually makes it more difficult for a player to engage with and interpret. It also makes it much harder for the devs to design a clean view of the battlefield that doesnt require the player to constantly spin their camera around trying to see everything.
A good argument for larger gravity wells would be time to position defences. Z axis is also a good argument for longer defensive weapon range. As well as land based weaponry to protect cities and space infrastructure above. Also a good argument to preventing a planet from being captured or depleted by bombardment at just any location on a planets surface. By now radiation should be able to be contained in non populated areas so it does not spread to other parts of the globe. This then makes you have to target well defended areas and take defences out no matter the axis.
As for space choke points. In space all you can hope for here is to move your starbases or use homing mines at all angles. Bit legitimately ensure ships can only leave phase space at choke points (known exit coordinates surveyed properly). If you go any other way it should take a very long time but be doable with tech and time and the right ships.
as for the z axis binding. Wish I had known that years ago as it sounds like fun. Although the game was not designed for it. I belieblve they removed orbits from the original game as well as being too complex for players to understand and thats back in…… wish they would take some of my ideas above to balance z axis by mitigating it is with time to target issues, fuel issues, larger grav wells, defensive capablity changes etc.
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