The more I play this... and yes, i know its technical one so lacking so much. But already the changes are mostly detrimental.
I would have been happy with a visual upgrade and making it 64bit/multi-core so we could have seen the 10,000 ship, multi solar system running smooth.
Now... graphics are nice looking, if a little too cartoonish, the changes on how worlds work, the limited space for upgrading, the piss poor research list instead of tree and how its researched, the weak ass capital ships...
The mods that many spent over a decade refining and balancing are moot for a Sins 2.
So i bought it on Epic (which i loathed doing but wanted to support) for only this game. Now I'm going to shuffle this and Epic into the drawer and mayhap look at it again in a couple years.
In the mean time back to Sins Reb with the awesome Star Wars, Halo, Federation mods and other games that have not ripped apart a tried and true.
I should add... I get its really early. But too many developers "try" to make something better instead of tweaking the tried and true. Especially on a game that has been around for 15 years. So I guess what i am saying is...
i FEEL is too early to say what you say!, i love the game and i hope they do it great job, give them a chance to probe that!
I would have been happy if Sins-2 = Sins Rebellion but on the new engine. Keep the tried-and-proven game play formula and add content by giving each race a new capital ship, a 2nd titan option, more planet / gravity well types, maybe a 4th race, a campaign, and excellent online multiplayer features.
Fans of the original should then be happy and it would still be a brand new game to people who never played Rebellion.
Instead, the Devs are taking a chance on a new game play formula.
All we are seeing right now is place holders (aka the current research screen), a tiny portion of what will be in the game on official release (TEC Loyalists with 2 capital ships), and ideas that they want to test out on us to see if we like it (moving planets/phase lanes, etc). No need to pull the panic alarm.
I'm not sure what you don't like about it? You name a few things that are very obviously stated to not be properly worked on, and you haven't played the game properly if you think caps are weak or that you can't turn the moving celestial bodies off. It's clear to me that you bought something without knowing what it is you bought. It's a barebones technical preview, to test the engine and get some preliminary feedback, specifically on UI and the new systems. The game didn't fundamentally change at all (so far).
It's a problem with Sins 2's succes so far: people think the game would be finished or something near that, buy it, play it for 2 minutes and think 'this game is shit' and they don't return.
Guys... seriously... this is a very very very early alpha build of the game. even calling it an alpha is kind of stretching it. There is an enormous amount of time for them to change and mold the game to better meet player expectations. The benefit of starting a game in such early alpha is players can help build the game much more so than in say a beta that just needs polish. I mean 1 race, one map, a handful of ships... relax.Also as long as they make it at least as moddable as rebellion, we're going to have a good time. What i'd like to see the most is weapon effects be more visable, sometimes it's extremely difficult to know when your ship is firing, unless you're using missiles.
This is basically, in standard industry terms, a pre-alpha at best.
The research screen literally has a pink space pony with a hard hat on and the words "Under Construction". How more clearly can we say it's nowhere near the final look of the menu?
There is a lot more to do for this game to be complete, we've communicated that at every opportunity. We've got our heads down doing that work.
Regarding that research screen, it flew over 90% of people's heads.
More in general, I think that DJ Khaled meme 'suffering from success' applies to Sins 2 so far. Too many new people that didn't properly read anything about the game, didn't know Sins 1 and are now like 'why no full game?'. A bit of a shame, but I doubt it will hurt in the long run. Also, the trend of games going into early access and then not delivering anything has screwed you over, even though you guys practically invented it. (But hey, it's always better than the Paradox way of delivering an early access while portraying it as the full release )
Just wanted to say, i feel quite opposite to OP. I barely played the game so far, cause the changes and additions available in the playable game currently, as compared to Rebellion, are not big enough or deep enough to make the game feel distinct enough, all of the stuff is mostly cosmetic (like 16 research bases instead of 8 civic + 8 military, and stuff like this)...and to see the probably most major change, the orbiting bodies, one can only see after playing the game for longer period of time, which i arguably have not.
This is not criticism, i realize its massively unfinished and i am looking forward to more playable versions of the game. Just wanted to point out i would prefer, if the game had more unique stuff, when compared to Rebellion, as whats currently in, cause i fear i might get bored quickly, if it turns out to be almost the same gameplay-wise. The new improved hardware support to prevent stuttering is indeed great and major selling point, but pretty much must - meanwhile the late game stuttering was not the reason why i ultimately stopped playing Rebellion - it was because i felt i played the game inside out and there was nothing new to surprise me or excite me. So thats what i seek from Sins II personally.
This is me exactly.
I should be a first day customer since I have more hours invested in Sins since 2008 to any game since.
I should be super excited playing again but I see nothing I have not seen before. The stated super duper new engine should run great as there are no assets in the game currently.
My question is why are they using loyalist/rebels again as a game feature when a new engine should not require using the same ships twice?
This is me exactly. I should be a first day customer since I have more hours invested in Sins since 2008 to any game since. I should be super excited playing again but I see nothing I have not seen before. The stated super duper new engine should run great as there are no assets in the game currently. My question is why are they using loyalist/rebels again as a game feature when a new engine should not require using the same ships twice?
To be fair, we dont know if Rebels will have the exactly same unit roster as Loyalists (aside of Titans). Here is the hoping they wont, at least for the most part. Even if the diversity in there will be mostly pure aesthetics.
Aside of that, i have no issue with them repeating whole Loyalist/Rebel thing, i actually like that. Just add more unique technologies , doctrines, gameplay mechanics to make them way more distinct, some new exciting gameplay mechanics (i guess mostly exploration related) and i will be happy.
The new turrets and missile mechanics alone will be a huge change that will allow the game to be played in what I think will be better, more interesting way. Moving phase lanes was an idea that apparently failed in Sins 1, yet these madlads got it working in Sins 2. I thought I wouldn't like this mechanic at first but it was actually interesting in my first game. The capitalship refit system also looks really cool, basically a far more fleshed out version of the upgrade system I created for the Enhanced 4X Mod.
In short, the game probably has less than 10% of the content but there's a lot of really interesting potential here already. There is absolutely new things here and I'm excited about what can be built off of these fundamentals. If you want a finished and interesting game instead of a tech demo, its probably best to forget about Sins 2 for a year or two and check back when the official release comes out.
I knew my modder siblings would see this game for the amazing work in progress it is. There is a lot to be excited about. As Brad mentioned in his own forum post, this game is in true Early Access, there is a lot of work yet to be done and we're working hard to get the finished product out to you folks in a timely manner, but anything worth doing takes time.
We want to hear everyone's thoughts on what they've seen and played so far, but it's important to keep in mind that we're not standing around waiting for your feedback and you're not seeing the whole picture, we're charging ahead behind the scenes. We'll integrate feedback along the way. I'm sure someone will eventually come along and mod the game to more closely match the predecessor for those uncomfortable with the changes. That's the beauty of modding, it's a huge open door to the limits of your imagination (and the engine )!
Honestly, I would have been most happy with a HD 64bit remake
I agree not that I don't want new things to try but I would of rather paid for a full remake with new better engine and updated graphics with large systems with no hickups and mo better booms. Maybe consider when this is knocked out maybe give us old timers a rebellion remake dlc, I would prepay for that also. Don't take me wrong i'm happy with what going on and I hope this game will appeal to the new player base but let's face it your original audience is getting old and cranky lol change can be a bit upsetting I can't keep up with the new games like i used to. so looking for familiarity with smoother engine, i still upgrade my cpu base on single core benchmarks cause I play old games. Just my 2 cents it's not worth much
The new turrets and missile mechanics alone will be a huge change that will allow the game to be played in what I think will be better, more interesting way. Moving phase lanes was an idea that apparently failed in Sins 1, yet these madlads got it working in Sins 2. I thought I wouldn't like this mechanic at first but it was actually interesting in my first game. The capitalship refit system also looks really cool, basically a far more fleshed out version of the upgrade system I created for the Enhanced 4X Mod. In short, the game probably has less than 10% of the content but there's a lot of really interesting potential here already. There is absolutely new things here and I'm excited about what can be built off of these fundamentals. If you want a finished and interesting game instead of a tech demo, its probably best to forget about Sins 2 for a year or two and check back when the official release comes out.
Thanks for trying to limit my expectations and trying to manage my online activites but I'm retired with time on my hands.
I'll probably buy it when it comes out in a couple of years, I have no problem with Epic.
I will keep a close eye on it..I am surprised by how small the differences are even in the long term outlines.
Ships still appear to have the get in range and park/start shooting....why do you need moving turrets for parked ships?
Planets moving in orbit is the one thing I've heard that is interesting...I don't hear damage models, subsections that stop working..audio cues on damaged ships, new races, all stuff that could at least be announced as future features.
Ship models have a plastic toy look..I was hoping for more realistic details but I'm afraid they are going for Starcraft in space.
The ship behavior appears to be still from Sins 1. To fully take advantage of the new mechanics, that should probably be changed, but again this is pre-alpha. Lots of time to change that, and the Devs will probably need to do testing to figure out what the optimal formations are. At minimum we need some settings for anti fighter/missile screens so that they can better cover a fleet, now that projectiles can be destroyed before they reach the target. Turrets already are very important here with my early attempts to use Flak frigates to protect capitalships from LRM attacks. I certainly hope the position for this can be somewhat automated instead of relying entirely on player micro to get the flak in the right place.
Same with the graphics, they already changed them a bit from the preview images to now. I wouldn't expect anything to be final.
I don't care about damage models personally. I think targetable hardpoints and things would be bad in Sins, and have discussed it in detail on Discord.
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