@ralphie Battles take so long for several reasons. If a battle was resolved in a few seconds like in other games, you wouldn't have time to do anything but direct the battle. In this game, you are often fighting in several places at the same time. Also, if you have instagib battles, you can never reinforce. How epic cool would it be if just because your fleet wasn't there to defend it, every planet was fair play? Seriously think about it, you spend enough resources building up a planet to construct an entire good-sized fleet, so how great would it be if the AI jumped in and inside of a minute the entire thing was leveled?
Apply that to a hundred other situations and you'll realize combat has to be slower than usual. You can't be a hundred places at once. If you think the game is slow paced, play it like it was meant to be played, with more than just a couple AIs, or better yet with a bunch of humans. The AIs alone are enough to keep most people on their toes, imagine how it would be with humans who are capable of doing coordinated attacks? This game would be unplayable if things moved faster.
In a typical RTS, even in the worst-case scenario, you can get your army back to your base in time to save it from a sneak attack. That's a battle that takes place in a small location... so now you're fighting across multiple star systems, but you still need to be able to get your army from point A to point B in time to have an effect on the outcome of a battle.
it was taking me 5+ minutes to clear enemy planets.
You just destroyed the equivalent of an entire fleet in resources, in only five minutes.
@Gota I don't think I'd describe Sins as "Deep", it's just very good at what it does. Until you play versus many players at once you don't realize how well it does certain things. As a real-time 4X game, from the perspective of a TBS player, it's really well-made and might even be a good introduction to RTS for a person who mostly plays TBS.
@Zpock Shield mitigation: I've never really taken note of what effect it seems to have before. I notice the statistic but don't really pay any attention to it. I actually concluded that the alien races had "shield mitigation" research trees since any time I looked at a ship it was at 50+% before - mostly because any time I was paying attention to a specific ship, I was about to atomize it. It could have been better executed or could have been left out entirely and I don't think anyone would really notice.... ON THE OTHER HAND... if it functions as you say, it does help to create that "sci-fi" feeling where ships aren't designed like a paper bag. When you watch Star Trek or something for instance, which I think they entire dev team must've been a fan of, even if there's a bunch of ships attacking one ship, and they're on even terms or even if it's stacked against the one ship technologically, it doesn't mean that their technology is now useless. I'm not being very clear I guess... I like how in this game, you can't just focus all fire on one target and it disappears a split second later. It makes your ships (and your enemy's) not seem so expendable and cheap. Generally it makes the game more cinematic and exciting IMO, so even if there's this "invisible force" of shield mitigation making it so, I don't think I really mind.
Game speed: They'll most certainly add a speed toggle in one of the next two patches, a lot of people want it. My concern is mostly one of mental compatibility... if you have 10 people who are all used to playing at a certain speed all play together, it will give an unfair advantage to those who play at high speed on their own time. They'll be used to acting much more quickly. Players who prefer the plodding pace the game was designed to take, will be at a disadvantage. Also, what's good at the beginning of the game, won't be so nice at the end, so what will they do, add ingame controls? Who controls that in multiplayer? Wouldn't it be a bugger if you were playing and the host always slowed things down in his favor? What are you going to do about it, quit in the middle of an 8-hour game? I've seen this sort of issue before, back when I was playing Imperium Galactica 2. It was a game on a much larger scale than Sins, and during single player you'd be switching between 1x, 10x, and 100x speed several times a minute much of the time. At the wrong speed it's unplayable. So since it had multiplayer, you can imagine how well that worked for everyone...
Anyway real-world example, I used to always play TA at +10 speed. When I'd play LAN games, +10 there too. When I first started playing TA online, I was freaking unstoppable until I got accustomed to the slower speed.
4X elements: The two you describe are ship design and race design. Are there any others? For ship design, I can see it getting added in an expansion. For race design, I can see it getting added in a sequel, maybe. The problem with race design in this particular game is that unlike those games you mentioned, Sins has a unique tech tree for each race... I'm not sure how you'd implement custom races. Apparently they're doing unique tech trees and custom races for Galciv 2, so maybe they'll apply their experience there to a Sins sequel? Beats me. Regardless, either of these are simply a time issue, I don't think you can fault the developer, a small independent company which probably needed to redesign the game from scratch several times to appease their various publishers at different times. So who are you going to fault? Stardock? Let's face it, at the pace games are getting more advanced in some ways, if they didn't publish it sometime soon many parts of the game would start to seem archaic. For instance, they already lack HDR lighting, which has pretty much been a standard feature on every "pretty" game since Half-Life Ep 1. With Sins out the door, they can probably hire more people and they'll have time for extras in the sequel.
Combat: Accuracy is an issue, it's not always-hit. I'm not sure really how calculations are done on whether something'll hit or not, but it's definitely present. Maybe it's just a random figure? I really don't know. The way I know it's present is that one of the human caps has an accuracy boost special ability. Aside from that, I have no disagreement with the rest of your post except to say, in the end it doesn't really matter one way or the other as far as gameplay is concerned. It could stand to be improved upon.
Economy: More resources aren't necessarily a good thing, look at Moo2, it survived just with cash. Same for Galciv. Anyways, If there were unique tradeable resources like.... ehhh... .... well I don't know how it would be done, but they'd give you a bonus to X or Y maybe.... I wouldn't have an objection with that. Also, yes, you can dominate one resource and sell it on the black market for a fortune, I've had it happen to me where one AI has an overwhelming advantage of crystal and I have an overwhelming advantage of metal. Thing is, you can still build SHIPS with metal so.... he didn't have that crystal advantage forever.
Special abilities: I can't really comment too much here. There could stand to be better ones. I know as a TEC player I like all the Koi's abilities very much especially once I've teched up my antimatter regeneration. The ship that recharges shields is infinitely useful... aside from that, none of the other abilities stand out very much so I agree they could've been better and they probably wouldn't have been so hard to improve upon, so I'd consider this a legitimate game fault. I've never played WC3, so I don't know if it has this, but I appreciate the way Sins can manage the abilities for you. I've never seen that before, and to top it off, it isn't wasteful or stupid with them.
Ships: I admit I only use maybe 5 of the ship classes regularly. I don't use the command cruiser, I don't use the robotics cruiser, I don't use any of the frigates besides gunship, missile, colony, I thnk there's one more I use sometimes. I don't use siege frigates, ever, I think capitals bombard fast enough on their own and I think I'd rather see siege frigates as a race-unique ship. There certainly needs to be more diversity and more useful ship classes. Maybe command cruisers are really useful, I don't know, I've never really bothered with them too much because I've never felt a need to.
Other things: Personally I don't like jump inhibitors one bit. Actually nobody does, they're completely useless. Also the AI is a freaking coward. Ships auto-repair too fast. Defense turrets are useless. The AI doesn't know what ships to build, when. Some of the backgrounds are ugly or else make seeing ships too difficult. The audio acknowledgments suck ass, but they do in all games, and luckily I can turn them off. The music turns to "OMG IT'S AN INVASION AAAAAAHHHHHHH!!!!!!" every time a shot is fired, even if it's at a lone unarmed trade ship. Ships just sit still during combat a lot of the time, which is kinda lame. I'd like to see them being more realistic, actually trying to not be a sitting duck. There's probably a lot of other things I can't remember at this moment.
To make up for the above, I appreciate a few things about this game: For one, afaik it is the only space strategy game besides GalCiv (which is tbs) to have been released recently. Genre-drought allows me to forgive much for my favourite genre. It is the first game from this dev team. Some have worked on HW:C before, but I doubt all of them. It's the first in a new genre, "RT4X". The combat is realistic, not just starcraft in space. I've never had the game crash on me in about 50 hours of gameplay, or even a glitch of any kind. The random map generator works very well. The tech tree, although relatively simple compared to some games, takes a long time to get through. Research doesn't make you invulnerable, since benefits are generally measured in the range of 5-10% per tech, so you can't just blindly throw your Holy Armada of Death-Kill-o-Zap at an enemy at any time. Multiplayer save. The game is so polished in general in most areas.
Regret wrote:Caydr wrote:Imperium Galactica (which nobody here but me has played)
I have a original (bought) 2cds of this beauty.
Wow, you're the first I've met, ever, anywhere. Did you enjoy it?
ZOOMBIE (big caps to seperate from the tldr) wanna play multiplayer this weekend? A 4vs2 compstomp maybe?