Starbuck1975
Lifer
- Jan 6, 2005
- 14,698
- 1,909
- 126
It's...just...a...game.Starbuck1975, I don't care how you feel about the tutorial. Until you play a round your opinion is meaningless
It's...just...a...game.Starbuck1975, I don't care how you feel about the tutorial. Until you play a round your opinion is meaningless
Originally posted by: Starbuck1975
It's...just...a...game.Starbuck1975, I don't care how you feel about the tutorial. Until you play a round your opinion is meaningless
Zooming doesn't increase the scope of anything.Originally posted by: Starbuck1975
... snip ...
- Like Supreme Commander, the zoom out to infinity function does increase the scope of the game beyond a traditional RTS...
Common complaint, even by people who like the game. Big deal.but the problem I have with zooming out is that you almost have to remain at this elevation to manage the game, at which point you end up watching icons move across the screen...not my idea of fun...
Uh, it does? I believe just about every RTS out there (aside from Civ) has this limitation... it's called terrain. Starcraft, Warcraft, even Company of Heroes all have limited ways to get from point A to point B.- The jump lanes between planets create artificial chokepoints through which enemy forces can enter your system...which places a huge limitation on the gameplay...
If you want a 3D space sim, you should have been looking at Freespace or Freelancer... NOT AN RTS GAME. You've just gone and compared apples to oranges.as I said previously, it makes Sins just a basic RTS on a starfield background, not a true 3D space sim.
As is the combat in any RTS on auto-pilot. Move units to location A, engage target B, relocate to location B... etc....snip...
- The combat is essentially on auto-pilot...build a bunch of defensive structures at the system node chokepoints, have enough rock/paper/scissor ships available as your reserve, and let the game manage combat...I never had a need to zoom in and manage the combat, as capital ships are really the only unit requiring much micro management.
So you're the instant gratification kind of person? Games like Quake and Doom probably suit you more.- The research system is cumbersome...I got to one point in the game where I managed to rid a planet of enemy ships, and went to colonize...but it was an ice planet...which meant I had to research ice planet colonization...which meant I had to go back to my base planet and build not one, not two but three research facilities first and THEN research arctic colonization...I understand that research trees are designed to add a strategic element to pacing the arms race of a game, but I get frustrated by non-intuitive research trees where I have to bounce all over the place to unlock what should be fairly intuitive capabilities.
The only thing that's not in Sins that's missing is a campaign/story. If those were there when it were released, people would likely bash it for being too much like a Homeworld ripoff (which isn't a bad thing either). And they're coming anyway, so it's moot.I can see why some people would like this game...it definitely appeals to a certain niche market of the RTS 4x genre...as I have said before, I was hoping for Homeworld with a 4x component, not a traditional 4x game designed by former members of the Homeworld design team...oh well
Originally posted by: Dman877
Anyone know how to set games to high resources with the 1.3 patch? They seem to have removed that option...
Well it does to a certain extent...compare Supreme Commander to say Dawn of War...there is quite a difference in terms of the amount of real estate and units on any given map...so having a strategic zoom capability does increase the scope.Zooming doesn't increase the scope of anything.
Well it is a big deal if you don't want to manage icons against a space backdrop.Common complaint, even by people who like the game. Big deal.
Homeworld had no barriers...it was pure 3D space combat...and better RTS games have very few limitations, or rather craft their maps such that the barriers are transparent...CoH and Dawn of War are often hailed for removing many of these artificial barriers, creating a very challenging and dynamic tactical environment.Uh, it does? I believe just about every RTS out there (aside from Civ) has this limitation... it's called terrain. Starcraft, Warcraft, even Company of Heroes all have limited ways to get from point A to point B
Homeworld was a 3D space RTS.If you want a 3D space sim, you should have been looking at Freespace or Freelancer... NOT AN RTS GAME. You've just gone and compared apples to oranges.
Not entirely true...sure the RTS games of old were all about massing forces and letting the game do the fighting, but the Total War series, CoH, and even Dawn of War have unit special abilities or tactical decision making requirements.As is the combat in any RTS on auto-pilot. Move units to location A, engage target B, relocate to location B... etc.
No, I just prefer intuitive tech trees.So you're the instant gratification kind of person? Games like Quake and Doom probably suit you more.
I actually prefer sandbox games...even RTS games, with the exception of Homeworld, I will just play random maps against the AI.The only thing that's not in Sins that's missing is a campaign/story. If those were there when it were released, people would likely bash it for being too much like a Homeworld ripoff (which isn't a bad thing either). And they're coming anyway, so it's moot.
Originally posted by: Starbuck1975
Okay, I'll give you that somewhat (with homeworld). But it wasn't space combat - it was RTS space combat. Absolutely no difference, aside from the "scope" of your battlefield.Homeworld had no barriers...it was pure 3D space combat...and better RTS games have very few limitations, or rather craft their maps such that the barriers are transparent...CoH and Dawn of War are often hailed for removing many of these artificial barriers, creating a very challenging and dynamic tactical environment.
Again, the only difference with Homeworld and Sins is that in Homeworld you had more control over the Z-Axis. Big deal. An RTS is an RTS, the only difference is the "board" you play it on.Homeworld was a 3D space RTS.
Many units in Sins have various tactical abilities, and I'm not just talking about capships. The main difference was the conscious decision the devs made in removing much of the tedium of micromanaging. I thank them for this, especially when you're looking at fleet battles consisting of hundreds of units at the same time. I personally don't want to have to click on my mothership's shield ability, 6 cruisers' special attack ability, my support cruisers' damage mitigation ability, etc., every 10 seconds.Not entirely true...sure the RTS games of old were all about massing forces and letting the game do the fighting, but the Total War series, CoH, and even Dawn of War have unit special abilities or tactical decision making requirements.
Then I fail to see why Sins is such a failure in your eyes. But again, to each their own.I actually prefer sandbox games...even RTS games, with the exception of Homeworld, I will just play random maps against the AI.
No. I disagree with a few design decisions, that, IMO, take away from the gameplay experience.I wouldn't mind if you just didn't like the damn game, but you expect sins to be a copy of what you already know and are upset that it is something different.
It is not a question of learning something new...there is a learning curve with every game...the question remains, does the gameplay experience compel you to continue through the learning curve or bore/frustrate you to the extent that you stop playing?I am amazed you learned how to play total war, it seems that somewhere between then and now you lost the will to learn new games with new things and expect all other games to be a copy of what you already know or it is crap. You want more of the same and have no interest in learning anything new.
As I mentioned earlier, it is just a game...I really don't understand why some gamers get so defensive about criticisms against their personal favorite. But I think my disappointments with the gameplay are legitimate.And with me now flaming you, this will be the last reply to your opinions as I have made my point and any further discussion will just be pure flaming.
Originally posted by: Starbuck1975
No. I disagree with a few design decisions, that, IMO, take away from the gameplay experience.I wouldn't mind if you just didn't like the damn game, but you expect sins to be a copy of what you already know and are upset that it is something different.
It is not a question of learning something new...there is a learning curve with every game...the question remains, does the gameplay experience compel you to continue through the learning curve or bore/frustrate you to the extent that you stop playing?I am amazed you learned how to play total war, it seems that somewhere between then and now you lost the will to learn new games with new things and expect all other games to be a copy of what you already know or it is crap. You want more of the same and have no interest in learning anything new.
As I mentioned earlier, it is just a game...I really don't understand why some gamers get so defensive about criticisms against their personal favorite. But I think my disappointments with the gameplay are legitimate.And with me now flaming you, this will be the last reply to your opinions as I have made my point and any further discussion will just be pure flaming.
Originally posted by: Dman877
This game needs some multi-threaded love. Huge game = chugage.
