Sins of a Solar Empire : Real-Time Strategy. Unrivalled Scale.
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My take on the Game

By on August 22, 2007 6:31:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ironwill96

Join Date 08/2007
0
Figured i'd make YAP (yet another post) on my opinion of the game as a new tester.

First off, its nicely polished for being a beta and I noticed very few issues.

So far, I did all the tutorials and then I created a Medium Galaxy game with all the AIs on medium and pirates on. It took me a while to move out of my first system and take out the Pirate Corsairs guarding the nearby asteroid planetoid, but once I took that out and setup another area of operations there things really started moving. I actually made a huge barrier of gauss cannons at the one phase lane that could threaten me (my starting point was nicely defensable once I took the asteroid planet behind me) and then hunkered down.

I teched up for a while and attacked anyone who came near (the Trade Coalition does indeed hate me now!). Eventually I got a capital shipyard built and churned out 4 of them (skipped cruisers completely). One thing I can say for certain is capital ships own! I used those 4 with upgraded abilities on them to run roughshod over most of the trade coalition and at one point fought off 25+ frigates and about 10 cruisers of varying types that they had. Capital ships might be a touch too powerful for their costs in fact..

I'm still not done in the epic length game I got myself into though as i'm only 3/4 of the way through taking my galaxy and there are still 2 more galaxies to take over before I'll have beaten everyone else into submission.

Ok now for specific comments:

Pros+
-Graphics on the whole are really good
-Game runs really well on my system (Athlon 64 X-2 4400+, 2 GB DDR, Geforce 7900 GTX 512)
-Capital ships are fun
-Defense is fun
-I like getting to manage 3 resources (more complexity is good!)
-Fleet size feels about right to me, can get pretty epic fleets once you upgrade fleet cap on each planet you take

Bugs/Cons-
-Diplomacy with the AI is still a bit odd, they will do things like have a ceasefire and artifact pact and trade agreement and then cancel your intelligence agreement that you've had the whole game for no real reason (they never attacked me after that or anything and later requested an intel agreement again!). Also there doesnt seem to be an easy way to curry favor with the AI unless you have a trade agreement and can give them resources etc or if you assist in defending one of their planets - all things you can't really do until you have at least some form of agreement with them.
-Capital Ships need to take longer to build and have higher costs because of how good they are once you tech up the armor / shields / hull repair rates / antimatter regen rates
-Fighters seem mostly useless in large ship fights
-Crystal production seems to be a huge bottleneck and can get painfully slow since there isn't a good way of passively boosting crystal production (I have researched all the crystal upgrades and put refineries down all over the place to little effect) I ended up spending literally hundreds of thousands of tax income on buying crystals so far in my 5 hour game
-Research tree needs to allow easier access to new ship designs - else people will just go for capital ships like I did. As it is now it took me a lot of thinking to figure out how to even get cruisers or unlock some additional frigate types.
-Capital ships should require more research to get and be higher up in the tier - why are they so easy to get and cruisers so hard? My 4 capital ship fleet took out at least 12 cruisers by themselves and I could tech to capitals *really* fast if I had a multi-player alliance with a human player to feed me resources to help me tech - this could be a major balance issue when Beta 3 and multi-player hit
-Research in the tutorial implied you could research multiple upgrades at once (parallel) but that behavior doesn't seem to work. Even when I have 9 research labs and try to research Tier 1 stuff at the same time it won't do it, still goes in sequential order research each one in turn.
-Think this is already a known issue that the AI builds lots of frigates and little to no capitals

Some additional suggestions that i've seen on the forums here already are to do more movement in combat, even with larger ships. Nexus is a great example of how to do this with capital ships and good physics, but i'm not sure how hard it would be to "fake it" at this point. Also one thing that could make combat even more exciting is to lower the cooldowns on things like the cannons on the capitals and lower the damage, making a more constant stream of projectiles flying in (a la Battlestar Galactica when she unleashes the fury). Your engine seems to really render it pretty well for the effect of massive firepower. I love just zooming and watching a battle play out.

Also the bounty system didn't really seem to have much effect in my game on pirate activity one way or another, I have a massive bounty and the pirates are pretty much ignoring me at this point so dumping money into bounty from my perspective seemed like a waste of time, instead if could just spend it on ships and attack them more efficiently but maybe it is to support multiple play styles?

Sorry about the wall of text, even though I included lots of suggestions I really love the game and can't wait to have huge multiplayer games that take days to play out! As I think of more comments I will reply to this post and/or edit it.
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August 22, 2007 8:47:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Also have noticed this as I get further into my huge game, the autosaving starts taking longer and longer and longer to where now it pauses my game for like 10 seconds which is rather irksome. Is there anyway to change the autosave duration to be longer than it is? I looked around for an option but may have overlooked it. That may also be something that can be optimized but i've noticed the same behavior in other 4X type games as the world gets more complex the saves just take forever.

A large pirate fleet finally hit one of my rear bases which was exciting! I had to dispatch my cap ships back to "fix" the situation because they over-ran my gauss cannon wall pretty quickly (small firing arcs all on one side of the planet = bad setup on my part!). My cap ship fleets weaknesses became apparent then as it took me a long time to reinforce my base since all my fleet points were sunk into capital ships and all grouped in one location (the planet I was attacking). I also had to jump back through enemy territory and so pissed off one of the other AIs along the way.. Might need to have some way to force my guys to stay in friendly territory when plotting a route back or else players might lose ships due to unaware pathing.

Finally fought off the pirates and now i'm ready to keep taking over the galaxy I can't wait for multiplayer this game is going to rock, especially once we get other factions to play around with!

Keep up the good work!
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August 22, 2007 9:05:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Glad to hear you are having fun. Lot of valid issues you brought up, all of which we are looking into. Without getting into the full details, here are just some quick responses.

"Diplomacy with the AI is still a bit odd": yep, we agree - you will be able to give gifts without the agreement and you will have a way to view their opinion of you.

"Capital Ships need to take longer to build and have higher costs": partially fixed in the next patch and our new stats collecting system for multiplayer will help narrow down the exact costs and build times.

"Fighters seem mostly useless in large ship fights": Not if the enemy has bombers or LRM's. Fighters will rip them both up, otherwise they are flak frigate fodder.

"Crystal production seems to be a huge bottleneck": New map nodes will help alleviate this and the research subjects are improved in the next patch.

"Research tree needs to allow easier access to new ship designs - else people will just go for capital ships like I did": Not so easy in the new patch and if you go all capitalships a human player (and an improved AI) will decimate you.

"Research in the tutorial implied you could research multiple upgrades at once": The game is changing faster than we can update the tutorials so we stopped updating them until the game is near done. Research is now sequential.

"Think this is already a known issue that the AI builds lots of frigates and little to no capitals": Work in progress, should be somewhat fixed in the new patch.

"More movement in combat": Maybe. We always debate this one.

"Bounty system didn't really seem to have much effect in my game": That's good, in the previous version it had way too much of an effect. We rewrote the whole system for the next patch based on feedback, hopefully we strike somewhere in the middle this time

Autosave duration can be modified by using notepad.exe to open the user.setting file in one of the following directories:

XP: C:\Documents and Settings\username\Application Data\Ironclad Games\Sins of a Solar Empire\Setting
Vista: C:\Users\username\AppData\Roaming\Ironclad Games\Sins of a Solar Empire\Setting

Change AUTOSAVE_INTERVAL 300 to the number of second you would like. Save games are much smaller in the patch (though I haven't added that to the change log yet).

Enjoy and thx for the feedback!

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August 22, 2007 10:19:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Thanks for the quick responses Blair!

Another thing I thought of that would be really neat is if each side had a racial specific super-capital ship that you could only have 1 of at any given time. Something about 5x as big as the capitals and slow as dirt but could hold Fighters/ Bombers and also have huge amounts of armor and shields as well as possibly being a mobile light factory for frigate class vessels? For multiplayer this could be handled with a tech level slider of what is allowed in the game similar to what C&C Tiberian Sun did to dis-allow certain higher level techs to be researched / used if players didn't want them in their game.

That could make for some extremely interesting gameplay and forward reinforcements. It would probably have special abilities geared racially but could include such things as "Gives a passive bonus to all resource production in the gravity well in which it is located" or things of that nature that are more leadership in nature.

It doesn't have to be the "best" warship in the game, it could have more of a support role / larger fighter/bomber carrier (15-20 squadrons or more depending on how much the engine could handle).

I'm assuming that auto-save duration is going to be added as a UI option to allow us to change it in-game or turn it off altogether in the future? The smaller saves should help some though with the lag i'm seeing on saving now that i'm getting toward 6+ hours into this game.
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August 23, 2007 1:07:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The option to turn auto-save is available already from the options->user interface screen.

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August 23, 2007 1:39:15 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Another thing I thought of that would be really neat is if each side had a racial specific super-capital ship that you could only have 1 of at any given time.


While certain other games may fall into that... silliness... I doubt sins will. I pray sins won't, in fact. Make it effectively impossible to have many of them, sure -- high logistics / resource cost -- but don't just slap an absolute limit on something. Especially in a game where, in theory, you could end up with several thousand planets a few years down the line (once computers can handle that kind of strain ).
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August 23, 2007 7:34:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Well it's more the idea that this is like your flagship I guess, more like Homeworld and its mothership. You only have one because it takes so long to build and is so expensive.. Realism and game balance/fun are often two opposing viewpoints in most games...
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August 23, 2007 10:18:48 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Yeah, and hard-capping me to one ship isn't fun. It just ticks me the heck off. The only real excuse for capping at one is game balance (when I can run up into the millions of credits, crystals, and minerals, cost doesn't really matter).
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August 23, 2007 12:18:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
So do you guys prefer upkeep costs for capping unit/structure limits? I am pretty much fine with fleet points or upkeep costs.

Although if I had to absolutely choose between the two, I would say I prefer upkeep over fleet/structure points.
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