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Rebellion is causing ingame lore annoying

By on April 24, 2012 4:06:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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Join Date 01/2009
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eddited cause title was silly (er)


i love sins - i dont like the fast paced rts games except on rare occasions

i dont like how some games will just give you info from nowhere  - is it that hard for them just to explain where you are getting the info from? (i mean gave devs in general nothing directed at you guys here - in fact the next part of this post is a sins compliment )

 

Example in sins you would know if your enemy used one of the cannons because depending on your side you would get a message like "a subspace disruption has been detected" meaning the enemy has fired a BFG at you - you know because of a tech tech (words used to explain things in scifi - ie star trek voyager ) ok im getting off point but the game is giving you a credible reason for how you know the enemy has used a super weapons its not just saying it  - because its perfectly believable from a scifi perspective that you could pick up a shockwave/subspace disruption from its activation 


now the Bad 

Rebellion Titans - you get a warning either when somone starts building one or when they launch one i cant remember. but it does not explain why you know. 

Same with the restrictions of only having 4 superweapons - (please only debate 4 superweapons in the many other threads for them)  i know you cant add to the intro but just mention in the game synopsis that due to constant war the resources of this section of the galaxy are drying up - not enough minerals to produce 25 cannons 

hmmm that could even be a great idea for sins2 - because of no resources and because of the vasari enemy several factions take off through space out of fear (lol you could make the vasari enemy like the the furlings out of sg1...) 

 

Ok so its a small thing but i like my games to make sense like in some of the cnc's (i hate ea) when your enemy builds a super weapon like a nuke or whatever the game just magically reveals on the map where it is (showing you where your enemys base is) - it just bothers me allot when a game does something like that - even if a voice had a of just said our spy has reported something new - you wouldn't even have to build the spy - but it would make sense - also i hate EA *cough*westwoodstudiorules*cough* 


Id love ingame or intro explanations for the cannon restrictions and how i find out about titan launches please - Sure just throw in something about energy signals of titan reactors to explain how you announce those ....... or you could just tell me that im madd (with 2 d's)

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April 24, 2012 4:22:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This isn't a question about realism or lore but actual gameplay mechanics.

Realism and lore logic takes a backseat to actual gameplay because who gives a **** when the game sucks to play anyways.

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April 24, 2012 5:40:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

TEC Loyalists:
"Scouts report that another faction is building a new type of Warship."
"One of our enemies has finished a Titan."

TEC Rebels:
"One of our foes is building something new..."
"A new enemy weapon has launched against us."

Advent Loyalists:
"We sense that a great threat to the Unity draws near!"
"The Unity senses that an enemy has finished a powerful Warship!"

Advent Rebels:
"We sense a growing threat that seeks to destroy us!"
"We sense an enemy Titan!"

Vasari Loyalists:
"Sensors indicate that an enemy is building a Titan-Class Warship!"
"An enemy has just launched a new Titan!"

Vasari Rebel:
"Our spies tell us that an enemy Titan is being constructed!"
"One of our enemies has built a Titan!"

 

The only faction that doesn't explain where they get the intel from are the TEC Rebels, so I have no idea where you're coming from with that.

As for the superweapons being limited, I really don't care about them enough to be bothered by it.

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April 24, 2012 9:51:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The superweapon limit was the primary article in the Geonova Convention, recently signed by all factions.  There were a few other items dealing with the treatment of prisoners of war and refugees, limits on chemical weapons during planetary bombardment and such, but the superweapons got the most press.

While a few naive pundits hailed this as a step back to more regular diplomatic relations, most realize that all factions are simply trying to take what little they can through a long war of attrition, since anything more would be suicidal for all belligerants.  Most agree that the Advent factions lobbied for this treaty the most, since their superweapon sucks.

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April 24, 2012 11:35:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting stein220,
The superweapon limit was the primary article in the Geonova Convention, recently signed by all factions.  There were a few other items dealing with the treatment of prisoners of war and refugees, limits on chemical weapons during planetary bombardment and such, but the superweapons got the most press.

While a few naive pundits hailed this as a step back to more regular diplomatic relations, most realize that all factions are simply trying to take what little they can through a long war of attrition, since anything more would be suicidal for all belligerants.  Most agree that the Advent factions lobbied for this treaty the most, since their superweapon sucks.

 

^Win. I actually lol'ed. Poor Advent...

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April 25, 2012 1:11:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yea I am getting really tired of the poor me tirades of the Advent maebe they will shutup now, we have more important things to discuss.

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April 25, 2012 1:15:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@Nate: The Advent have not been bad since Corvettes came into the game, now they can play at an even field on the early game. Now all that needs to be done is buff the slack units (Such as the Kol and Radiance.). Except for the red button, fuck that ability.

 

Quoting stein220,
The superweapon limit was the primary article in the Geonova Convention, recently signed by all factions.  There were a few other items dealing with the treatment of prisoners of war and refugees, limits on chemical weapons during planetary bombardment and such, but the superweapons got the most press.

While a few naive pundits hailed this as a step back to more regular diplomatic relations, most realize that all factions are simply trying to take what little they can through a long war of attrition, since anything more would be suicidal for all belligerants.  Most agree that the Advent factions lobbied for this treaty the most, since their superweapon sucks.

 

Hehehe.

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April 25, 2012 6:48:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

LOL RED BUTTON! Whatever you do DO NOT TOUCH THE red button!!!!

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April 25, 2012 6:57:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting TerribleNate,
LOL RED BUTTON! Whatever you do DO NOT TOUCH THE red button!!!!

Unless you want to kill 1000s of ships in a second then go ahead press the red button!

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April 25, 2012 8:05:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

"Rebellion Titans - you get a warning either when somone starts building one or when they launch one i cant remember. but it does not explain why you know."


Dude, have you seen the shockwave a titan gives of when it comes out of phase space? I'd imagine those would be much easier to detect that a novalith firing.

Also it could be a rumour, word gets out that a faction has built something huge, like the titan or the superweapon.

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April 25, 2012 10:52:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Rovert10,
Quoting TerribleNate, reply 7LOL RED BUTTON! Whatever you do DO NOT TOUCH THE red button!!!!

Unless you want to kill 1000s of ships in a second then go ahead press the red button!
But do try to make sure they aren't your ships!

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