Culture, Dominance and the many strategic branches
My feedback.
from
Sins Forums
Firstly, I've stated what I like in another thread. So here are my concerns.
Why culture?
Yes, stopping the enemy from colonizing your planets and conquering their planets without a single shot being fired is great, but at what cost? And should you be spending it on more ships?
Personally, I feel like Culture is important but not important enough yet. It's just another thing to get, but not something which feels like a vital strategic decision. Why is this? Should it be?
Next, Dominance...
What I mean by this, is simply... He with the most, wins.
Although there are systems in place to deal with players getting a slight upperhand which results it being impossible for other players to fight back, while they are slowly annihilated... (which is not fun, by the way.) I personally don't see it as being enough, since I've seen it as being an issue that as soon as you start winning, you never stop. And as soon as someone starts being you, it's incredibly hard to stop them from winning.
How can you turn a battle around? Should there be more ways for you to covertly cripple an enemy? The bigger they are, the harder they fall, is this true in Sins?
Strategic Branches, this goes back to my Culture feedback. I just don't feel that there is really much option in Sins, except to go for full battle. I thought you could somehow avoid that and go for a more "pay-someone-else-to-do-the-dirty-work" approach. Or perhaps even go for pure tech and use your tech advantage to win the battles.
At the moment, it seems that research money is better spent on ships and increasing the bounty on an enemy is over-rated. Is this true? What do you guys think?
I'd like to see true mercenaries that you can hire in, rather than the pirates, these guys would be paid to attack a certain target or defend a world of yours. You could call them in at a moments whim, maybe?
I'd just like to see more ways for a person who goes for empire rather than military, to defend themselves and win the battle, without concentrating on overwhelming the enemy with more ships.
Why culture?
Yes, stopping the enemy from colonizing your planets and conquering their planets without a single shot being fired is great, but at what cost? And should you be spending it on more ships?
Personally, I feel like Culture is important but not important enough yet. It's just another thing to get, but not something which feels like a vital strategic decision. Why is this? Should it be?
Next, Dominance...
What I mean by this, is simply... He with the most, wins.
Although there are systems in place to deal with players getting a slight upperhand which results it being impossible for other players to fight back, while they are slowly annihilated... (which is not fun, by the way.) I personally don't see it as being enough, since I've seen it as being an issue that as soon as you start winning, you never stop. And as soon as someone starts being you, it's incredibly hard to stop them from winning.
How can you turn a battle around? Should there be more ways for you to covertly cripple an enemy? The bigger they are, the harder they fall, is this true in Sins?
Strategic Branches, this goes back to my Culture feedback. I just don't feel that there is really much option in Sins, except to go for full battle. I thought you could somehow avoid that and go for a more "pay-someone-else-to-do-the-dirty-work" approach. Or perhaps even go for pure tech and use your tech advantage to win the battles.
At the moment, it seems that research money is better spent on ships and increasing the bounty on an enemy is over-rated. Is this true? What do you guys think?
I'd like to see true mercenaries that you can hire in, rather than the pirates, these guys would be paid to attack a certain target or defend a world of yours. You could call them in at a moments whim, maybe?
I'd just like to see more ways for a person who goes for empire rather than military, to defend themselves and win the battle, without concentrating on overwhelming the enemy with more ships.
its more like "He who is the smarter tactical player wins", but ofcourse if the enemy has 10 planets and you have 2, you will properly lose.
tell a player you will pay him for attacking another. And when he does, you attack him
not that i have tried it... 