Good, Bad, and "Its beta, I forgive you"

So I downloaded Sins of a Solar Empire beta and I played it straight for almost 12 hours (finishing one game on a medium galaxy...phew) and although the RTS/4E formula is potentially irrestible, the big problem is balancing scale vs. manageability. I can't imagine playing more than a couple hours of an RTS in a multiplayer setting; although the slower pace and longer game is appealing (C&C3s 'over in 5 minutes' turned me off) there is a limit. There's a reason why most 4E games are about the sandbox. Balancing the running of your empire with the tactical RTS elements is the key imo.

What's good:
-The UI. Although there are a few tweaks that could be added, I had little problem managing my relatively large empire and fleets. The collapsable menues with the pips are genius. Being able to select all ships in a system while zoomed out is good. Navigating a game of this scale in realtime was inevitably going to be tricky, and I think Sins does a great job.
-Capital ships are fun. I like them as "hero" units, and they all seem pretty distinctive and useful. It does seem odd that they're easier to get than certain cruisers, though.
-It's a pretty game. My ships look cool.
-Basic concept of economy seems fine.
-Bounties are a nifty way to create tension in an FFA (or 3+ sided) game.
-I like the FEEL of the space. Battle taking place around solar systems, choke points, and gravity wells creates a kind of 'terrain' often missing from these kinds of games.

Needs tweaking:
-Unit speed, particularly in the gravity well. I am convinced that a good part of the reason the game takes so long is because ships take forever to move anywhere, especially compared to how relatively quick it is to build, conduct research, etc. Also, slow speed contributes to the next problem.
-More tactics in the RTS battles. Ships are overall too slow (except Kodiaks using intercept) for maneuvers to be meaningful. Besides mashing my capital ship abilities at a time that's not totally stupid, there's a tendency for me anyway to just dump ships in and let the AI figure it out once we get to any sizable battles. Also, a lot of battles are conducted at a level of zoom where everything is represented by symbols. What's the point of all these gorgeous ship models if when I'm actually playing the game all I see are blue squares?
-Culture lasts too long. Once I've destroyed every structure and ship my opponent has I should not have to coordinate simultaneous invasions of half their former empire. Although I like this in concept as a kind of 'countercurrent' to an invading fleet, write now it's simply too extreme.
-Allegiance penalties in a large empire. There needs to be more ways to mitigate this. 100 percent culture is listed as giving 10 percent allegiance. This is great for the planet 3 jumps away from my homeworld, but for a planet in another system it barely matters. Some of the tooltips suggest that you can have a capital in each solar system, but when I tried to do this it simply switched my capital. Having one 'capital' in each solar system would definitely make a difference.

'It's beta, I forgive you':
-AI is not very smart, but as game balance itself is still being worked on I'm not concerned.
9,647 views 46 replies
Reply #1 Top
Allegiance penalties in a large empire.


Already being looked at
Reply #2 Top
Also, a lot of battles are conducted at a level of zoom where everything is represented by symbols. What's the point of all these gorgeous ship models if when I'm actually playing the game all I see are blue squares?



I agree. I wish to see bigger ships instead of those small symbols. Zoom...
Reply #3 Top
Hey TJ,
Thanks for taking the time to post.

Culture lasts too long.

We agree, and have a great solution in the works for next beta.

AI is not very smart

The AI is constantly going through revisions. If you are able to describe specific behaviours that you find illogical please pass them along. There may be bugs or areas for improvement that we are not aware of.

Also, a lot of battles are conducted at a level of zoom where everything is represented by symbols. What's the point of all these gorgeous ship models if when I'm actually playing the game all I see are blue squares?


In order to maintain the game's massive scale icon representation is required when zoomed out at such a distance that the ship becomes just a few pixels. Some people play games up close, zooming out occasionally to see the 'big picture' and others, like yourself, play zoomed out for most of the game, occasionally zooming in for a key battle.

As you would expect the size of a ship is just relative to the objects around it, since you can zoom in or out. If we increased the actual ship mesh size, the structures and planets and every other structure would need to scale up as well to maintain proper proportion - leaving us where we started. We could scale the gravity well down to reduce the playing area - giving us a screen of fairly close-up ships, but it would feel cramped and take away from the open space feeling which most people want.

We may be able to tweak the point at which the ship turns to an icon - but there isn't a lot of movement there, as some people may have difficulty seeing the tiny models.
We are open to any new suggestions that you or anyone else might have!

  
Reply #4 Top

The AI is constantly going through revisions. If you are able to describe specific behaviours that you find illogical please pass them along. There may be bugs or areas for improvement that we are not aware of.


I had a light-frigate break off from the rest of the fleet and engage a large cluster of Gauss cannons without support. Does that count?
Reply #5 Top
  
I had a light-frigate break off from the rest of the fleet and engage a large cluster of Gauss cannons without support. Does that count?


Excellent, our suicide AI is working as it should  
Reply #6 Top
Burn!

Damn i knew it! They designed the AI after my Suicidal Psycho tactics from Eve Online (Caracal vs Domonix... Caracal vs Concord... Caracal vs Thanatos .. u get the idea ).
Reply #7 Top
I had a light-frigate break off from the rest of the fleet and engage a large cluster of Gauss cannons without support. Does that count?


Was the captain's name Leeroy by any chance?   
Reply #8 Top
"All drives to full! Bring Weapons to bear!

LEEEEROOYYYY JEEEEENKINS!!!!!"

sorry, just had to do that.

Just a random thought, but wouldn't it be funny if the Kodiaks said that when they engaged the intercept ability?
Reply #9 Top


Just a random thought, but wouldn't it be funny if the Kodiaks said that when they engaged the intercept ability?


Hilariously funny!
Was the captain's name Leeroy by any chance?


It got renamed that on his tombstone, in my case
Reply #10 Top
http://en.wikipedia.org/wiki/Leeroy_Jenkins

For us who don't understand...
Reply #11 Top
-Culture lasts too long. Once I've destroyed every structure and ship my opponent has I should not have to coordinate simultaneous invasions of half their former empire. Although I like this in concept as a kind of 'countercurrent' to an invading fleet, write now it's simply too extreme.
-Allegiance penalties in a large empire. There needs to be more ways to mitigate this. 100 percent culture is listed as giving 10 percent allegiance. This is great for the planet 3 jumps away from my homeworld, but for a planet in another system it barely matters. Some of the tooltips suggest that you can have a capital in each solar system, but when I tried to do this it simply switched my capital. Having one 'capital' in each solar system would definitely make a difference.


I encountered these issues for the first time tonight thanks to my first extra solar war. And it left me with a few questions about it.

When I arrived at the second solar system, I noticed that it was divided by three AI's and had culture at every planet. I assumed this meant in order to establish a beach head that wouldn't immediately switch back I either needed to crank out enough culture to cross the solar jump, or completely conquer one of the other civs in order to take the planets of theirs that I could. When I finally did that, and colonized the old cap, I was confused as to why my fleet cap had suddenly gone down dramatically. This I discovered was because that first planet had been designated my new capital. So this made me wonder...

1) Are you supposed to have a capital in each solar system? Because as TJRumans wrote, right now the game seems to only treat you as having one.

2) Regardless of whether or not you are supposed to have a capital in each star, is your first/only planet in a system immune to cultural flipping?

3) Is your solution for culture going to be having a propaganda cruiser that sets up giant speakers in space to blare subversive messages?

Reply #12 Top
Is your solution for culture going to be having a propaganda cruiser that sets up giant speakers in space to blare subversive messages?

That is actually not such a bad idea... Except the speakers that is.
Reply #13 Top
One of the major problems with the ai I noticed when looking at graphs was that it doesn't seem to research technology very much. (Maybe I'm just going tech-crazy, but I was easily able to be far ahead of the ais techwise.)

Further, the ai seems to very rarely build capital ships in addition to its first one. I know the power/rarity of capital ships is somewhat disputed, but in a 3 hour game only one of 7 AIs had built an additional capital ship from its original one. (I had 4, which seems to me like a pretty reasonable number).
Reply #14 Top
The AI puts probably 40-50% of their money into bounty...
Reply #15 Top
There was a bug in bounty placement (fixed) where he could spend up to 50% of his current reserves on bounty alone (which is moronic ) and he wasn't able to avoid starving out capitalships by consuming remaining fleet points with frigates (fixed).
Reply #16 Top
This was an excellent feedback topic and I agree with the positive and negative points that were made by TJRumans.

I have been playing this Beta for the last couple of days (about 12 hours invested so far) and am beginning to gather enough info to comment intelligently. It is early in the process to comment on the gameplay aspects that interest me most. But I think that it is important to restate that there is something that is a bit off in the timing of the game. This has a very turn-based feel to it and I hope to see the pacing adjusted so that it falls more in alignment with what is expected out of an RTS.


Needs tweaking:

Unit Speed- you need a unit speed that rewards micromanagement. If the units aren't maneuverable then you end up missing out on alot of the tactical balance aspects that make RTS battles so challenging. Micro and macro management should be equally required in an RTS, and right now economic macro and attritional warfare are over emphasized. Ships don't have to be blinding fast, they just have to be fast enough to encourage maneuver.

More tactics in the RTS battles- I know that you are still working on balance and a host of other aspects in this game, but we need viable counters and the ship speed to utilize them. You have alot of potential with the missile vs projectile line of munitions, weapons and ships but the action needs a faster tempo to get the most out of it.


Once again, it is early in the Beta and I look forward to some multiplayer action later to further examine these points, thanks for the opportunity to be involved.
nix nivis
Reply #17 Top

There was a bug in bounty placement (fixed) where he could spend up to 50% of his current reserves on bounty alone (which is moronic ) and he wasn't able to avoid starving out capitalships by consuming remaining fleet points with frigates (fixed).


We don't have that patch yet do we?
Reply #18 Top
Thanks for your feedback Nix.
Reply #19 Top


There was a bug in bounty placement (fixed) where he could spend up to 50% of his current reserves on bounty alone (which is moronic ) and he wasn't able to avoid starving out capitalships by consuming remaining fleet points with frigates (fixed).


We don't have that patch yet do we?

We will "soon"
Reply #20 Top



There was a bug in bounty placement (fixed) where he could spend up to 50% of his current reserves on bounty alone (which is moronic ) and he wasn't able to avoid starving out capitalships by consuming remaining fleet points with frigates (fixed).


We don't have that patch yet do we?

We will "soon"


As in "when its done", right?
Reply #21 Top




There was a bug in bounty placement (fixed) where he could spend up to 50% of his current reserves on bounty alone (which is moronic ) and he wasn't able to avoid starving out capitalships by consuming remaining fleet points with frigates (fixed).


We don't have that patch yet do we?

We will "soon"


As in "when its done", right?

exactly
Reply #22 Top

exactly


./poof! I declare it done!
Reply #23 Top
i dont see a patch in SDC, your magic doesnt work
Reply #24 Top
phfft, faulty magic , I've been playing the new patch for almost 2 days....
Reply #25 Top
http://en.wikipedia.org/wiki/Leeroy_Jenkins
For us who don't understand...


sounds like my zero lvl spell in dungeon and dragons. for summing monsters.


here monster, monster, monster, three times at the top of your lungs.


this is also the only spell that a fighter can cast