spam spam spam spam spam

I just brought sins. Had about 4 - 6 games. This is generally what ive found.

 

I can spam more ships than you, faster than you can. I win.

 

Im a bit disappointed.

7,513 views 10 replies
Reply #1 Top
bit more info please

Are you raging against the ease of beating AI simply by making more ships?
or
Have you gone online and just got beat by someone who knows how to make more ships then you?

Reply #2 Top
You can? Well that's a little cocky of you seeing as how you never played me...

lol
Reply #4 Top
poor guy sounds bitter. im betting he lost to a someone spamming long range frigats.
Reply #5 Top
"Spam spam spam spam..." "Lovely spam! Wonderful spam!"
Coudn't resist! :D

What you are actually mentioning is the tactic of Rushing. It is synomous with games like Starcraft (Zerg Rush), Command and Conquer, and Red Alert.
Reply #6 Top
The guy makes a point. Combat in Sins is largely based on your economic prowess and unit combination. There is little room for actual tactics during a battle and for the player to make any real difference to the outcome.
Reply #7 Top
The guy makes a point. Combat in Sins is largely based on your economic prowess and unit combination. There is little room for actual tactics during a battle and for the player to make any real difference to the outcome.
End of quote


True, to a point.

You can't have five frigates perform some vaguely cool thing in the middle of battle in an effort to confuse the enemy ( who really won't care ). Unit level tactics are not what the game is about. In battle you're pretty much limited to giving 3 basic fleet orders :
1. Kill anything that moves
2. Everyone kill that one thing
3. Run away

But, you CAN have huge impact by choosing what units to build, deciding what planets to take ( or ignore ), what techs to invest in, if you should attack or defend ( and where ), build static defenses, open a second or third front.. the list goes on. In SINS you're not a squad commander, you're an empire builder. Think Roosevelt in WW2. He didn't direct squads or even battles, he managed the economy, ordered research ( A-bomb ), formed alliances, and gave objectives. We do the same thing in SINS. economy, research, basic diplomacy, objectives.

Case in point, I challange your fleet of twice my size to take my fleet, while in my grav well, under the protection of 3 repair bays and some other static defense. Thats tactics. Thats making a difference in outcome.
Reply #8 Top
I just brought sins. Had about 4 - 6 games. This is generally what ive found.

I can spam more ships than you, faster than you can. I win.

Im a bit disappointed.
End of quote


Kinda like how in Civilization and presumably in Galactic Civilizations you can win by building more units and better units? Is that really any different from just about any other strategy war game?

How else do you think it should be? As far as I know it's a 4X RTS and the game is all about expanding your economic base so that you can (1) spam out more units, (2) build better types of units, and (3) upgrade the fire power and shields of your units.

Do you really think someone should be able to win by merely building 5 frigates and then micromanaging them throughout the game to defeat large fleets of 70 frigates? The game has to have game play elements in some sort of a way. What exactly were you hoping for? What were you expecting?
Reply #9 Top
Civ 4 did move away from the SoDs with the introduction of unit roles (flank, siege...) with strict unit maintenance costs. Unfortunately, this just resulted in mini-SoDs. But, who really plays Civ4 solely for the combat? It gets over tedious after the intial land grab IMHO.

But yeah, unfortunately, it is part of the strategy genre.
Reply #10 Top
There is a difference between strategy and tactics. Strategy is a plan implemented over a long period of time, while tactics is the opposite and involves decisions made on the spot. Sins should really consist of a mix of both (mainly because of the importance fleet battles serve within the game).

Sins has a great array of strategy and thats all fine and good. There's alot to consider in regards to one's strategy that people have bought up in this thread (almost all examples mentioned in this thread is to do with actual strategy within Sins - not tactics).

I believe the problem with Sins lies within the actual tactics in the game. The range of tactics within Sins is almost too simple. The player really only has two tactics to consider when in a battle - which targets to attack and when abilities should be used. Coupled with some basic unit positioning (keeping carriers at the rear for example) that's really the extent of the game's possible tactics.

Of course this may have been Ironclad's intention to create a game that was more about the macro than the micro (coupled with accessibility which meant some gameplay mechanics were simplified). I feel however there could be so much more to Sins, such as targetable hardpoints on ships as an example or ships taking more damage from certain directions when they have lost shields. Things like this really open up the tactical side of Sins and I really hope Ironclad have alot of ideas stored away to help boost the tactical side of Sins come the inevitable release of the expansion. :)