Too Much?

So I am a huge fan of Sins of a Solar Empire. But after playing each expansion, I keep thinking that I only really want to play the original. The problem is that the game suffers over the concept of "more is more." The game started out complex enough already:4X, three semi-diverse races, three major resources to gather, a tech tree that took hours to complete, RPG manaagement of capital ships, ship abilities, and allegiance/culture. Now we've added starbases that require tons of upgrading, an entirely new resource in diplomacy, tons more research options, split each faction in two subfactions, and new ships. Everything requires micromanagement to do efficiently. And I must say I've just been overwhelmed by the task of it all. It makes gameplay a bit of a chore. The worst of it is that with so much to manage it must be hell on developers to balance gameplay. To really balance they have to reduce the impact of each individual managed option. The result is that from a users perspective we are bombarded with options that each do relatively little: do I add 4% to ship health or do I get a .20 bonus to relations? At such small levels of impact the option plays right into something similar to change blindness http://en.wikipedia.org/wiki/Change_blindness where you have no idea if there was any change at all. I may well be entirely alone in this assessment, but I would guess that the overwhelming complexity and minimal impact is a huge turnoff to new players.

So how do you fix this? Maybe you need to reduce scope. Make a sub game that just manages a fleet. Simplify the tech tree such that each option has a visible and immediate impact. Automate more parts of empire building. I know some people like this complexity, which is fine. But it'd be nice to have a game for people like me that want something simpler.

7,743 views 12 replies
Reply #1 Top

Well, I don't see the issue here, if you like a simpler game, play Sins of a Solar Empire vanilla.  I would say you are probably alone or near alone in wanting to see a smaller tech tree with fewer options.  Sins of a Solar Empire from the get go had a steeper learning curve but allowed the player to have more options then the other RTS out there that were simple spamfests that ended in 25-30 minutes.  I also think that the game is really not that complex.  I hear many people on ICO (Ironclad Online) remark that the best thing about Sins is that it is slower then most RTS so you can take time to think about each decision instead of just twitch playing where only sheer APM (actions per minute).  This said, the complexity can be managed and is not truly "overwhelming" once you have played 5-10 games.

Reply #2 Top

Once you get past the initial learning curve I don't think the game is any harder for new players than the original. In Entrenchment's case it made things easier, because now new players can turtle behind starbases the AI can never take out, while before they would probably lose until they learned to manage a fleet well. They maybe adding content but rarely do you ever use all of it in one game, and I don't think its radically different enough to throw people off.

You may have a point on the balance, but clearly the Devs want to make a bigger impact on the mutliplayer market, so they seem determined to try it anyways.

Reply #3 Top

I think majority of additions made the game better and richer than the vanilla was, the only thing i am not sure about is diplomacy. I mean, diplomacy brought some good things like pacts, but in general, i think, it was a step in a wrong direction. I know the devs are trying to create RT4X game, but as i see it, its always going to end up primarily RTS game, spiced with those 4X elements, but not true hybrid, because IMHO its never going to be good/deep/complex/slow enough for the hardcore 4xers. While for seasoned RTS gamer like me, its nice alternative to all those StarCrafts, i just do not see any reason for things like diplomatic victory, because i play the game for its epic space-battles, not to win it by being given some random points for good diplomatic relations.

Reply #4 Top


So I am a huge fan of Sins of a Solar Empire. But after playing each expansion, I keep thinking that I only really want to play the original. The problem is that the game suffers over the concept of "more is more." The game started out complex enough already:4X, three semi-diverse races, three major resources to gather, a tech tree that took hours to complete, RPG manaagement of capital ships, ship abilities, and allegiance/culture. Now we've added starbases that require tons of upgrading, an entirely new resource in diplomacy, tons more research options, split each faction in two subfactions, and new ships. Everything requires micromanagement to do efficiently. And I must say I've just been overwhelmed by the task of it all. It makes gameplay a bit of a chore. The worst of it is that with so much to manage it must be hell on developers to balance gameplay. To really balance they have to reduce the impact of each individual managed option. The result is that from a users perspective we are bombarded with options that each do relatively little: do I add 4% to ship health or do I get a .20 bonus to relations? At such small levels of impact the option plays right into something similar to change blindness http://en.wikipedia.org/wiki/Change_blindness where you have no idea if there was any change at all. I may well be entirely alone in this assessment, but I would guess that the overwhelming complexity and minimal impact is a huge turnoff to new players.

So how do you fix this? Maybe you need to reduce scope. Make a sub game that just manages a fleet. Simplify the tech tree such that each option has a visible and immediate impact. Automate more parts of empire building. I know some people like this complexity, which is fine. But it'd be nice to have a game for people like me that want something simpler.

End of quote

Maybe this is not the game for you.....

Reply #5 Top

Figured I'd put out the post and see if anyone agreed. I lean much more towards tactical real time games and strategic turn based games. Relatedly, I find that when a single match requires multiple uninterrupted hours it's very hard to schedule. Asynchronous games (of any complexity level) or simple 15-20 minute games usually get around this issue.

Actually I suppose I should straight up ask. Is there a tactical fleet only mod to Sins? Or, and don't shoot me for asking, is there a DOTA style mod to Sins (similar to Stellar Impact, I guess)?

Reply #6 Top

Why not save your game and pick it up later if it's hard to get through one in a single go? I rarely complete anything beyond a 2v2 (and sometimes not even 2v2s) in one sitting. Even mutliplayer matches can be saved and resumed.

To answer your mod questions, no and no. Sorry. How is Steller Impact by the way? I've been meaning to check that out.

Reply #7 Top

For Exampel SC2 is more complex then sins and gives you more options to play the game.

It depends on what lvl you experience playing this both games i guess.

I can compare both games, have over 6 k games in sc2. SINS is more a macro oriented game where micro is less important and there even not that much mico potenzial avaibel.

The APM is one part of RTS games and also an important one.

higher  SPEED then your opponent = you get more stuff done then your opponent.

more intel, more macor, more micro, more strategie done...you can compare it with an artist that gets his picture what he has in mind faster painted on the paper.

APM is just a further measure for skill that where added to others like strategie, macro-, microabbilities, gamesens..... that alrdy exist in RTS games.

Sins players dont need that APM becuase it dont fall that much into weight in games that goes 3 hours.

But what helps you to manage that all in Sins is using Hotkeys and  getting more experience. If you alrdy knew how you have to react on a special situation ingame, the easier it is to execute  becuase you dont need to think about every detail, you alrdy knew it.

The game macro wont challenge you that much anymore and you will be abel to focus on important parts like strategie and your opponent.

 

 

 

Reply #8 Top

Quoting xxSithLordxx, reply 7
he game started out complex enough already:4X, three semi-diverse races, three major resources to gather, a tech tree that took hours to complete, RPG manaagement of capital ships, ship abilities, and allegiance/culture. Now we've ad
End of xxSithLordxx's quote

 

lol APM.   highlighting units or clicking on the same spot over 20 times.  

Reply #9 Top

Quoting JohnJames, reply 8
Quoting xxSithLordxx, reply 7he game started out complex enough already:4X, three semi-diverse races, three major resources to gather, a tech tree that took hours to complete, RPG manaagement of capital ships, ship abilities, and allegiance/culture. Now we've ad

 

lol APM.   highlighting units or clicking on the same spot over 20 times.  
End of JohnJames's quote

 

 

 

hmmmm  you need to distinguish between effizient apm and usless apm.

good players have a real apm around 150 and higher for exampel Boxer or Bomber (south korea)

some players try to reach this goal with usless spamming but thats not a goal someone shoud aim for.

 

 

Reply #10 Top

I think people are confusing the apm of a particular minute with the average apm throughout a game.

While a good player can set many things in motion all at once, no good strat game has a high average apm.  The point of a strat game is good planning, not being able to do dozens of things in a minute.  Only tac games should have high average apm.  That, and crappy games in general.

Games will lose their "twitch" and "min/max" elements when AI becomes worthwhile.  And the vast majority of the gamers of the world will suddenly suck at games.  Number crunchers and twitchers are terrible leaders, after all.

Reply #11 Top

Quoting Maktaka, reply 6
To answer your mod questions, no and no. Sorry. How is Steller Impact by the way? I've been meaning to check that out.
End of Maktaka's quote

Stellar impact was a bunch of fun. I do enjoy just flying a spaceship about and torpedoing stuff. But now it is in the middle of converting over to being on Steam. I wouldn't pick it up until it's officially released over there.

Reply #12 Top

Quoting Tharios, reply 10
I think people are confusing the apm of a particular minute with the average apm throughout a game.

While a good player can set many things in motion all at once, no good strat game has a high average apm.  The point of a strat game is good planning, not being able to do dozens of things in a minute.  Only tac games should have high average apm.  That, and crappy games in general.

Games will lose their "twitch" and "min/max" elements when AI becomes worthwhile.  And the vast majority of the gamers of the world will suddenly suck at games.  Number crunchers and twitchers are terrible leaders, after all.
End of Tharios's quote

 

 

I dont think the one exclude the other.