Thoughts on the Sins Rebellion Beta
aka "The Thread of 1,000 Tears"
Well folks, it's been almost four years to the day since I posted about my "Minor Annoyances" with Sins. In that time there have been two expansions, tons of updates and one brand new Beta - that's a lot of water under the bridge.
I was so excited to get my hands on the Rebellion Beta. Four years, I thought, surely would be enough time to address some of those issues and I was really looking forward to the new Titans. After spending a few days playing the game I'm pretty disappointed with what I've seen so far.
Yes, fanboys, I realize this is a Beta. I know it's not final. Let's just get that out of the way right now. The game is due out in two months so I seriously doubt we're going to see anything massive change. However, there is still plenty of time to tweak and generally improve the game, and those are the kinds of suggestions I'm going to outline.
First, let's take a look back at my post from 2008. I listed seven issues I had with the game, and sadly only one of those issues has been addressed since then. That's pitiful. Four years and we're still being told we're under attack if a scout ship enters the galaxy well. Ships still chase single vessels rather than prioritizing logically, and dozens of units will simply ignore enemy building for no apparent reason as cap ships bombard a planet.
Add to that list the following items:
- Scout and colony ships should not be selected as part of your attack ships when you click on a planet/galaxy. Rarely, if ever, would this be a desirable action. Just as fighters/bombers aren't selected with the first click, neither should scout or colony ships.
- When building a Titan and after you've selected the planet it doesn't show a "1" over the Titans button, as it does when you build other ships and view their queue buttons.
- Game doesn't always show the same perspective when you load a saved game. This means spending time each time you load adjusting to your previous view, or just re-learning where everything is.
- Your fleet will break off attacks on more valuable items such as factories, refineries and other structures to chase down and attack trade and/or refinery ships.
- If units are in a fleet they won't attack buildings if the capital ships are bombarding. They just stay in formation, even if set to attack anything in the gravity well.
- Even though the enemy mines are visible, your units will fly right through them to attack enemies. This is similar to my previous gripe about ships flying into the fire range of other defensive weapons, but more serious because of how deadly mines can be to a group of units. It seems only halfway useful to be required to discover mines but still have to micro-manage flight paths around them.
- Hearing "Reporting for duty" and other new unit creation sound clips for EVERY ship created is extremely annoying.
- Only purpose star bases serve is to keep you from taking a planet or increase your trade routes. Otherwise you can completely ignore them. They should have a more significant impact on the game given their cost and sheer coolness.
Here's hoping some of these issues can be addressed in future patches or the full version of Rebellion. I know some of you will simply disagree with my list, and that's fine, but I'm sure we can all agree that some of those items are legitimately silly and should be addressed.