@Blair Fraser:
Disagree here on a few points, will try to respond to everything and add some feedback thats coming from myself and my brother who I play the game with:
Orbiting planets, new and unique racial mechanics, more racial and sub-faction differentiation, new game systems, new combat mechanics, new high level strategy options, unit and planet customization, new fleet management, new empire management, new minor faction system, multi-core/64bit engine, in-game mod support, and so on service this one goal.
-Orbiting planes - win
- New racial mechanics - ok, but can be pushed more, will wait for final verdict, so far progress
- new combat mechanics - sure
- new fleet/empire managemetn - sure
- mew minor faction system - yes, this has been positive, enjoy that
- New high level strategy - dont think so. And i think this is where we get boggled down a bit. To paraphrase Grubby(Warcraft 3 streamer and big time gaming icon), if the gameplay is sound the game will succeed.
A lot of the "new things" are quality of life changes that are generally linked to a patch, not a whole new game. When you present a new game in the RTS world we as a community expect new units. In every single RTS game that I've ever played and has had a second game delivered, there have at least been some new units along side reworks to other units.
Starcraft > Star craft Brood war > new units
Starcraft Brood War > Star craft 2 > massive differences and new units etc.
Warcraft 2 > Warcraft 3 massive differences and new units
Age of Empires 2 > Age of Empires 3 > massive differences and new civs, units etc.
While I understand the "keep the winning formula" and i think the base fantasy of space battles with "hero" capital ships is awesome and must be kept. But if you want to excite the community you need a bit more new toys and units. Cutting units or ships that didnt feel like they added to the gameplay is fine, but pruning is not the same as adding new units. That might streamline pre-existing gameplay, but it does not contribute to new gameplay which is what Sins 2 should bring over Sins 1.
Specifics to the current gameplay:
-Strike craft are more or less fire and forget and the interaction is minor. Capitol ships dont have a way to deal with them like they did in Sins 1, maybe streamlined, but no new interactions. The flak frigates are not enough of an interaction in my opinion. Plus no active abilities to deal with them.
- Dunov capital ship is not enough of a threat and i currently dont feel like its good enough in its role to be picked over a Kol, Marza, Sova, or Akkan.
- Vulkoras and Antorak capital ships are in the same boat.
- I dont find any use for tier 1 frigates past mid game(Cobalt and Ravastra). The anti-matter burns / CD increase they had in game 1 made them useful post early game. Another prune that just takes away gameplay. Finding ways to make all units relevant all game via abilities/upgrades might add that, but we dont have that currently.
- The Harcka Heavy Cruiser doesnt feel new at all, its basically a TEC copy of the Enforcer, who does the exact same thing but actually has the flavor of having a PD turret. So essentially it just becomes a "type" ship, meaning everyone has it, or at least TEC + Vasari currently. So nothing new here. The Kodiak used to be very tanky, and noticeably tanky, so that was that flavor. Need some more flavor to the Harcka to even think about being "new/redesigned".
- Defensor and Raider are just your standard issue corvettes, so again, it feels like the Harcka treatment of here's a generic unit for everyone and you just play ball.
- The mines an Cielo's, while possibly not great gameplay, again, you're pruning, but not adding anything new. So instead of 4 ways to play, with 2 being bad, now its 2 ways to play. While not a bad decision in a vacuum, it doesnt make a difference if this was Sins 1 just not using those units in terms of pure gameplay.
Final thought, like I mentioned earlier, the fantasy of the game is great, and I think so far there's been a good amount of quality of life changes, but I think if you want to the game to pick up speed or explode even if its just from the Sins 1 community, you need to add more gameplay toys, specifically new units/ships that are usable and add to gameplay instead of just taking away the ones that did not. A failed new ship can be balanced, a pruned bad ship cannot.
Just my 4 cents,(2 from me and 2 from my brother).