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Sins of a Solar Empire:Rebellion
Started by Isaac Corbett, Apr 18 2012 01:01 PM
9 replies to this topic
#1
Posted 18 April 2012 - 01:01 PM
I've been think about pre-ordering this for a while now through steam. I loved playing the older SSE games and have always had a place in my heart for games of its kind. Do you think its worth it? Will you be getting it? What are your expectations if so?
#2
Posted 18 April 2012 - 01:07 PM
Go for it, I love 4x games.
Edited by Stormwolf, 18 April 2012 - 01:07 PM.
#4
Posted 18 April 2012 - 03:26 PM
There is another one coming out? Been thinking about reinstalling the old one, great game. Would love to see a new Master of Orion as well although they made a balls of the last one.
Edited by Fiachdubh, 18 April 2012 - 03:27 PM.
#5
Posted 18 April 2012 - 03:37 PM
I was really pumped for this game until I heard it was to going to require the use of Steam to play. I'm currently boycotting Steam/Valve due to some of the BS they've put me through over the years, so I will not be getting it.
#6
Posted 19 April 2012 - 10:45 AM
Fiachdubh, on 18 April 2012 - 03:26 PM, said:
There is another one coming out? Been thinking about reinstalling the old one, great game. Would love to see a new Master of Orion as well although they made a balls of the last one.
I agree, I think MoO3 was a pretty good game honestly, but was rushed out and therefor had a lot of things that needed tweaked in order to run right. Not only that, but they didn't do enough polishing to the space units like 1 & 2 had. I'd still load it up and play to this day, but I no longer know where my install disk went
#7
Posted 20 April 2012 - 02:44 PM
Sins, by its self is an ok game. But, when you get into the mods and specifically the Star Trek Mod, Sacrifice of Angles 2, its incredible.
I wont even play the vanilla game anymore, the Star Trek mod is THAT good.
As far as Rebellion goes, I think its worth it to get, if anything, just because of the graphical overall they are doing. I'll wait though, because they will have to rebuild the Star Trek mod from the gound up once again and as I've already mentioned, thats the only way I'll even play the game.
I wont even play the vanilla game anymore, the Star Trek mod is THAT good.
As far as Rebellion goes, I think its worth it to get, if anything, just because of the graphical overall they are doing. I'll wait though, because they will have to rebuild the Star Trek mod from the gound up once again and as I've already mentioned, thats the only way I'll even play the game.
#8
Posted 21 April 2012 - 06:25 AM
SOA II is an okay mod, but I'm still not convinced I like it. Basically, here's where I feel they went wrong (as of the last version of SOA II I played; who knows, maybe they've made this better, so this info could be out of date)
In stock Sins, every element of the game is not only balanced, but diverse and useful. You don't just get 20 or so kinds of ships, you get 20 or so different kinds of ship, each with vastly different roles, and you have to know exactly how much of each to include (and a good fleet does include each and every class), based on what tactic you want the fleet to center around.
That's what makes Sins such a great game.
In SOA II, if I roll Romulans, every ship is just a slight variation of the same thing. They have shields and fire disruptors. Some have stronger shields, or weapons, or slightly longer range weapons (but not meaningfully), but for the most part, it's basically Star Trek Armada III. You build ships of any class, and as long as the firepower is there in some form, you trounce the enemy, and ships aren't so much role-based, they're just better than one another, so once you get the tech and resources to build large numbers of the highest-end ships, you just spam 1 or 2 kinds of ship along with your capital ships, and just firepower them to death. The ship diversification just isn't there. I seem to recall that once I unlocked the Valdore type, there basically was little reason to build anything else for capital ships. They were just that absurdly strong. There was a cruiser with similar properties, late game. It just trounced everything else I could build, handily, for only a slightly higher resource and fleet cap cost.
In the stock game, I have to be very careful how many kinds of each capital ship I pick, because each has a completely, and 100% different role, so you need all of them, in a particular arrangement of numbers. I like strike craft, so I role a lot of carriers, though I do it mostly with light carriers, so I still only have 3/4 capital ships. Kols hold the line of battle better than anything else, so having four or so is of use, but you want at least four Dunovs to repair their shields (and those of the other capital ships), while maybe only having 1/2 Akkan Cruisers. Marzas are good, in as big a numbers are you can get them. They're uncharacteristic for capital ships; usually those hold the line of battle while your cruisers have all the firepower of the fleet. But Marza dreadnoughts are so absurd, they can actually singlehandedly notably buff firepower for the whole fleet (especially at level 6 )
Even for frigate/cruisers, you need a few scouts to clear mines, robotics cruisers for dedicated healing, enough Kodiaks to make your backbone for firepower (and help hold the line of battle; they're almost more capital ships in role), some Cobalts to kill A/M abilities, having a swarm of LRM frigates in a separate group for standoff firepower is always useful, a half dozen command cruisers are always good, imo... etc etc etc
Stock sins is great because you need 20 different kinds of ships in radically different roles to make an optimal fleet. I think SOA II breaks that, because the goal is more unlock the uber cruiser and capital ship and get the resources up to spam them. It's about nothing but shields/firepower making ships worse/better, rather than the plethora of entirely different ship roles Sins has.
IMO, no mod captures what Sins did right there
In stock Sins, every element of the game is not only balanced, but diverse and useful. You don't just get 20 or so kinds of ships, you get 20 or so different kinds of ship, each with vastly different roles, and you have to know exactly how much of each to include (and a good fleet does include each and every class), based on what tactic you want the fleet to center around.
That's what makes Sins such a great game.
In SOA II, if I roll Romulans, every ship is just a slight variation of the same thing. They have shields and fire disruptors. Some have stronger shields, or weapons, or slightly longer range weapons (but not meaningfully), but for the most part, it's basically Star Trek Armada III. You build ships of any class, and as long as the firepower is there in some form, you trounce the enemy, and ships aren't so much role-based, they're just better than one another, so once you get the tech and resources to build large numbers of the highest-end ships, you just spam 1 or 2 kinds of ship along with your capital ships, and just firepower them to death. The ship diversification just isn't there. I seem to recall that once I unlocked the Valdore type, there basically was little reason to build anything else for capital ships. They were just that absurdly strong. There was a cruiser with similar properties, late game. It just trounced everything else I could build, handily, for only a slightly higher resource and fleet cap cost.
In the stock game, I have to be very careful how many kinds of each capital ship I pick, because each has a completely, and 100% different role, so you need all of them, in a particular arrangement of numbers. I like strike craft, so I role a lot of carriers, though I do it mostly with light carriers, so I still only have 3/4 capital ships. Kols hold the line of battle better than anything else, so having four or so is of use, but you want at least four Dunovs to repair their shields (and those of the other capital ships), while maybe only having 1/2 Akkan Cruisers. Marzas are good, in as big a numbers are you can get them. They're uncharacteristic for capital ships; usually those hold the line of battle while your cruisers have all the firepower of the fleet. But Marza dreadnoughts are so absurd, they can actually singlehandedly notably buff firepower for the whole fleet (especially at level 6 )
Even for frigate/cruisers, you need a few scouts to clear mines, robotics cruisers for dedicated healing, enough Kodiaks to make your backbone for firepower (and help hold the line of battle; they're almost more capital ships in role), some Cobalts to kill A/M abilities, having a swarm of LRM frigates in a separate group for standoff firepower is always useful, a half dozen command cruisers are always good, imo... etc etc etc
Stock sins is great because you need 20 different kinds of ships in radically different roles to make an optimal fleet. I think SOA II breaks that, because the goal is more unlock the uber cruiser and capital ship and get the resources up to spam them. It's about nothing but shields/firepower making ships worse/better, rather than the plethora of entirely different ship roles Sins has.
IMO, no mod captures what Sins did right there
Edited by Catamount, 21 April 2012 - 06:31 AM.
#9
Posted 21 April 2012 - 06:40 AM
I always got the Problem that at some Point my Systems kept rebelling...was too lazy to check how i could keep that from happening so i never really played it much.
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