Ashes falls far behind Supreme Commander in Gameplay strategies. It really lacks something huge, but it is hard to put my finger on it. It's just not as fun as other games? I don't know what it is. I wish SINS had the performance of Ashes, I wish supcom had it too.
Gr_Ad_Kinz
" So watch this space" Come on now, don't do this to me.
Forget a campaign mode - it doesn't need it and if they did add it.. it wouldn't be the selling point. Sins is successful for the mod-ability and the game-play, not the story. If they release SINS II with 64bit, full Multi-core support (can eat as many cores as you have), graphics overhaul, and revamp the UI. It's like printing money for them.
Why has this not blown up? What the heck? Mr. Frogboy just teased SINS 2. It has to be real! I hope it's not a joke because I am getting excited already.
My want for Sins 2 is an absolute. I know a TON of people who love the game and still play it regularly. I still play it, been trying out different mods lately too. I think what everybody really wants is just an upgraded version of Sins 1 lol. We have these maps with 100+ planets in different solar systems, but I never play them and nobody plays those. The end game, or even mid-game, lag is way too intense. If we could get a 64bit, multi-core scaling engine and maybe with a n
I am glad that they've acknowledged our want for Sins 2. With today's technology, the scale that could be produced would be amazing! If a lack of manpower is an issue for a completely new game, would it be possible to release an upgraded engine? Like Ashes has, import (with new models/graphics) the old Sins game into it and release it. I would buy it in a heartbeat just to see what the modders could do with such an engine. Graphics upgraded, scale of the maps larger, oh man..
[quote who="cpletourneau" reply="2" id="3616322"] Is there a way to do a network benchmark? if we are going to have 7 v 7 games i already see a huge issue with people that have slower speeds messing up the games for other players of High speeds.? [/quote] Where did they say we would have 7vs7 battles? I've never seen that said any where.
May that unannounced game be Sins of a Solar Empire 2!
While I have not been on these forums as long as others, and obviously have not participated in as many discussion - from what I am seeing here I do have to agree slightly on what Frog said, Tatsujb. I made this thread about my Impressions regarding Ashes - and that is the topic of discussion in this thread. In your very first post you didn't mention any of the major points I made except for," This game offers so much more currently than Ashes." Which I believe you took and ran with,
Initial Impression: I bought Ashes when it first came out on Steam under early access and have played it since then a good deal. There are some things I do like and some things that I don't like. Now, I have played a wide array of strategy games over the years so I will base my impression upon those games. I know there are two factions planned cu
This is a good discussion and I appreciate Frogboy answering our questions and concerns, also our ideas! 1. I am curious to why we need a infinite upgrade system? I can understand that you wish for the player to feel constant progression through the game by upgrading his units - but, my only fear is after awhile it becomes repetitive and in a way a nuisance? I would prefer there to be a finite upgrade list, maybe up to tier V - but, you make the upgrades far more expensive and more
[quote who="Frogboy" reply="12" id="3598931"] In Ashes you'd accomplish that through unit heat maps (which aren't in yet). However, the biggest issue I have with zooming out so far has to do with unit speed. Players zoom out and then want the units to move faster. So then you make the units move faster and then players want to zoom out further and so on. [/quote] The Unit speed I believe is fine, you could add in faster land units though - b
I agree with much of what you said. I do NOT like how every map is basically corridors and ''lanes''. I feel like I am playing a MOBA in that I am constantly streaming units in a single direction under a pre-determined path. Supreme Commander, so far, has done far better in their sandbox appeal. The Wide open maps, not forcing players to fight a certain way like Ashes (control nodes- which I do not like in their current form) the tech tree is much better, an
I actually believe the capture points on the map remove strategy - it forces players to fight certain ways and in certain directions. It's basically a moba - constantly spawning units down a certain path to get to the other side. Supreme Commander had far more strategy in it, you could attack and build in any direction you want. Your buildings even slowly start to die if you build them away from the control points even a little - it's stupid. The creators are attempti
Sadly, and this is one of my greatest beefs with this game, there will only be 2 races at Launch.
Maybe having the possibility of holding space bar while zoomed all the way out will highlight units by the player color, the outlines of the units will be lit by the color of the player. It's the ONLY explanation if you do not want icons in the game. Even though this still does not fix the issue of recognizing units when fully zoomed out which needs to be addressed I think. Especially once larger maps come into play and the player should be able to grasp the situation at a glan
Sins is a very aged game now mythistocles. It's engine technology is far behind today's - for obvious reasons. If a Sins 2 was ever to be produced, I would love it to utilize this engine. Could finally have larger maps and more AI without the game going down to a crawl half way through. I was under the impression that there was going to be a game mode in this where players are fighting over multiple worlds at once? Sort of like PA's galactic war ( which they lied about,
I am hopping that there is a max range on these abilities. It will be sort of broken if you can teleport anywhere onto the map - fly a scout plane miles behind enemy lines and drop a group an army down and an engineer. Build a base then gg. It removes ''front lines'' in my opinion. However, If you have a max distance on the global ability, say it can only be used so far away from a node you control on the map, I would be fine with that. I think if we want to be able
I think the maps are very dull right now. Not a whole lot of characteristics at all.
I actually really miss artillery - like a lot. I know the Devs didn't want to give players the chance to turtle, but giving players defensive structures doesn't mean that they WILL turtle. The maps are designed in such a way that it forces players to move out and secure the map nodes - which is fun I guess, but I think having stronger defenses would be a good thing. Adding in different tiers of defenses that can be unlocked via Tech points, as well as Shield generators for all faction
I call them battleships because that's actually what they are listed as in the menu. T4? Cool! Looking forward to that.
After playing Ashes for several hours, against AI and Human Players, here is what I think needs to be addressed and possible new implementations and changes made: 1. Unit Characteristics need to be more flushed out. I read a post on here from Frog where he stated that the factions have roughly the same amount of units as Starcraft does - which may be true; however, Starcraft units are VERY distinct. I feel that every unit being a hover unit takes away charisma from the units. They
I disagree with having ''deck building'' in the game as well. If your main concern, Eviator, is that we will have the same global abilities for ever - than you are mistaken. The Devs have already said that they will be supporting this game for a longer time with alot of DLC. Also, if modding tools are put in the game's life span will increase 10 fold. Similar to Supcom - the Modding community has really kept that game alive. On the other hand, I do not want this
Hi, new to the forums here but I have read over this entire thread and have a few opinions on the topics at hand. Regarding Resources, I think not going to complex is a good thing. I played Supcom, and still do FAForever!, and the metal/energy resource aspect is easy to understand and use. However, even in it's simplicity there are a ton of strategies revolving around it. Different combinations/build orders to keep your energy/metal levels in the green. Should