A Few Humble Suggestions

Sins Team, first off, I love the game. Some areas still need work, but you conitue to add new content.

What I REALLY want to see is a more Dynamic system for combat. The current stand-and-fire gets a litte dull after a few dozen matches. What I personally would love was if frigates and smaller ships orbited larger ones while fighting. While not overly radical, this would add a great deal of excitement to the combat, and encourage one to sit and watch, rather then zooming back to your planet to bulk up your defenses.

The only other thing I would like are aesthetic. Better detail on the ships would be amazing! Even with highest settings, the detail in certain ships could be improved upon.

While I doubt it happen any time soon, rotating/tracking guns would be another impressive add. Watching lasers firing at a 45 degree angle is a little strange.

So I don't anger/ bumout the stardock team, I saw the upcoming micro-expansion, Entrenchment, and it looks great so far! The improvement from the original game has been fantastic.

With a few aesthetic improvements, this could be one of my all time favorite games! Keep up the great work!

 

Everyone else, please add to the list of what you want to see in Sins!

4,345 views 8 replies
Reply #1 Top

I don't mind what you are proposing, but however, I would like to add one myself.

All I want to see, is the ability to set what amount of ships are ready then jump and also putting back the amount of resources that you can have at the start of the game

Reply #2 Top

Well, for custom maps made through galaxy forge, you can set starting resources.  \o/ Also, I suppose if you wanted only a specific part of your fleet jump at the same time, you can select those ships and have them group jump.

Reply #3 Top

What I REALLY want to see is a more Dynamic system for combat. The current stand-and-fire gets a litte dull after a few dozen matches. What I personally would love was if frigates and smaller ships orbited larger ones while fighting. While not overly radical, this would add a great deal of excitement to the combat, and encourage one to sit and watch, rather then zooming back to your planet to bulk up your defenses.

The only other thing I would like are aesthetic. Better detail on the ships would be amazing! Even with highest settings, the detail in certain ships could be improved upon.

While I doubt it happen any time soon, rotating/tracking guns would be another impressive add. Watching lasers firing at a 45 degree angle is a little strange.
End of quote

Unfortunately both of these have been shot down early in development. :P Moving ships sounds great, until you have 300 of them and the enemy has 300 and it becomes a huge cluster#*$&. There will also be a ton more collision calculations required, putting even more strain on the processor.

Tracking guns weren't implemented for the same reason. Sins was designed to be playable on old systems, and playable well. Tracking guns also tack on processing power, without adding any real "value" to the game.

Ironclad's always been struggling to keep the game playable within a wide range of systems, so there are a few less aesthetically pleasing things in favor of performance. ;)

Reply #4 Top

Quoting Annatar11, reply 3

Tracking guns weren't implemented for the same reason. Sins was designed to be playable on old systems, and playable well. Tracking guns also tack on processing power, without adding any real "value" to the game.
End of Annatar11's quote

I really don't understand that, even Homeworld, a game released nearly 10 years ago had those. In large battles i usually have to zoom to the icon level anyway, so i don't see how that should cause performance problems (those animations aren't calculated if they are not visible, right?)

Reply #5 Top

A Quick note about homeworld not many of the guns had turrents that needed to track so the processing power needed for turrent tracking was fairly low.  As for turrent tracking in Sins I supose its doable as long as the number of ships with tracking turrents is low.  I sugest that only capital ships and posibly flak friggates get tracking turrents and as in homewold only have the turrent tracking show at close range.

ToJKa said

I really don't understand that, even Homeworld, a game released nearly 10 years ago had those. In large battles i usually have to zoom to the icon level anyway, so i don't see how that should cause performance problems (those animations aren't calculated if they are not visible, right?)
End of quote

For homewold i happen to know that a lot of animations were only used at close range and ships were simplified greatly when zoomed out.  I am unshure if the same thing is done with Sins but in any case there is not noticeable lag time where your looking at a blury block one moment then a detailed ship the next when you zoom in fast.

Reply #6 Top

I really don't understand that, even Homeworld, a game released nearly 10 years ago had those. In large battles i usually have to zoom to the icon level anyway, so i don't see how that should cause performance problems (those animations aren't calculated if they are not visible, right?)
End of quote

Homeworld didn't have the potential of ~3000+ ships, nor did it have nearly as complex of an AI. It's not just the turrets themselves, it's the turrets in addition to everything else. You know how really large games tend to slow down a lot as time goes on? ;) Imagine tacking on the processor having to calculate turret rotations for each ship on top of that.

Reply #7 Top

Well, sins doesn't really need rotating turrets anyway, the firing animations on capital ships look plausible enough as they are (Kol's side guns look abit wierd occasionally though) and frigates only fire straight ahead anyway. Just something i've wondered.

Reply #8 Top

Yeah. People really wanted it, too, and I'll admit it'd be awesome to see those huge beam emitters on the Argonev turn to point at a ship before blasting it to bits. But, I don't blame IC for not doing it :)