Sins 2 strategy ideas.....

What would be a way to add some more strategic depth to a Sins 2 without overburdening the light

4x/rts feel we a know and love?

My idea would be to add a third element(water?) that needs to be captured and maintained..

 ......   and is very rare and fought over?

Maybe one or two planets per map that have this third element that need to be treated as a capture the flag type game play.

If you dont have it...

- population?

-ship crews?

etc.....

Any ideas or thoughts? 

 

29,356 views 3 replies
Reply #1 Top

You know outside hydrogen and helium the solar system is 90% ice right. Underneath a whole lot of ice is liquid water.

Reply #2 Top

One thing I love about Sins that I feel other RTS's need to pay attention to is how low-management the economy is. Structures and planetary upgrades require no further oversight once constructed, workers are automated and replaced automatically so you only need to manage them when it's relevant, and unit construction is automatically balanced between factories in a gravity well. This sheds a lot of micromanagement inherent in the genre while losing practically no strategic depth in the process. I feel that any Sins 2 should strive to maintain that streamlined elegance.

One thing I think didn't work out too well is stars. Having exactly one way in and out of a solar system and having all those launching points be connected to each other just lead to massive fleets being stationed on stars. There is exactly one front-line, harassment is difficult since large forces of carriers can easily intercept smaller forces, and the entire game hinges on control of these handful of gravity wells leaving the rest of the map layout somewhat redundant. Multistar games tend to be long, boring, and formulaic compared to single-star games which often feature multiple fronts separated by vast distances. A relatively simple solution, which is seen in some premade maps, is to connect solar systems with interplanetary phase lanes to reduce the focus on the stars as the sole junctions.

Reply #3 Top

I personally, would like an extra resource... but that is because I love resources.

 

Overall, I'd like the 3 dimensional aspect to have more of a role, it is space after all, some phase lanes should go up or down etc and we should be able to position structures and defences with regard to 3 dimensions. If you ignore the fact space is not flat, then you're missing a big part of what sets space RTS games apart from any other.

Would like population to matter more than just tax income and would like a few more 4x elements added to the game.
I mean, it was supposed to be a 4x RTS hybrid after all. Would like to see a bit more of that.

Some expansion on what is possible with diplomacy and possibly espionage as well as true stealth would be fun.