MadMattezhion
Maybe scenario maps are the answer. A set of well-known, incredibly tough scenario maps would give smurfs the chance to really bend some muscle against unfairly boosted Ai or N00bs and see how good they are. The whole scenarios thing would also reduce the learning curve, which has been stated many times (no need for a story, just a few objective based maps so people can get a feel for the game that tutorials simply cannot impart)
I am hoping that we, the community, can prevent the death of SoaSE online so that everyone can enjoy the agon y of seeing your entire empire being eaten by some high level Advent DPS freak, or feel the exhilaration of leading a beefed up Vasari force through phase space to strike faster than the enemy can respond, or of creating a TEC commercial juggernaut and coordinating your strike with a pirate attack for devastating effect. Sins is the bomb!
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-=XX=-Nephilim
Sins is indeed a bomb! One of the best games i played in my entire gaming life (which is more than 25 years long now!) but there is nothing that can save it online but serious rethink on strategy regarding the future of this wonderful product...
2nd expansion - Call it whatever - focussing on number of different shorter, smaller and competitive game modes together with proper clan support and various leaderboards... This one will reanimate online scene as well as provide some extra fun for SP and skirmish guys since new game modes would naturally be playable off line too...
I've singled out these two posts because they both echo the same mentality, a mentality that is fundamentally flawed and completely missing the point. We can all agree that the subsect of gamers who play RTS games is smaller compared to those who play FPS games, MMOs, etc. Within that group, the number who play online is frighteningly small. In fact the only game I can think of that has maintained a large multiplayer community is Starcraft, but SC is popular for many reasons (balance and gameplay are actually only small parts of it). Suffice it to say, SC was a fluke and will likely never be repeated.
Both of the above posters seem to think that the reason for the small RTS online communities is because of an inherent flaw within the players; meaning the reason for people avoiding multiplayer is because they are stupid, noobs, scrubs, whatever. They're both seeking to 'fix' these problems by 'fixing' the players. Time for me to point out the facts.
First of all, you're wasting your time trying to get people like me to play online, be it via 'training', 'easing into it', or a higher 'clan community'. The fact is the clan community doesn't matter for shit. Nobody cares about clans except the people in them and for good reasons - clans are from my infinite experience and wisdom some of the worst things to ever happen to gaming. I've seen mods crumble to dust and obscurity because the developers felt some pressure from the loudmouthed and worthless clan community who demanded that the game be 'skilled' via a laundry list of stupid features. In the end, the clans left anyway, leaving a broken, sad game behind full of shitty gameplay nobody wants to pick up again. With clans come nerds with huge egos, who chase away players and can't learn to shut their yap. I'm sure people are just DYING to play a game full of people who gang up against one guy and call him a 'fag noob' because he can't bunnyhop properly before they ban him.
Anyway, I digress - how do you figure a leaderboard and stat tracking is going to matter in any way, shape, or form to someone like me who actually has BRAINS and knows that none of that shit matters? Why do I give a fuck that team |DIK| is going to play against team [BWB]? You're going to attract new players by implementing features new players have never given a flying crap about?
Second - you're missing the point. The players aren't broken, the game is. No, not the game, the GENRE is broken. RTS has been a genre utterly opposed to any innovation whatsoever. People complain about FPS games feeling 'samey' but never say that about RTS games? The fact is RTS games are generally some of the most uninspired heaps of crap ever made. Build your barracks-like building, build your ranged attack unit, upgrade him with bigger arrows, or bullets, or whatever, and fight the obligatory weak-yet-fast race. It's the same shit, over and over. While Sins did a decent job detaching itself from about 70-80% of what makes the RTS genre suck, that 20-30% is what makes RTS games truely the crappiest PC gaming has to offer, and that's the multiplayer component.
The nice thing about an FPS game is that once you're good at one, you tend to be good at them all. Your precise aim, your framework of thinking all tends to translate over just the same - if I can snap headshots in CS, I can do it in UT, COD, or whatever it is the kids play these days. With RTS games, you have to start all over, and it's also a different kind of learning. In FPS games your 'skill' is inate. You don't think about aiming at the guy before you do it. You don't think about pressing the keys to move. You don't have to. Learning an RTS to play online is like learning how to build different car engine from scratch. You have all these tiny bits and pieces that are unique to each one, and you need to rote-memorize every single dimension and aspect of them, for each engine you build.
The single, most inane 'feature' of RTS multiplayer, that keeps me and everyone with an ounce of brains from wasting any time with it, is the mentality of how an RTS should be. We don't want to have to mathematically calculate out the best build order. I'm tired of STRATEGY games that rely on little more than building a billion of unit X because unit Y is 2.45% worse, or whatever. I'm tired of how the very beginning of a game usually decides the outcome, how comebacks almost never happen, and how pretty much the tiniest group of gamers ever (online RTS players) thinks this is how every RTS game should be, for all time, always. And I'm tired of the fact that they refuse to innovate or change whatsoever.
Finally it comes down to time. Why am I going to waste hours of time learning to be only somewhat-okayish at this game? Even FPS games with a brutal learning curve like Tribes didn't take me 20-30 rounds of tedium, of getting steamrolled by one guy, enduring an inevitable, inexorable crushing defeat, to ascend to a level of 'I almost know what I'm doing'. I'd rather pound a railroad spike through my penis with the time I could have wasted inflating some tag-wearing asshole's ego who thinks his ability to humiliate me is somehow helping the life of this game.
Nothing is going to 'revive' RTS online because the very nature of what RTS online is is not something we're interested in whatsoever.