I actually just read in the discord that Titans will get a special treatment and release a lot closer to 1.0 launch, so it'll be after all six factions are implemented, which will not be before somewhere in 2024 (current ETA of advent loyalists is Autumn 2023).
Smarti12
The game is no where near complete/done yet. If they put it out on Steam, it will reach a way larger audience. But that's a bad thing! People may juts put reviews out that the game is bugged, unfinished, cash grab etc. They stated somewhere before (maybe on the Discord) that this Epic exclusivity both helps them pay the bills a lot easier, so help in keeping enough people to work on the game to make it better (obvious), but mostly that it helps them to have a smaller audience to playtest and
There are no titans in the game yet ;) And no timeline on when they will arrive either. Maybe when the Vasari loyalists arrive (those will probably arrive the next patch, otherwise the one after that -but it was listed as Spring 2023), or maybe with the Vasari rebels or an intermediate patch.
If I had to guess, probably this month. It is listed as 'spring 2023', which could also mean June depending on your definition of spring of course. The last update however was a lot of 'polishing' compared to some previous ones, so I think the time is ripe for the Vasari (only loyalists though).
[quote who="Blair Fraser" reply="1" id="3881670"] There are several new customizations in Sins2: 1. Primary Color 2. Secondary Color 3. Player Logos on the ship (coming soon) 4. Minimal Color options (ala Sins1) 5. Ships Components (these are items you can buy to tweak your ship stats and abilities). We felt anything more sophisticated would be too complicated give the real-time size and scope of the game
[quote who="Blair Fraser" reply="4" id="3886718"] Component changes are visually reflected on Starbases and Titans. It theory in could be on any unit if we find the time. Modders also have control over this as well. [/quote] I hope you guys find the time! I think that's a great extra incentive, and a big cool factor, to include components.
I always really liked the Progenitor's style, it's some sort of skyscraper. Also, the name greatly fits the job it does. But I must say, the newly improved Dunov looks really amazing as well. A bit like Snowpiercer. I'm also a fan of its utility, which you now can com
So far it's been a blast to have the orbiting mechanics. It works, even at this point in development. It can only become better with more maps I think, as that may alleviate any problems people have currently.
Sins 1 always was more of a RTS (or the eXterminate part of 4x) type of game. But Sins 2 has improved on it already. Excavation is already more interesting, and it's very likely that artifacts will be added. There is derelict loot to be found scattered around the map. It is important to find the minor factions now, including pirates. I really hope more types of planets (most non-colonizable, like we had in Sins 1) will be added, this adds to the ex
I think that something else that should change in the future, although I'm not entirely sure, is just having less colonizable planets on the map. I'm missing the plasma fields etc. That would help in combination with the balancing that needs to be done still.
Excited for this! I'm interested in the motivation for bringing direct raids on players by pirates back. I seem to recall that you guys wanted to do away with this, so what made you bring it back (and remove it in the first place)? Does keeping the extra raid won solve the problems you set out to fix regardless of this change?
Looking great, I always enjoy reading about what goes into the design. And it looks really great, I love this overhaul the most out of the TEC caps. It still completely captures the previous game's and ship's vibe, but fully upgraded. It also plays as the best capital ship so far. Not just balance-wise (as that's of course bound to change), but it really functions as a one-ship army with the PD and ability to create corvettes.
[quote who="Blair Fraser" reply="1" id="3876729"] Yep, next build will the ability to turn this behavior on/off on a per planet basis. You can also override for specific ships by giving them orders. [/quote] This will be amazing, thank you!
Realism vs gameplay, they decide to go for gameplay more often which causes the large ships and buildings compared to the planet and the gravity well. That said, if you're in range in pretty much the entire gravity well, that should definitely be tweaked.
The easiest way to do this would be to select the names based on the AI type which is already in the game. Expanding on this would be great (more personalities, by creating a web based on the four already present?) but would be more complicated. Still, I think my suggestion should be possible within reason.
I think they've already shown a greater emphasis on player choice, including more 4X elements (planet development, improved exploring). Moving planets, having missiles as actual units, components, they all add something substantial. I think that having customizable UI and a cooperative mode are great ideas that can be added on top of this I'm interested to see where they take the Titans, and in general, other factions. More assymetrical factions is something that could really set it a
[quote who="NewHorizons" reply="3" id="3872547"] The updated Kol looks pretty good, but I think the new Marza looks great - something you really don't want to be on the wrong side of. I prefer the original Akkan though. The old model seems more detailed and gnarly, eg forward comms / sensor antennae + launch bay and the bits of hull that seem to be welded on extensions. The old model has that lashed up "civilian ship that's been pressed into emergency military servi
Most of what you describe is just moot, as they haven't even begun to balance it. The only point I want to go into, is that capital ships don't feel strong at the start of the game. In Sins 2, they need components to get to the same strength as they were in Sins 1 by design. It should matter whether you have point defence or not, either on the cap itself (Sova) or with a few support ships. Capital ships shouldn't be one-man armies, but they should be the flagship of the fleet. Sins 2 nails th
[quote who="Yarlen" reply="9" id="3871855"] Quoting Smarti12, reply 7 Quoting Yarlen, reply 6 re: Corsev - It has been d
[quote who="Yarlen" reply="6" id="3871835"] re: Corsev - It has been deprecated (all of the new Sins: Rebellion capital ships have been). [/quote] Any comments on why this change was made? I have no opinion either way, but I'm wondering whether you guys didn't end up liking them, or whether a lot of the design choices will be carried over to ships that will be different, but still similar. And in extension, I'm hoping to infer something about Titans :D
[quote who="WHIPperSNAPerNotUsing" reply="1" id="3871797"] No Corsev capital ship? Is that being removed from Sins II? [/quote] In the user guide that Yarlen made, the Corsev was replaced by another name... :D
[quote who="Yarlen" reply="7" id="3871512"] If we can make the AI treat its flagship with the respect it deserves, could be nifty. [/quote] I'd be fine with it being moddable as well if you can't get it to work, or a player only condition
[quote who="Yarlen" reply="2" id="3870633"] We are interested in hearing about which victory conditions players would like to see return in Sins II. Occupation victory didn't seem all that popular, so we were thinking of ditching it. However, if enough players are interested, we could look at it again. [/quote] Flagship victory! :D I'm not sure how much dev time a new victory condition costs, but getting back the ones that were present in Sins 1 + some wonder o
Amazing to read what you've done already, and I'm interested to see how much can be done with modding in general and what you will get up to when proper modding tools are released. Bit of a bummer that you can't make planets into shipyards :)
[quote who="YodaMan81" reply="3" id="3870339"] I like the general idea a lot. To expand on it, why not allow players to create fleets, even if they don't have any ships yet? For example, you could start by going into something called "Fleet Management." From there you can see any existing fleets, create a new fleet, or disband an existing fleet. When you click on a ship or a group of ships, you can add them to any existing fleet. (If they were previously par