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	<title>Comments on: The 12 Games Of Christmas: Sins of a Solar Empire</title>
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	<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/</link>
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		<title>By: Sunjammer</title>
		<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/#comment-130318</link>
		<dc:creator>Sunjammer</dc:creator>
		<pubDate>Fri, 02 Jan 2009 12:47:25 +0000</pubDate>
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		<description>Fantastic game. I do wish the tech trees were longer and that the single player diplomacy wasn&#039;t so completely unilateral. Yes please mr AI guy that i am currently bombing from orbit, i would like a few measly credits from you for shooting at someone else! It just broke the illusion for me.

I hope the expansions add some more units to every empire. It consistently boils down to massing ridiculous numbers of the starting frigate unit with a few upgrades and throwing in some orbital bombardment units for kicks.

Also, that name...</description>
		<content:encoded><![CDATA[<p>Fantastic game. I do wish the tech trees were longer and that the single player diplomacy wasn&#8217;t so completely unilateral. Yes please mr AI guy that i am currently bombing from orbit, i would like a few measly credits from you for shooting at someone else! It just broke the illusion for me.</p>
<p>I hope the expansions add some more units to every empire. It consistently boils down to massing ridiculous numbers of the starting frigate unit with a few upgrades and throwing in some orbital bombardment units for kicks.</p>
<p>Also, that name&#8230;
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		<title>By: James O</title>
		<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/#comment-123261</link>
		<dc:creator>James O</dc:creator>
		<pubDate>Sat, 13 Dec 2008 01:28:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=6085#comment-123261</guid>
		<description>theleif: The math is sound, unless the prices have changed significantly since the first few months of release - if you want to increase your fleet DPS by 5%, you can do one of two things - you can increase your fleet size by 5%, or you can upgrade each existing frigate&#039;s damage by 5%. TEC Long Range Missile frigates (LRMs) cost 250 credits/40 metal/20 crystal. 5% of that is 12.5/2/1. Going with credits here, the 600 credit cost of the tech is 48 times that. Verifying the numbers, 48 LRMs costs 12000 credits. Increasing your fleet size by 5% (2.4 more LRMs) to effect a 5% DPS increase would cost 600 credits, or in other words, the same as the tech cost. Past that point, building more LRMs gives you less DPM per credit than getting the tech would.

I might give Sins another shot; the Returning Armada fix was much-needed. Still, the game still possesses great strategic and logistical inertia and is thus less dynamic than my preferred RTS (CoH,) so I wonder if some simple balance fixes will be enough for me. Maybe a very-very-very-very fast play speed...

Fumarole, if you aren&#039;t interested in playing optimally, that&#039;s certainly fine. However, if you want to learn how to play effectively, you must do the math to know what strategies work; and that is where players like myself find enjoyment.

Sadly, like so many other RTS games, most of the mechanics and damage tables are hidden or obscured in Sins (the various armor types are not mentioned anywhere in the manual, and understanding that table is the only way to know what counters what - did you know that scout and flak frigates are the intended counter to long-range frigates?)</description>
		<content:encoded><![CDATA[<p>theleif: The math is sound, unless the prices have changed significantly since the first few months of release &#8211; if you want to increase your fleet DPS by 5%, you can do one of two things &#8211; you can increase your fleet size by 5%, or you can upgrade each existing frigate&#8217;s damage by 5%. TEC Long Range Missile frigates (LRMs) cost 250 credits/40 metal/20 crystal. 5% of that is 12.5/2/1. Going with credits here, the 600 credit cost of the tech is 48 times that. Verifying the numbers, 48 LRMs costs 12000 credits. Increasing your fleet size by 5% (2.4 more LRMs) to effect a 5% DPS increase would cost 600 credits, or in other words, the same as the tech cost. Past that point, building more LRMs gives you less DPM per credit than getting the tech would.</p>
<p>I might give Sins another shot; the Returning Armada fix was much-needed. Still, the game still possesses great strategic and logistical inertia and is thus less dynamic than my preferred RTS (CoH,) so I wonder if some simple balance fixes will be enough for me. Maybe a very-very-very-very fast play speed&#8230;</p>
<p>Fumarole, if you aren&#8217;t interested in playing optimally, that&#8217;s certainly fine. However, if you want to learn how to play effectively, you must do the math to know what strategies work; and that is where players like myself find enjoyment.</p>
<p>Sadly, like so many other RTS games, most of the mechanics and damage tables are hidden or obscured in Sins (the various armor types are not mentioned anywhere in the manual, and understanding that table is the only way to know what counters what &#8211; did you know that scout and flak frigates are the intended counter to long-range frigates?)
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		<title>By: Fumarole</title>
		<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/#comment-123227</link>
		<dc:creator>Fumarole</dc:creator>
		<pubDate>Sat, 13 Dec 2008 00:02:03 +0000</pubDate>
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		<description>Perhaps more time playing and less time bean-counting would make it more enjoyable.</description>
		<content:encoded><![CDATA[<p>Perhaps more time playing and less time bean-counting would make it more enjoyable.
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		<title>By: theleif</title>
		<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/#comment-122849</link>
		<dc:creator>theleif</dc:creator>
		<pubDate>Fri, 12 Dec 2008 11:58:11 +0000</pubDate>
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		<description>@ James O
You should try it again. The 1.1 patch has fixed most of your concerns. Returning Armada costs resources to use, the A.I has improved a lot and all ships has been tweaked. 

And i think your number crunching skills might be flawed :)</description>
		<content:encoded><![CDATA[<p>@ James O<br />
You should try it again. The 1.1 patch has fixed most of your concerns. Returning Armada costs resources to use, the A.I has improved a lot and all ships has been tweaked. </p>
<p>And i think your number crunching skills might be flawed :)
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		<title>By: James O</title>
		<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/#comment-122754</link>
		<dc:creator>James O</dc:creator>
		<pubDate>Fri, 12 Dec 2008 06:35:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=6085#comment-122754</guid>
		<description>I really want to love Sins, as I love my spaceship games, but like many others here, I just found it too shallow for engaging multiplayer action (I&#039;m used to Company of Heroes myself.) 

One of the central issues I found was that economics rendered most of the game&#039;s toys and upgrades non-viable. Most of the tech in Sins is just not cost efficient - I crunched the numbers a while back, and the first damage upgrade for the TEC Long-Range Missile Frigate was not worth buying until you had something like 50 frigates deployed (it was more efficient damage-per-cost-wise to just buy another frigate up until then.) The upgrades past the first required really absurd fleet sizes (100+ for the second level, more still for higher tech) to be economically viable. Most of the economic techs/planet upgrades in the game take literally an hour or more to pay for themselves. There was basically one viable high-level tech in the game (outside of the fleet-cap upgrades and ship blueprints,) and that was the Vasari &quot;Returning Armada&quot; power (quite easy to tech to in a team game with resource tributing,) which provided the player an unlimited supply of ships for free (I hear they are fixing that in a beta, however.)

With teching being generally not economically sound, you instead invest all your resources into ships. Unfortunately, I felt that central aspect fell short, too. Capital ship research and construction is so absurdly expensive that there&#039;s no reason (beyond style points) to build one after you pick your initial (free) capship. The counter system in the game was not well-balanced (at the time I played, at least - I played during the first 3-4 patches,) and the dominant strategy was to just spam your race&#039;s long-range frigate, because nothing else countered it effectively for the cost (aside from even more long-range frigates, or end-game heavy frigates.) With no special abilities to manage, and with unit preservation made very difficult due to Newtonian physics (after a ship eats one salvo, even if you immediately order it to retreat, it will die before it can escape, as it starts its retreat by flying towards the enemy to make an arc,) it ultimately just came down to who could throw the bigger fleet of long-range frigates at the other. 

Overall, I think my biggest problem was the game&#039;s incredible inertia - early victories are extremely consequential, because the most important thing in the game is the size of your fleet (i.e. there&#039;s not much leeway for using smart tactics as a force multiplier to help you regain the lead.) Thus, once a lead gets established, it&#039;s extremely hard to reverse. Once a planet is colonized, it&#039;s extremely laborious to take it down (and the siege ships are horribly overpriced,) so there&#039;s not much use in small raids - only giant Jutland-style engagements. Fleets move so slowly across such great distances that you cannot really adapt to changing strategies in a timely fashion. Everything that happens in the game happens slowly, and takes a very long time to reverse, leading to un-fun slippery slopes and a less dynamic match.

In a casual setting, however, there&#039;s a lot to like in Sins, and it&#039;s fun against the AI, since it&#039;s dumb and does not use optimal strategies (allowing you to play with more units.) Online, however, it seems just a bit too shallow to really foster interesting competitive play (though the Pirate mechanic was quite excellently designed; unfortunately, it loses its teeth quickly once everyone has a standing navy.)</description>
		<content:encoded><![CDATA[<p>I really want to love Sins, as I love my spaceship games, but like many others here, I just found it too shallow for engaging multiplayer action (I&#8217;m used to Company of Heroes myself.) </p>
<p>One of the central issues I found was that economics rendered most of the game&#8217;s toys and upgrades non-viable. Most of the tech in Sins is just not cost efficient &#8211; I crunched the numbers a while back, and the first damage upgrade for the TEC Long-Range Missile Frigate was not worth buying until you had something like 50 frigates deployed (it was more efficient damage-per-cost-wise to just buy another frigate up until then.) The upgrades past the first required really absurd fleet sizes (100+ for the second level, more still for higher tech) to be economically viable. Most of the economic techs/planet upgrades in the game take literally an hour or more to pay for themselves. There was basically one viable high-level tech in the game (outside of the fleet-cap upgrades and ship blueprints,) and that was the Vasari &#8220;Returning Armada&#8221; power (quite easy to tech to in a team game with resource tributing,) which provided the player an unlimited supply of ships for free (I hear they are fixing that in a beta, however.)</p>
<p>With teching being generally not economically sound, you instead invest all your resources into ships. Unfortunately, I felt that central aspect fell short, too. Capital ship research and construction is so absurdly expensive that there&#8217;s no reason (beyond style points) to build one after you pick your initial (free) capship. The counter system in the game was not well-balanced (at the time I played, at least &#8211; I played during the first 3-4 patches,) and the dominant strategy was to just spam your race&#8217;s long-range frigate, because nothing else countered it effectively for the cost (aside from even more long-range frigates, or end-game heavy frigates.) With no special abilities to manage, and with unit preservation made very difficult due to Newtonian physics (after a ship eats one salvo, even if you immediately order it to retreat, it will die before it can escape, as it starts its retreat by flying towards the enemy to make an arc,) it ultimately just came down to who could throw the bigger fleet of long-range frigates at the other. </p>
<p>Overall, I think my biggest problem was the game&#8217;s incredible inertia &#8211; early victories are extremely consequential, because the most important thing in the game is the size of your fleet (i.e. there&#8217;s not much leeway for using smart tactics as a force multiplier to help you regain the lead.) Thus, once a lead gets established, it&#8217;s extremely hard to reverse. Once a planet is colonized, it&#8217;s extremely laborious to take it down (and the siege ships are horribly overpriced,) so there&#8217;s not much use in small raids &#8211; only giant Jutland-style engagements. Fleets move so slowly across such great distances that you cannot really adapt to changing strategies in a timely fashion. Everything that happens in the game happens slowly, and takes a very long time to reverse, leading to un-fun slippery slopes and a less dynamic match.</p>
<p>In a casual setting, however, there&#8217;s a lot to like in Sins, and it&#8217;s fun against the AI, since it&#8217;s dumb and does not use optimal strategies (allowing you to play with more units.) Online, however, it seems just a bit too shallow to really foster interesting competitive play (though the Pirate mechanic was quite excellently designed; unfortunately, it loses its teeth quickly once everyone has a standing navy.)
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		<title>By: malkav11</title>
		<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/#comment-122698</link>
		<dc:creator>malkav11</dc:creator>
		<pubDate>Fri, 12 Dec 2008 00:00:21 +0000</pubDate>
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		<description>I thought Sins was really neat for a few go-rounds, but ultimately it feels pretty empty - it doesn&#039;t take at all long to see the basics of playing each faction and the AI doesn&#039;t require cunning tactics to defeat. I would really, really like a singleplayer campaign, because skirmishes palled long ago and I never have had any interest in playing against other people.</description>
		<content:encoded><![CDATA[<p>I thought Sins was really neat for a few go-rounds, but ultimately it feels pretty empty &#8211; it doesn&#8217;t take at all long to see the basics of playing each faction and the AI doesn&#8217;t require cunning tactics to defeat. I would really, really like a singleplayer campaign, because skirmishes palled long ago and I never have had any interest in playing against other people.
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		<title>By: 8radson</title>
		<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/#comment-122690</link>
		<dc:creator>8radson</dc:creator>
		<pubDate>Thu, 11 Dec 2008 23:34:05 +0000</pubDate>
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		<description>I&#039;ve played homeworld as well, but SINS is much more intuitive. Umm, funny the article didnt once mention the company that actually made the game - Ironclad
how bout some credit given where credit due</description>
		<content:encoded><![CDATA[<p>I&#8217;ve played homeworld as well, but SINS is much more intuitive. Umm, funny the article didnt once mention the company that actually made the game &#8211; Ironclad<br />
how bout some credit given where credit due
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		<title>By: Heliocentric</title>
		<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/#comment-122673</link>
		<dc:creator>Heliocentric</dc:creator>
		<pubDate>Thu, 11 Dec 2008 22:42:39 +0000</pubDate>
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		<description>not £3.99 but £2.74 GBP hah, paypal liberates the customer of the shackles of expected payment!

I&#039;ve barely played sins 20 hours but I&#039;ll likely get the expansion and play it 20 more. Its no Homeworld 3, but that&#039;s because of the 2 axis movement and the lack of momentum in the ships (travel without jumping is never epic distances). jumping in Homeworld was a costly alternative to space trucking, that made it a strategic choice. Relic need to get their crap together and stop all this WMGs.</description>
		<content:encoded><![CDATA[<p>not £3.99 but £2.74 GBP hah, paypal liberates the customer of the shackles of expected payment!</p>
<p>I&#8217;ve barely played sins 20 hours but I&#8217;ll likely get the expansion and play it 20 more. Its no Homeworld 3, but that&#8217;s because of the 2 axis movement and the lack of momentum in the ships (travel without jumping is never epic distances). jumping in Homeworld was a costly alternative to space trucking, that made it a strategic choice. Relic need to get their crap together and stop all this WMGs.
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		<title>By: jackflash</title>
		<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/#comment-122662</link>
		<dc:creator>jackflash</dc:creator>
		<pubDate>Thu, 11 Dec 2008 22:00:24 +0000</pubDate>
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		<description>Sins is a gem.  Can&#039;t way to play Entrenchment, the first expansion for it.  This is a studio worth throwing money at.  I mean, they develop deep games solely for the PC?  Who does that any more!

Surprised how many people on this board didn&#039;t seem to understand or enjoy the game.  How you could call it shallow, strategy wise, is quite beyond me.  Just turn off the pirates and it&#039;s lovely.  It&#039;s like L4D, though - play with people you know.</description>
		<content:encoded><![CDATA[<p>Sins is a gem.  Can&#8217;t way to play Entrenchment, the first expansion for it.  This is a studio worth throwing money at.  I mean, they develop deep games solely for the PC?  Who does that any more!</p>
<p>Surprised how many people on this board didn&#8217;t seem to understand or enjoy the game.  How you could call it shallow, strategy wise, is quite beyond me.  Just turn off the pirates and it&#8217;s lovely.  It&#8217;s like L4D, though &#8211; play with people you know.
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		<title>By: Man in a Hat</title>
		<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/#comment-122647</link>
		<dc:creator>Man in a Hat</dc:creator>
		<pubDate>Thu, 11 Dec 2008 21:12:40 +0000</pubDate>
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		<description>&quot;Knew&quot; not &quot;new&quot;, jeez. This is why spellcheck is not a substitute for proofreading. Way to break the immersion, guys.</description>
		<content:encoded><![CDATA[<p>&#8220;Knew&#8221; not &#8220;new&#8221;, jeez. This is why spellcheck is not a substitute for proofreading. Way to break the immersion, guys.
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		<title>By: roBurky</title>
		<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/#comment-122640</link>
		<dc:creator>roBurky</dc:creator>
		<pubDate>Thu, 11 Dec 2008 20:32:26 +0000</pubDate>
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		<description>When I played the demo, I didn&#039;t get through the tutorial. Watching the health bars of ships get worn down ever so slowly just made it seem so tedious and slow.</description>
		<content:encoded><![CDATA[<p>When I played the demo, I didn&#8217;t get through the tutorial. Watching the health bars of ships get worn down ever so slowly just made it seem so tedious and slow.
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		<title>By: Funky Badger</title>
		<link>http://www.rockpapershotgun.com/2008/12/11/the-12-games-of-christmas-game-4/#comment-122633</link>
		<dc:creator>Funky Badger</dc:creator>
		<pubDate>Thu, 11 Dec 2008 20:15:53 +0000</pubDate>
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		<description>Helio: unfortunately/fortunately that&#039;s how real war works*

*Industrilised war between states anyway,not that there are going to be any more of them anymore, but I digress...</description>
		<content:encoded><![CDATA[<p>Helio: unfortunately/fortunately that&#8217;s how real war works*</p>
<p>*Industrilised war between states anyway,not that there are going to be any more of them anymore, but I digress&#8230;
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