Sins of a Solar Empire II

Sins of a Solar Empire II

SetaX 2024 年 8 月 30 日 上午 3:21
What's the point of different exotics?
So, we have all these exotics. Blue, red yellow...etc. (dunno the names)
I've checked on hard, for Vasari Alliance all costs 240 metal+240 crystal.
So what's the actual point to have 4-5 different one (the green comes later, I'm not sure of the cost of that) if it all the same? None of them are cheaper or harder to get, no rarity, no "mining" involved. It's all created in the same refineries for the same price.
Might as well just have 1 type and be done with it?
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正在显示第 16 - 30 条,共 60 条留言
Sasha Mason 2024 年 8 月 30 日 上午 11:42 
It is significantly cheaper to explore planets for these resources than it is to refine them.
Okay sure, if your specific playstyle only requires one specific one and you just like to build them, cool, then it doesn't do anything.

But if you don't and you want to get your early exotics not from expensive refining but mostly from exploring and looting, then having planets that actually grant you those resources is really good and anything you already have, you save on refining. Likewise, anything that you have and don't use creates an incentive to use it.

You make it seem very trivial to just build refineries within the first few minutes, I'd hard disagree. Refining exotics is very expensive and also time consuming. It takes a fair amount of time just to colonize all of the surrounding planets and fully upgrade mining and commerce while also pushing forward your research and start scaling up your fleet.

Imo, you really don't want to waste early game resources on exotics needlessly and it takes more than 5 minutes to get everything else setup.
Sakhari 2024 年 8 月 30 日 上午 11:54 
引用自 Sasha Mason
It is significantly cheaper to explore planets for these resources than it is to refine them.

Yes, but in what situation are you 'not' going to be doing that? I'm not saying that you should never bother exploring or using the resources that you do end up with. I'm saying that I don't feel it adds much in the way of satisfying decision-making.

If there's an open volcanic planet nearby, are you going to avoid it just because you don't want a red at the moment? The added slots and income aren't enough of a draw?

Ultimately, I just don't feel that the small decision points created by this kind of granular resource distribution are particularly interesting or satisfying - if available resources create a clear cost advantage in building one cap over another, that doesn't inherently create an interesting dilemma for me. If we disagree on that, then fair enough. Not my thread and that's as far as I care to drag it.
最后由 Sakhari 编辑于; 2024 年 8 月 30 日 上午 11:57
Donut Steel 2024 年 8 月 30 日 下午 12:27 
There's issues I have with Modern Game Design and it boils down to resources that work to fix a gameplay design problem that only appears when you look at a spreadsheet representation(almost every developer seems to do this, which is why games now feel the same).

'Make Number Go Up' has replaced entire systems of gameplay, where previously it was only meant to support them; to give the player a simple thing to track among a game-world full of objects that can be converted into other objects. This dumbs things down alot. In open-worlds, we've gone from only being able to use vehicles that are actually there to being able to 'call-in' anything because almost every resource has been converted into the currency that can be spent on doing it.

In strategy games, 'mana' is now ubiquitous and means worlds that once needed to have highly-interactive objects with animations and even physics, are now some kind of resource that's just a number with the only thematic information being delivered by what name it is given and what colour the number is.

It sucks, and Modern Game Designers love it because now everything can be spreadsheeted and the responsibility for making gameplay design decisions is out-sourced to glorified accounting software. No longer we no longer get to feel like great leaders, when the only task being simulated is the task of being the bean-counter.

Why are there different flavours of the 'Exotic' noun-resource? Because the player interested in building The Greatest War Machine The Universe Has Ever Seen wants to streamline the tedious parts as much as possible, so they spend as little time on them as possible, and seek the most-efficient way of doing that.

Because of Soren Johnson's TERRIBLE take about players optimising 'the fun' out of games(they're actually trying to optimise the fun back into the game), Modern Game Designers see it as their job to get in the way. At the same time, they streamline out the bits that players actually enjoy and in doing so, curtail player freedom.

I can't simply stockpile the RED resource because there is a very low ceiling on what can be stored, and it can't be used to get things that only require the other colours. The very rare GREEN resource gate-keeps the most useful technology, creating a strategic imperative to source it without being able to use the technology it enables.

These arbitrary distinctions force other options to be explored.

That isn't a bad thing in itself and Sins 2 mitigates from of the MGD problems by linking these resources to actual in-game objects: planets and derelicts being the fastest way of obtaining them over 'click button to make thing happen' gameplay.

Games would be a lot better though if UI-based elements like noun-resources were greatly reduced, and game-world based elements expanded, as was once the case.
最后由 Donut Steel 编辑于; 2024 年 8 月 30 日 下午 12:28
This PC 2024 年 8 月 30 日 下午 12:29 
Well, one effect of this is that you're limited on sova carrier at the beginning of the game for tec, you need a primordial planet to get andvar 100% chance. You can extrapolate that to see how things like this might be a way to balance some things early game. :P
最后由 This PC 编辑于; 2024 年 8 月 30 日 下午 12:29
Entropy Judge 2024 年 8 月 30 日 下午 12:59 
引用自 War Crimes Enjoyer
... I can't simply stockpile the RED resource because there is a very low ceiling on what can be stored,
I actually don't think this is a problem. Yes, the display only shows up to 5 for each, but I haven't actually come across any limit for how many of a given exotic you can store. You can hover over it, and the tooltip just gives you a number, rather than 'number owned / total capacity.'
Vandom 2024 年 8 月 30 日 下午 1:00 
引用自 Sasha Mason
It is significantly cheaper to explore planets for these resources than it is to refine them.
Okay sure, if your specific playstyle only requires one specific one and you just like to build them, cool, then it doesn't do anything.

But if you don't and you want to get your early exotics not from expensive refining but mostly from exploring and looting, then having planets that actually grant you those resources is really good and anything you already have, you save on refining. Likewise, anything that you have and don't use creates an incentive to use it.

You make it seem very trivial to just build refineries within the first few minutes, I'd hard disagree. Refining exotics is very expensive and also time consuming. It takes a fair amount of time just to colonize all of the surrounding planets and fully upgrade mining and commerce while also pushing forward your research and start scaling up your fleet.

Imo, you really don't want to waste early game resources on exotics needlessly and it takes more than 5 minutes to get everything else setup.
Came here to say the same thing. Refineries are so expensive that it encourages you to get exotics any other way, or change your build around what ones you have available. Optimisations in eco play make such a huge impact in sins2 because of mechanics like this.

As for the OP question of why there are as many as there are, it is because of balance. Any more and it would be too big of pain to keep track of, or memorise which planets give which type, or what type is needed for what cap ships or items. Any less and the whole system becomes too dumbed down and feels tedious. Like in late game when spamming one or two types for mass production of ship items.
最后由 Vandom 编辑于; 2024 年 8 月 30 日 下午 1:00
This PC 2024 年 8 月 30 日 下午 1:00 
引用自 Entropy Judge
引用自 War Crimes Enjoyer
... I can't simply stockpile the RED resource because there is a very low ceiling on what can be stored,
I actually don't think this is a problem. Yes, the display only shows up to 5 for each, but I haven't actually come across any limit for how many of a given exotic you can store. You can hover over it, and the tooltip just gives you a number, rather than 'number owned / total capacity.'

I've had upwards of 500 andvars from looting stuff, I have no idea where this idea that they are limited comes from.

Edit: 335
https://puu.sh/KdZbQ/5f3766ca0f.png
最后由 This PC 编辑于; 2024 年 8 月 30 日 下午 1:08
Donut Steel 2024 年 8 月 30 日 下午 2:13 
引用自 This PC
引用自 Entropy Judge
I actually don't think this is a problem. Yes, the display only shows up to 5 for each, but I haven't actually come across any limit for how many of a given exotic you can store. You can hover over it, and the tooltip just gives you a number, rather than 'number owned / total capacity.'

I've had upwards of 500 andvars from looting stuff, I have no idea where this idea that they are limited comes from.

Edit: 335
https://puu.sh/KdZbQ/5f3766ca0f.png

Oh I've been relying on the UI to give accurate at-a-glance information without having to do extra steps.

I hate UI/UX designers; I think they are ascam that has parasitised the games industry as much as marketing has, and games were better before these superfluous roles became a thing.
最后由 Donut Steel 编辑于; 2024 年 8 月 30 日 下午 2:13
This PC 2024 年 8 月 30 日 下午 2:21 
well it gives accurate at-a-glance information, cause you don't really need to know if you have more than 5 at any given time, I think ? :P

humble opinion, ofc.
最后由 This PC 编辑于; 2024 年 8 月 30 日 下午 2:21
Sash13 2024 年 8 月 30 日 下午 2:55 
The point of exotics is to stop the early rushes/tech rushes and capital spam kinda-ish,
Donut Steel 2024 年 8 月 30 日 下午 2:55 
The inaccuracy is the suggestion of a low limit, which a UI designer should know it is doing.

They really aren't very good at the very thing they pretend their job is necessary for. Absolute charlatans, the lot of them.

This is why the trend towards less UI in the 2000s was popular, and necessary.
最后由 Donut Steel 编辑于; 2024 年 8 月 30 日 下午 2:57
DM|Hachbubuch 2024 年 8 月 31 日 上午 8:36 
Red for offense
Gray for defense
Blue for utility
Yellow for economics
The_Gay_Agenda 2024 年 8 月 31 日 上午 8:47 
If you snort the blue one it makes your brain feel like blueberries!
SetaX 2024 年 9 月 2 日 上午 12:37 
引用自 Sasha Mason
It is significantly cheaper to explore planets for these resources than it is to refine them.
Okay sure, if your specific playstyle only requires one specific one and you just like to build them, cool, then it doesn't do anything.

But if you don't and you want to get your early exotics not from expensive refining but mostly from exploring and looting, then having planets that actually grant you those resources is really good and anything you already have, you save on refining. Likewise, anything that you have and don't use creates an incentive to use it.

You make it seem very trivial to just build refineries within the first few minutes, I'd hard disagree. Refining exotics is very expensive and also time consuming. It takes a fair amount of time just to colonize all of the surrounding planets and fully upgrade mining and commerce while also pushing forward your research and start scaling up your fleet.

Imo, you really don't want to waste early game resources on exotics needlessly and it takes more than 5 minutes to get everything else setup.
All of this could be a good thing but it isn't.
In the early game You will NOT choose a planet based on what exotics you can get. In most cases you will take an asteroid (easier fight) then you will take whatever planet is close to you. Then if you can manage to have let's say 2-3 asteroids and 2-3 planets then you can choose what to survey. Random exotic from asteroids then you will build your 2nd capital ship based on whatever exotic you have available. This means you don't actually have an option to choose your 2nd capital ship and I'm not sure that's a good thing in a strategy game.
If you do have the option to choose whichever capital ship you want then that's because you have refineries and at that point it doesn't really matter since all exotics cost the same, colour means nothing.
This system is very restrictive in the early game and means nothing after the first 30-60 mins.
SetaX 2024 年 9 月 2 日 上午 1:03 
引用自 Sash13
The point of exotics is to stop the early rushes/tech rushes and capital spam kinda-ish,
Same could be achieved by just having a tech in tier 2 for unlocking capitals. Make them expensive but allow me to choose freely. Also just a button like the research button on planets to allow us to increase capital ship limits for resources.... Job's done.
Fair enough, not as fancy as exotics...
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发帖日期: 2024 年 8 月 30 日 上午 3:21
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