Brad's Beta 4 Review

My 2 cents on Beta 4 of Sins of a Solar Empire

Brad's Sins of a Solar Empire Beta 4 Preview

Our story so far

Developed by Ironclad, a start-up game developer whose founders worked on Homeworld: Cataclysm and published by Stardock Entertainment, best known for developing Galactic Civilizations, Sins of a Solar Empire is a space-based RTS that aims to combine the depth of 4X strategy games with the pacing and multiplayer goodness of real-time strategy games.

Beta 4 of Sins of a Solar Empire was just released to the beta team and this is a brief preview of what's in it and what still needs to be done between now and it's February 2008 release.

Note that I work at Stardock which publishes the game. But I'm also an avid gamer and game developer. So I'm biased but I suspect that you'll care about the same kinds of things I care about in these games.  

The Core Goal

Sins of a Solar Empire is a game full of innovations. Nearly all those innovations surround a particular goal: To allow an RTS to have unprecedented scale.  Most of the innovations fall into the area of reducing micro management and delivering new ways to manage large empires without any fear of it devolving into a "click fest".

Multiplayer in Beta 4

You know the drill - big name RTS comes out. Multiplayer doesn't work for people behind a fireewall or even behind a router. Patch is released that fixes it kind of. Another patch is released that fixes it further.

Sins of a Solar Empire is no different except in terms of when these problems occurred: A huge public beta months prior to release.  Beta 3 users got to enjoy huge lag, connection problems, router issues, etc.  So a patch was made called Beta 3a which kind of fixed it.  Beta 4 largely (but not completely) resolves multiplayer connection issues.  Kudos to the beta testers who suffered through and reported the issues so that people who buy the game won't have (knock on wood) problems getting multiplayer going.

I will admit, I'm pretty geeked about the ability to SAVE MULTIPLAYER GAMES!  It's obvious in hindsight but but the technical hurdles to smoothly and reliably allow people in a multiplayer game to save their game in progress and pick it up a week later aren't trivial.

Being able to save in a multiplayer setting is a big deal from a game design standpoint. It means you can have maps and scenarios that one can expect to finish in an hour or so as well as maps and scenarios that can take months to play depending on the user's choice.  And the game plays very differently depending on how you set things up. 

Imagine being able to get together with friends on weekends to continue an epic tournament of Sins of a Solar Empire.  That's the kind of thing that multiplayer saved games makes possible. 

Playing Beta 4

The user interface is still in flux.  I am hoping that the late November beta update will get the finalized user interface in.  It's not so much that the current UI is bad (though the research screen needs love), it just needs polish.

The star of Sins of a Solar Empire remains the overall experience though.  The scale of the universe, the incredible battles (seriously, it's like watching a Babylon 5 battle except you control the ships), and the exquisite game mechanics that really make the game feel like a 4X game in an RTS engine.

Scale Scale Scale

 
Zoomed in on a construction frigate 
 
Zoom out just a bit.
 
Zoom out further, now I see a planet, ships become icons. 
 
Keep zooming, now I see the planets in the star system... 
 
Zooming further, now I see two star systems, one with lots of planets! 
 
And finally I can see 5 star systems. Now THAT is scale.


The Game Mechanics

Beta 4 is the first beta where the game mechanics are starting to really show their promise. Pacing still needs work but it's getting better and better.

The game mechanics are pretty straight forward but also provide immense strategic choices:

You have planets. Planets provide money through taxes.  There are also planetoids (i.e. large asteroids) which aren't as good as planets but tend to be surrounded by more asteroids. Asteroids have either metal or crystal which players extract. They provide infinite resources (i.e. they don't run out).

With those 3 resources (money, metal, crystal) you can do all kinds of interesting things. But you can't do all of those interesting things at once.  You can only build so many different things around planets based on your logistics capability.  The player has to make some tough choices as to what they want to build around those planets.  Building research labs helps them get new technologies. But there are also orbital stations for trade, culture, defense, ship construction, etc. 

The net result is players take the route of having lots of cheap ships or go the route of having fewer awesome ships.  The ships, however, come in many sizes and shapes and capabilities which we'll talk about in a bit. 

Researching

Here's where the game mechanics in Beta 4 really start to be neat.  So you have planets, they provide your money. Research Labs determine how far up the tech tree you can get. Each race gets its own tech tree. And these techs are very important. So building multiple labs is important (but on the other hand, you can only build so many labs around a given planet).

The Research screen UI still needs some work. 

Diplomacy

Most RTS's have very little diplomacy. Sins of a Solar Empire has considerably more than the typical RTS.

 
The Diplomacy isn't quite done but bounties work nicely already

The new diplomacy system isn't in Beta 4. But what is in there has some cool stuff (we'll talk about the new diplomacy system in beta 5).  The bounty is my favorite part of Diplomacy. The game has NPC units known as pirates who are effectively like Barbarians from Civilization but more lethal.  But you can passively pay them to attack other races by putting a bounty on that race. Best of all, nobody knows who is putting the bounties on people.   Trust me, in a FFA this is totally awesome.

The Ships

You have three classes of ships: Frigates (cheap ships), Cruisers (medium ships), and Capital Ships (incredibly powerful ships).

You start out able to crank out Frigates and you also start out with a capital ship (think of the capital ship as being like the Commander in Total Annihilation, don't bother to rush someone unless you really know what you're doing and your opponent doesn't).

The capital ships are very rare because not only are they expensive but they require specialized crews that you have to train (basically you research a technology which increases the # of capital ships you can control). 

The whole point of battles in Sins is that mobbing someone with lots of ships isn't going to get you very far if your opponent has a good counter to it.  I.e. You send a mob of fighters at your opponent and it only takes a very small number of flak batteries on a cruiser to wipe them all out. 

In a really epic sized game, you will get a lot of ships.  But on the more typical multiplayer maps where there's only a few planets, those capital ships and how they're armed will matter.  Capital ships remind me a bit of the heroes from Warcraft 3 in that they gain experience that allows you to upgrade them in interesting ways. I like being able to visually see the results of my upgrades (the first time you see fighters coming out of your upgraded battle cruiser is a real sight).

The ships in Sins of a Solar Empire work together almost like a single unit. All you have to do is group them and from there, the fleet will act as an intelligent fleet.

The Battles

The battles in Sins of a Solar Empire are pretty incredible as others have reported.  As more and more finalized graphics get in, the battles just look more incredible. They seriously remind me of Babylon 5 style battles.

 
Not a mockup, that's a real battle in-game

 

 
Epic battles, even in beta 4

The Empire Tree

So how do you have an RTS that has epic 4X empire building and not have it become a micro-management nightmare? How do you keep it from being a click-fest?  Honestly, my answer would have been you can't and that anyone claiming you can is just full of hype.

Look at the screenshot below and behold a UI that is going to be stolen over and over (I know I'll be stealing it for Society). This is an innovation whose credit belongs purely to Ironclad. And I've watched this thing in beta for the past 18 months and the Empire Tree UI has been there from the beginning as it is now (which is probably why the icons are so fugly still and need to be improved IMO).

 
The Empire Tree on the left is a key innovation

Look very closely at it.

 
The Empire Tree is what really makes Sins of a Solar Empire stand out.

One only needs to read through the forums (it's a public beta) to see the reception of the Empire Tree.  It really is a key breakthru for RTS's.  It is a BIG deal. A really hard core player could literally play the entire game from this UI. It's that powerful.  Yet it can be folded up too, just click on the arrows to roll up a particular planet or star.

So what's left?

Lots. It's going to be a busy couple of months for Ironclad and Stardock to finish this up.  There's a lot of polish that still needs to be done. There is an entire third race that isn't in the game yet. The new UI is needed, the diplomacy still needs improvement, the computer AI still needs work, and there's still pacing needed (the balance looks pretty good though the Vasari and the unreleased Advent still need work).

But with two months left to polish (the stability is very good), I think Ironclad will make their date though I wouldn't want to answer to their spouses this holiday season...

Specifications

Title: Sins of a Solar Empire
Platform: PC (Windows XP, Windows Vista)
Release Date: February 2008
Price: $44.95
Developer: Ironclad Games
Publisher: Stardock Entertainment
Website: www.sinsofasolarempire.com

 

57,323 views 31 replies
Reply #1 Top
Cool... but what... ah you changed some parts while I was reading it
Reply #2 Top
Nicely written, love reading it

The Empire Tree

Its Evolutionary!!
As ive been a beta tester since beta 1, it has always been a incredible tool to manage your planet/fleets while your looking at other stuff. Its especially good when your watching a battle and you need to build more ships, upgrade planets or even to build orbital structures. While watching the battle you simply just click the given planet/asteroid in the "The Empire Tree" and you have 99% control of it all. The 1% is for manual placement of orbital structures which cant be done while having the view elsewhere. So with the auto placement, you got 100% control of your Empire.

So yeah its Evolutionary, as its the best tool ive seen in a any game, and wouldn't see Sins without it

oh and a question, Beta 5?

Reply #3 Top
(we'll talk about the new diplomacy system in beta 5)


Wait, what?

Thank you for the writeup! Interesting to read even though we know all this stuff
Reply #4 Top
Most RTS's have very little diplomacy. Sins of a Solar Empire has considerably more than the typical RTS.


And it has significantly less then your usual 4X game.

The game has NPC units known as pirates who are effectively like Barbarians from Civilization but more lethal. But you can passively pay them to attack other races by putting a bounty on that race. Best of all, nobody knows who is putting the bounties on people. Trust me, in a FFA this is totally awesome.


Putting bounties on players is usually a waste of money. Pirates are so weak that a few defenses and one or two repair stations are able to hold them up easily.

They can be a bit of a threat if one is not prepared (forgot to scout or missed the pirate attack message) or when you time your attacks with the pirates, else they're usually just free experience.

The ships in Sins of a Solar Empire work together almost like a single unit. All you have to do is group them and from there, the fleet will act as an intelligent fleet.


Ok, now you're biased. As an AI guru (the AI in GalCiv II is the best AI in any turn strategy game ever, after all) you should recognize that the ships in Sins don't act intelligently, don't work together as a single unit (they spread themselves out very fast, suicide themselves on defenses, colony ships try to engage capital ships when left on anything else then "stay your ground", etc. etc.)

The enemy AI in beta 4 still is very bad, same for the unit AI and even worse with the ability autocast AI (although path finding got quite improved, it's still not perfect, but not annoying anymore).

--------------

I agree with the rest of your "review" (although it read a bit more like an advertisement though there it doesn't differ from reviews in game magazines ). Though I'm not that fond of the empire tree (since I play mostly larger maps with 50+ planets where it just gets to cluttered and the selective empire view isn't that useful to me) and use the zoom feature much more (the zoom and the pip clouds around the planets is the really genius invention, imho).
Reply #5 Top
(we'll talk about the new diplomacy system in beta 5).


What?! Beta 5?!



Putting bounties on players is usually a waste of money. Pirates are so weak that a few defenses and one or two repair stations are able to hold them up easily.


Er, no. Maybe a fully prepared defense point can take them down -- but making those fully prepared defense points is, in and of itself, a major resource investment, especially in the early game.

Early game, pirate raids can make (or break) everything.
Reply #6 Top
Early game, pirate raids can make (or break) everything.


Which is what you guys tried to do in our 3v3 Kept one of my teammate's fleet busy at that volcanic, until I asked him to just build defenses because we needed his fleet

Basically, I'm agreeing with you Especially since from everything I've seen, pirate raiding forces scale with the amount of bounty.
Reply #7 Top
I agree, in bigger games the standard tree gets just too cluttered and takes too much time scrolling through to get the info you want. I will probably see what I can do with the selection based empire tree next game.
Reply #8 Top
(we'll talk about the new diplomacy system in beta 5).


What?! Beta 5?!




Putting bounties on players is usually a waste of money. Pirates are so weak that a few defenses and one or two repair stations are able to hold them up easily.


Er, no. Maybe a fully prepared defense point can take them down -- but making those fully prepared defense points is, in and of itself, a major resource investment, especially in the early game.

Early game, pirate raids can make (or break) everything.




I agree. It really depends on YOUR strategy. Do you take a small fleet to rush? Then you have to build up defenses to counter the pirates, since your fleet is out a-viking. If you keep your fleet back to defend, you can't raid. In the early game this will determine your tactics. If you want to raid, you HAVE to build up your defenses or the pirates will niggle you to death. So if you spend some credits to have the pirates do some of your work for you, that's a tactic. Of course, when you get a bidding war started and you can't keep up, you have to bite the bullet and hunker down.

pek


P.S. Beta 5?????

P.P.S. Society???? Damn, more money to spend?
Reply #9 Top
I get this feeling that Frogboy wasn't quite supposed to let the beta 5 thing slip That, or it's intentional to confuse all of us to hell and back
Reply #10 Top
Which is what you guys tried to do in our 3v3


More like what BetaAlpha did, without discussing it with us
If you want to raid, you HAVE to build up your defenses or the pirates will niggle you to death.


Raid... or expand!

I get this feeling that Frogboy wasn't quite supposed to let the beta 5 thing slip


Lol!
Reply #11 Top
More like what BetaAlpha did


He must've had a ton of cash then, because that early on it was a lot to throw on a bounty So I assumed the three of you chipped in!
Reply #12 Top
P.P.S. Society???? Damn, more money to spend?


Society is planned to be free(hopefully).

Yea, what is this Beta 5 stuff, we only have like 90 days.

Maybe they will give the Advent to us in that one   
Reply #13 Top
Er, no. Maybe a fully prepared defense point can take them down -- but making those fully prepared defense points is, in and of itself, a major resource investment, especially in the early game.

Early game, pirate raids can make (or break) everything.

seconded

they arent particularly potent later game, unless your enemy is rather unprepared defensively, or the pirates have gotten MASSIVE and they will need to divert a fleet to counter them (then time that with an attack someplace completely different)
And it has significantly less then your usual 4X game.

ok, do not whine (pls, thank you), there simply isnt time for classic diplomacy in an RTS
not to mention the system isnt finished.
Ok, now you're biased. As an AI guru blah blah blah

ok, now you raise a good point, fleet AI is far from perfect in beta 4
again though, something they're gonna fix.
Yea, what is this Beta 5 stuff, we only have like 90 days.

Maybe they will give the Advent to us in that one

*prayz*
Reply #14 Top

Yea, what is this Beta 5 stuff, we only have like 90 days.


./has a sudden nightmare: Beta 5, the post-release patch cycle
Reply #15 Top
I agree that the pirates are a big deal in the early game but not in the late game. However this is just fine as far as I'm concerned.

In the beginning, even the smaller pirate raids can be a big deal to defend against - by the end of the game the pirates have usually been neutralized anyways (through culture or by more conventional means).
Reply #16 Top
whats with the love affair with the empire tree... , we all know deep down that its kinda useless.
Reply #17 Top
p5yy its useful for those who arent huge RTSers. its in line with those who arent click-o-festos.
Reply #18 Top
Yea, what schem said.
Reply #19 Top
whats with the love affair with the empire tree... , we all know deep down that its kinda useless.

i heard you were drunk tonight so that might be the reason you said as you did
But its indeed great, for both casual players as well for micro managers.

If it wasn't a drunk man speaking, have you seen the gameplay video of beta 4? The zooming in and out is the slow way of doing it. The only 2 things i see its not good for is the orbital structure placement and fleet movement at times, else i think its the best tool ive seen in a long time. You can keep an eye out on other fleets should it be your own or allies while you have your view on a battle. Also planet/asteroid upgrades, Fleet production and movement.

And trust me when i say its great for Vasari micro management
Reply #20 Top
I haven't been liking this game very much. I ofcourse am not a fan of multiplayer games.

As I was saying. It feels like it takes too much time to finish a game. When you have effectively won, it takes a while to finish.

Then again, maybe I should play some more and try to figure out how finish off the AI quicker.
Reply #21 Top
Note that I work at Stardock which publishes the game.


understatement much?
Reply #22 Top
Beta 5 will ( if it's real) probably be released after the devs finish working on the game, and send it out for production. It will likely be nearly the full version, and just fixing bugs that pop up and minor balance issues.

Hopefully they include the advent :O
Reply #23 Top
Wow, sounds amazing. I'm just wondering, will there be a beta where you don't have to pre-order the game? I usually like to try it before buying it. Otherwise though, it sounds awesome.
Reply #24 Top
A nice write up to be sure. But it is rather short on words at the moment. I guess Brad has been to busy playing the game. I always look forward to Brad's multi page commentaries.

Back to work Frogboy!
Reply #25 Top

will there be a beta where you don't have to pre-order the game?

Nope, the only way to get into the beta is to pre-order the game direct.