How interested are you all in a campaign?

Trying to get a feel for how people feel....

I know some people want a campaign...the question is, how many people actually would enjoy a campaign?

Some things to consider...

  • Do you want lots of "backstory" and lore, or do you just want a fun, challenging campaign?
  • Would it bother you if each "mission" or "scenario" of the campaign force you to play a certain faction?  (most campaigns do....)
  • Would it bother you if there was a campaign, but you had to play a modded version of sins in order to play it?
  • Is a linear campaign a problem, or do you have to have "choices" and "decisions" in order for it to be enjoyable?

 

I'm gauging the interest for a reason....

61,487 views 18 replies
Reply #1 Top

Would it bother you if there was a campaign, but you had to play a modded version of sins in order to play it?

I'm gauging the interest for a reason....

Subtle...

 

I have no particular interest in a campaign, beyond any techniques that would be created or discovered that would be of use to modding in general.

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Reply #2 Top

To me, the back story and lore would be more important than having a fun and challenging campaign (simply because there are already so many fun Sins maps, but no back story except for the little description of the map, the description of the sub faction  and what is found in the intro video and manual). But if it was possible to have both, by all means, both is better.

 

I would actually prefer if the campaign forced me to play one faction. I think that without this it wouldn't be much of a campaign, more of a scenario.

 

Concerning the having to play a modded version of Sins, I would prefer it if it was straight vanilla Sins Rebellion, but if you added something like a fortress world for, say, the Vasari's nemesis, and made it look lore-friendly, I would not object. But to add a faction out of the Sins universe, or to add more ships to the existing factions, well, I would rather not. But to add a unique ship that you have to escort, and made it faction-fitting, I think that would actually enhance the appeal of the campaign.

 

I think that a linear campaign would allow for a higher degree of quality, so I would shoot for that.

 

If you are actually volunteering to do this, Seleuceia, you are awesome. If you actually finish it, and it is amazing, as Sins deserves, then you are triple awesome. If you are trolling, well, suffice to say you are very far from awesome.

Reply #3 Top

I would like a campaign with lots of lore, I want to know more about the sins universe.

I wouldn't mind if I was forced to play different factions, but on the matter of decisions and moral choices and all that, I think the option that would make the most sense would be, before beginning a certain race's story arc ( assuming we're going a la starcraft and we do one race at a time for like 10 missions ) or somewhere within the story arc: do you chose Loyalist or Rebel? And from that point on you get a following set of rebel or loyalist-specific missions ( though neither rebels or loyalists' stories contradict one another, for the sake of canon, that way no matter what you chose, it's right ).

Assuming the choice comes halfway through a race's story arc, before that you'd simply have been your race, as in Trinity TEC, Advent and Vasari. Once you choose, you gain access to all the faction-specific upgrades and toys.

 

Reply #4 Top

It would be an interesting project, but I find most are just extended tutorials to make you learn proper play. Forcing the colonization of 2 planets within a time would be 1st. Other multiplayer must knows should all be parts.

I know dev mode saves are in txt, I think reg mode saves are in bin, maybe possible to write a small app that reads values from 1 save and transfers lines of text values to the other save. Not sure about bin format though, would need to convert it I assume.

 

Reply #5 Top

Quoting Ibnpatuta, reply 2
If you are trolling, well, suffice to say you are very far from awesome.

I assure you I'm not trolling...I'm also not making any promises yet...

The biggest thing for me is that I really am displeased with the vanilla gameplay...I would prefer modded gameplay that tweaks factions or improves certain gameplay elements (so nothing that's adding lots and lots of new, "uncannon" content)...how much that bothers people will be the single greatest determining factor...

Reply #6 Top

I would stay close to canon but maybe do pre story. A TEC shipping captian on a Cap ship that has no guns or hangars, use a couple old beta ships maybe. As the story progresses, add guns and more guns and abilities to the captains ship. Make the pre-story whatever you like but get to the point of a canon 10 player skirmish.

Could add another race maybe, have the Vasari whipe them out b4 reaching you, then the race is playable in skirmish.

Reply #7 Top

There would be 6 players at most since there are six factions...I don't want just ffas as you can already do that just fine...

Reply #8 Top

Campaign would be fun. More lore content would be good, with more sins art. It would be fun to have scenarios where your place are determined by your faction, and should achieve something, not just skirmishing everytime.

Tutorials are very weak, they only teach you so few things... you barely get a real look on things and even many basic things are not mentioned there. Not to speak about efficient play, noobs get to clue about it from the tutorials.

 

Using a mod for getting campaign? I would rather be pleased if the campaign was with the original game, as many mods ruin some basic things, this way becoming unenjoyable for me.

Reply #9 Top

Apologies for the necro but if Seleuceia is serious, I am bumping this. I played Total War games and coming here finding out there isn't a big Campaign map to waste away 100 hours playing one map took some adjustment.

 

1. Lore

- I roleplay games in my head. SoaSE's lack of backstory other than omfg we got invaded on 2 sides leaves me very little to work with. A campaign mod needn't have a huge detailed story. Just enough geo-political elements to tell me why planet X is important and why Race XZX must be punished for encroaching System δ should suffice. Basically - a system of motivation to move or stay needs to be in-play. Current meta is invade and colonize everything faster than everyone else makes the other victory conditions that are available worthless.

 

2. Forced Faction

- I don't mind. Later expansions could include all 6 factions even pirates and militias ...

 

3. Mod to play campaign

- The campaign itself could be a mod. Prefer vanilla if possible.

 

4. Linear campaign?

- Don't know enough about the limits of modding SoaSE. But preferably a sandboxy type campaign > go to A colonize B kill C campaign.

Reply #10 Top

I am serious, but not serious....if that makes any sense.....

My schedule allows me to work on SoaSE stuff only in small bursts, so I do what I can...

My current thought right now is that the only way to do a campaign is to use save files....unfortunately, that means that every updated could potentially break those saves...obviously you can see why one might not be so inclined to do such a thing if there isn't even much demand and it could come under heavy criticism and it may become obsolete in the near future...

I'm taking the wait and see approach....my current plan is to finish my personal mod, release it, and then make a campaign off of that...I would consider doing a special version for vanilla Sins if there was demand, but the vanilla gameplay is very unappealing to me so I have mixed feelings about dedicating my time to a vanilla campaign...

I do have a decent Lore/Story developed in my head that would lay out as a campaign following three "stories", one for each of the races (Sins of the Traders, Sins of the Seraphs, and Sins of the Empire)...however, I also may have it so that each of the 9 races (pre-rebellion, loyalist, and rebel faction for each of the 3 races) is played at least once, with the player simply changing which "side" they are between "missions"...

So for example, you may play as Vasari and rush to wipe out x number of trader planets in a certain amount of time, but in the next mission play as TEC and have to research a "victory technology" (perhaps it represents "forming the coalition") before losing too many more planets...

Reply #11 Top

Couldn't you use galaxy forge to spawn players at certain planets, with other planets under their control? Or, you could even just spawn players with fleets and a dead asteroid as their home, thus creating a mission where your fleet must destroy the enemy without any reinforcements to complete the mission.

Reply #12 Top

Quoting WOEaintME, reply 11

Couldn't you use galaxy forge to spawn players at certain planets, with other planets under their control? Or, you could even just spawn players with fleets and a dead asteroid as their home, thus creating a mission where your fleet must destroy the enemy without any reinforcements to complete the mission.

Yup, and a few players have made maps like that, though before Rebellion.

Reply #13 Top

I could do that, but that does limit some of my options...

For example, what if you wanted the mission to start with a massive fleet already in phase space coming at one of your planets?  Galaxy Forge would allow me to place the fleet at either the starting or ending planet, but it wouldn't allow for "placement" (where the fleets are relative to each other in the same gravity well) and if I had the fleet start at the initial planet, there's no guarantee the AI would make the jump...

I also may want a faction to start with certain technologies, and I don't believe you can do this via galaxy forge (if I'm wrong please correct me because that would make things substantially easier).....

Reply #14 Top

@Seleu Can you stop talking about it and do it already! Im sure there will be a ton of interest and help offered once its off the block. I will even test play through your campaign free of charge!

Reply #15 Top

Why hasn't this happened yet? Is it because as we all suspected, Seleuceia is a troll?

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Reply #16 Top

Quoting Sinkillr, reply 15

Why hasn't this happened yet? Is it because as we all suspected, Seleuceia is a troll?

Why are you here?

Reply #17 Top

Sinkillr has generated a remarkably hypocritical situation... How does he get out of it?

Reply #18 Top

For those interested, the mod I want to release is slowly in progress...once it is completed, I will consider using a series of saved games to do a campaign...