Sins of a Solar Empire 2 is coming and we've got an exclusive first look.
For a lover of 4Xs who never quite got over the decline of real-time strategy, Sins of a Solar Empire was a panacea. It took most of what I adored about both strategy models and smooshed them together in an epic clash in space. It was a revelation that I expected to inspire imitators, but nearly 15 years on nobody else has attempted to replicate this extremely successful experiment. Thankfully, that's about to change. Sins of a Solar Empire 2 is coming.
But the original's greater focus on that final X, exterminate, is what made it stand out from both its contemporaries and, later, Stellaris, which went down the real-time route but didn't contain Sins' more granular focus on ship combat. That legacy remains important. This is clear from one of the big new features that Ironclad is currently touting:"You've got turrets that actually move and fire and acquire targets in real-time," Fraser explains.
Ironclad has also changed the system of counters and arbitrary bonuses, so instead of ships getting automatic bonuses against ships of a specific type, their performance is now determined by the properties of the offensive and defensive systems. To put it simply:"If you have heavy armour, anything that has armour penetration will do better against it than something that doesn't."The low-level tactical combat isn't the only thing that's going more granular and simulated.
This sounds complicated, especially in a real-time game, but the UI lends a hand."Every so often you should hold down the tactical view," Fraser recommends."And you can see the projections of how the planets are moving. Currently, it's set to 10 minute intervals, so you can see where it's going to be 10 minutes from now, but we may change that and give players the option to set how far they want to project.
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