Any Chance of a Campaign?

From the backstory, it seems a lot like one(s) were planned, but scrapped some time in development.  I know a lot of RTS players would just as well skip right to MP, but some of us don't play MP much, and like to have some kind of variety with SP games, other than "beat all these bot players."  Not to mention that it's kind of a standard feature for games like this, which has in part kept me from buying Sins so far.  It feels unfinished without one.  If nothing of the sort is planned, it would at least be nice to release some kind of tool that would let us make maps with objectives.

26,136 views 19 replies
Reply #1 Top

Probably not.  At this point, there are going to be two more micro-expansions like Entrenchment, and those are too small to include a full campaign.  Who knows, maybe there will be one someday, but right now there's no indication.

Reply #2 Top

 

What if you just made your own campaign by downloading custom Sins maps and playing those?  If you're getting bored, you might also consider playing mods like Seven Deadly Sins.  You could also consider online multiplayer.  Even if you don't want to play against other people, you can play humans v. AI comp stomp games and it might be fun to have human allies to chat with and to be able to play as part of a team.

Reply #3 Top

I did mention making SP maps.  How much scripting can you do with the editor?  Could I make a "survival" type map that has waves of AI ships coming in from out side that the player has to fight off?  Or other custom victory conditions?  If that's the case, I could just as well make my own campaign.

Reply #4 Top

 

You need to get a program called Galaxy Forge, which you can find in the Downloads section.  You can position the planets wherever you want to with it.  I have no idea what kind of scripting could be done.  I haven't heard of any custom-made campaigns like what you are describing, though.  Surely we would have heard about them already if people were making them.

Reply #5 Top

How much scripting can you do with the editor?
End of quote

Basically nothing.

Reply #6 Top

From a phone interview a good while ago, Blair said they love to do a campaign but only when they can do it their way. He also stated they didnt like the current typical campaign most RTS take. So there might a glimmer of hope, but dont hold your breath for anything anytime soon.

Reply #7 Top

Quoting Darvin3, reply 5

Basically nothing.
End of Darvin3's quote

Well then, I'd say they owe us some SP.

Glad to hear it's at least on the table.  Did he give any indication of what he meant by "their way?"

Reply #8 Top

Well then, I'd say they owe us some SP.
End of quote

I'd like to see a GalaxyForge on steroids that can really do a lot of things.  In fact, I have my own little wish list of updates for the program (both minor and major)

Reply #9 Top

Quoting Darvin3, reply 8

I'd like to see a GalaxyForge on steroids that can really do a lot of things.  In fact, I have my own little wish list of updates for the program (both minor and major)
End of Darvin3's quote

I hope the third expansion will be some SP campaigns and updated editor.  I'd be happy, and it should be a lot easier to do than trying to add entirely new dimensions to gameplay.

Reply #10 Top

Aside from the more advanced scripting options that we can always dream about, there are some basic changes that should be done to the editor.  Control over resource nodes and militia is something very basic we cannot do right now.  I also feel a "random uncolonizable non-magnetic" category is necessary because magnetic clouds block starbases, making them substantially different from any other gravity well.  We also have very crude control over starting planets.  If you make a player start with three asteroids in addition to their home world, they will all have capital ship factories on them.

I'd also like to see an in-game map preview so we can see what the map we're about to play looks like, as well as a way to host them online so other people can download them.

Reply #11 Top

A brief tutorial campaign would have been a good idea and I think it would have increased the popularity of the game. The tutorials provided give little indication of gameplay strategy per se. But that's all water under the bridge, too late now.

To me, StarCraft had a really good campaign introduction. You would play through only a few missions until you felt you knew how the game basically worked, and then go to some maps to fight the computer on more equal turf. Or you would go online.

Sins put itself in the position of telling players, "well to swim you basically swing your arms and kick your feet, take a breath now and again." And then they tossed players into the deep end of the pool. This worked for experienced gamers who floundered about a bit and then got the hang of it. It left less experienced gamers and people new to this kind of game altogether facing a screen and wondering what to do, when to do it, and a host of other questions. Many if not most of them drowned.

Those with experience, patience, and persistence learned to play. The rest quietly put the game on a shelf to gather dust. Which is tragic.

Even now, it is not obvious how a new player would go about finding an official "getting started" strategy guide for either Sins or Entrenchment. Some simple narrated youtube videos would have also helped new players with the basic build out. I'm not sure there is even an official up to date strategy guide, or indeed official documentation of any kind.

 

 

Reply #12 Top

IN one of the above post the question is asked, "did he give any indication of what he meant their way?"   The devs do not like the way RTS's implement campaigns... specifically  a campaign that spends most of the time being a tutorial..which if I understand your post wilebill you liked that about starcraft.  Unfortunatly, many people do not.. including the devs for Sins..... and in truth, I agree.  I too want a campaigne.. but Id prefer they make the campaigne editor and let me go to town making my own campaigns...  rather than the devs making a campaign ....especially if it is a tutorial.

There are quite a few post about this topic... and I believe the search function here at this site uses google now so give it a look...there is far more said on the topic than I have mentioned.

Valkajin

Reply #13 Top

I don't think a campaign has to be "training for the real thing" at all.  In Supreme Commander, about half of one mission was a tutorial, and the rest was really, really damn hard.  With a good SP game (and scripting) you can have far, far more variety of gameplay than you would with just MP deathmatches and bots.  Defense missions, escorts, time limits, stealth, absence of reinforcement, and special units just to name a few.  Not to mention the immersion factor you get from playing through a storyline.  I think SP gives a face to the game more than MP does, and as was said it's where most non-hardcore RTS players start out.

I think we should be getting tools to make SP maps too.  But it would be a mistake to just let it go without any content, if for no other reason than to give an example of what can be done. So, if the devs are reading, don't abandon SP!  There's a reason every other RTS has it.

Reply #14 Top

They have not abandon SP, the majority of SINS player are SP. We already have the ability to create maps with Galaxy Forge. There no scripting yet but we dont know what IronClad has planned. They have expressed a huge intrest in doing a storyline but, they wanna to do it the right way. How every they think that is. The current Campaign progression in most RTS no a days is NOT the way they wanna do it.

Im sure everyone paitcence will be rewarded.

Reply #15 Top

 

Some people think they've abandoned single player?  Multiplayers think they've abandoned multiplayer.  I suspect that they're actually just focused on pumping out the next expansion.

Reply #16 Top

WELL, you can always play through a single player game and let your imagination run wild... Look up my post in the Strategy section called "Operation Battleaxe" for example :P But on principle, I agree completely with Stranger213. A campaign or elaboration on the backstory would be the next level of awesome, but the game (and all the mods that are out, and coming out) work for me for the time being.

Reply #17 Top

Quoting CenturionJixra, reply 15
 

Some people think they've abandoned single player?  Multiplayers think they've abandoned multiplayer.  I suspect that they're actually just focused on pumping out the next expansion.
End of CenturionJixra's quote

I second this motion, 100%. As a SP person now heavly venturing into the PUG games online, I say both do need improvement someway...somehow. But if we a good kids and wait nicely, Im sure mommy and daddy will let us play with the new toys. lol, im sure they are hard at work not only with the next expansion but that new game thats been hinted at also.

Reply #18 Top

I was very surprised to find that Sins did not have a campain. Once I actually saw the gameplay I began to uderstand why. The diversity between planets is too little. My guess is that a campain for sins would involve a galactic turnbase map to control your empire. Each race would have their own goals e.g Vasari would have to outrun whatever is chasing them and you find out what it is at the end and somehow destroy it. The campain would require somthing larger than a micro-expansion as a lot of special units and planets would have to be added that would be needed for a campain.

Reply #19 Top

If you want more planets you need to check out Distant Star Mod. Over 110+ different planets, Uncoloinzables, stars and stuff. Make those random maps truely random.