We are well aware of the issues you continuously bring up and we've consistantly said that we are dealing with them.
This is the first time I have been acknowledged by you guys, that was the goal!
Yup, finally got a clear answer as to my issues of concern so that's that. AI will continue to be worked on, diplomacy will not be fixed outside of an expansion, end of story. I can't say I'm thrilled about the second part, but at least I know what the situation is so there's no further need to inquire. Pity about the
tone of the response, though.
In the interest of keeping to topic, here's the pros and cons of Sins as I see them:
Pros:
-Very stable, largely bug-free
-Great graphics with a "Babylon 5" feel
-Excellent random map generator
-Scales well to low and high end systems
-Allows very small to very large games
-Slow pace allows more thought than a typical RTS
-Emphasis on multiple planet development rather than a single base
-Capital ship "hero" system provides a fun lite RPG element
-Good fleet system allowing easy unit organization
-Empire tree allows good management of fleets and building on planets
Cons:
-Shallow research system populated primarily by small-percent-increase techs
-Only 3 factions, which share the bulk of their techs, buildings, and ship classes
-Excessively random and frustrating diplomacy system which is not context-sensitive
-Weak AI that is hard pressed to provide a challenge even on high settings unless you force it to gang up on you
-Gameplay scale means you spend the bulk of your time looking at icons rather than the aforementioned great graphics
-Gameplay frequently descends into "build ball of units and send at other ball of units" gameplay to which RTS's are prone, there's little to no value in combat tactics
-Empire building is simplistic compared to even the most basic 4X game
-Games are generally long enough to result in capital ships attaining max level and races reaching the end of their tech trees, resulting in the late game always being the same (as there are no more choices)
-Empire tree gets cluttered easily and provides no sense of relative location, and there's no minimap to compensate for this