I have no idea what people are talking about, there are unique units in each faction that really change how the faction is played at times. It more or less has almost a Warcraft III feel to it.
With that in mind, I'll make a pointless effort by looking at some random posts:
Sins? identical sides but for minor research changes and (this is the important bit) Different play styles.
Has the same diversification as your above criticism, try to be consistent.
So yes, they have unique units and unique structures, research options. But at least you're right on one thing : They all have different play styles
5/10 for effort.
races r basically the same. it was the easy option rather than going that extra mile and making unique units for each race. when u look at a game like company of heroes or C&C where u get different units for each faction, trying to make those factions balanced can be very difficult. coh is so not balanced currently but thats something that the devs who chose to go that extra mile will fix eventually.
You must be fairly new to the RTS/whatever genre; if something comes a different tier then it changes how the strategy is played especially early and mid game thus changing how you react or plan with that race. Whenever you have unique races in any manner it no long becomes "easy" in terms of game design, right now there are already imbalances somewhere go figure.
Also Company of Heroes vanilla is a piss poor example of game diversity if you're comparing it against Sins since they have more or less the same features. C&C is also in the same case throughout the entire series. It is the small nuances and abilities that really diversifies each faction though it may not seem like it at first.
You mean the 1 faction with 3 unit sets :/ LAWL I despise SC
SupCom/TA serves an entirely different purpose therefore it is perfectly acceptable to have nearly mirror races. Look for the purpose in the games before criticizing the delivery otherwise you might be puzzled as to why the game was designed the way it is.
The Races are nearly identical. Sorry, having two different buildings after half the research tree is not "diverse" - it's asinine. The "always on the run" Vasari have credits, fixed buildings, colonize worlds and have the exact same economy as the Millenium old Capitalist Empire and the Hive-Mindish Psi-Commune. And that's just the tip of the iceberg. It makes no sense and is dumbed down for no reason but to make it easier for the devs.
There is plenty of diversity, have you really even played the game? If they aren't diverse in your opinion then you must answer to why each faction has specific strategies and counters to one another as well as why it the system is built on a soft counter system which is harder to balance and tweak than a hard system counter. Yeah, your complaints are all focused on the base game engine and the changes at best would be aesthetic. All you would have to do is rename a few things, change how a few things are animated and boom your complaints are addressed.
In the end your demands are unrealistic, they make hardly any sense, and you would have no idea how to implement the changes you desire without making a craptastic game. If devving was as easy as you're insinuating I am sure we'd all be cranking out top sellers right about... now.
I don't want to side track too much but come on. How can it be said that C&C: Generals or Company of Heroes has the same units? Someone playing the USA compared to the GLA which doesn't even have say, aircraft units, in C&C:Generals is like in a different world.
Ever play a game competitively? It tends to reduce everything down to the most basic things. So all that is left is micro and inherent imba.
And the same with Company of Heroes. I mean sure each team has tanks and soldiers with guns but thats a given.
You're being fairly generous here.
What I'm getting at through diversity and unique-ness is full on seperation. The TEC are meant to be a trade empire right? Why is their end tech a super death ray and not some sort of galactic stock exchange? Why don't they have unique trade ports that go above and beyond Advent or Vasari trade ports? The TEC should say... be able to buy mercenary ships at their trade port (just making this up as example) or outfit trade vessels as frigates (aka: purchase emergency ships) at their trade ports in a pinch.
Why do the Advent have the same class of warships as the Vasari? They should have a ship that converts other ships to the Unity ala the Monk unit in Age of Empires games.
We clearly don't play the same game. I suggest you click on Sins of a Solar Empire.exe and failing that buy the game. But I'll entertain your ... questions: Note that the TEC nova is ... in the military tree not the civilian one! And their ultimate civilian one is the ability to leech from everyone's economy! That's pretty epic if you ask me. Their trade ports do: It's called refineries + cargo holds. Why buy mercenary ships when you have pirates? Why spend that money when you have your own ships? If you have emergency fleets - wait , why not already have them out? Logistically , tactically, strategically it makes no sense to add that feature. A smart player might already have a strategic reserve. Go figure.
And why do people have the same class of warships? Because human imagination is uniquely human and because there are only so many ways to wage an efficient war. Why the HELL would you have a carrier carry main cannons? That leaves less room for fighters. You specialize because you have only so much room. The exception is the Death Star which can do everything because it has the room to. The Advent do have an ability it's called Dominate. Really, I suggest playing the game, it might do wonders for your argument.
I can name many RTS's with different units and structures for the teams: Warcraft, Command & Conquer, Rise of Nations: Rise of Legends, Age of Mythology, Age of Empires 3, Empire Earth 3, Starcraft, Company of Heroes... the list goes on. In fact I would bet that MOST RTS games that feature multiple teams make sure the teams are VASTLY unique from one another.
The learning curve is almost nil because the buildings are more or less the same. Warcraft 1: All the buildings were more or less mirrored
Warcraft 2: Pretty much the same, this includes units save death knights/ogres/knights/mages (they had nearly the diversity of a chess game)
Warcraft 3: Everyone had the same core buildings including farms, unique abilities but same functions in the end.
Conclusion: I fail to see the difference between this and Sins , heroes = emulated by ships with different abilities. Unique units = all three races in Sins have different units with different abilities. Unique structures = A slight argument here but in their purpose and how you used them they were more or less the same.
Command and Conquer 1: Okay, unique. Uh let's see one had an obelisk of nod and the other had some missile tower - end result, really not that unique. Units? Wow, the difference between a light tank and medium tank! And a Mammoth tank! Yeah okay, one has a flamer/stealth tank. What's the difference between that and the Advent Iconus Guardian and the TEC robotics ship? They both have a very unique way with dealing with things.
Command and Conquer: Red Alert: Okay now the Allies get a medium tank and the Soviets get a Mammoth tank! Wow, a spy unit and a guard dog. The structures are more or less the same with a few abilities here and there. Unless you're retarded you pretty much knew how to play both factions: massing a tank isn't that hard and the core units were more or less the same. Again, very little deviation just as much as Sins at the very least/most/whatever.
Command and Conquer Tiberium Sun: I can't believe I touched this game and bought it, would've been better off pirating it. Same case as Red Alert, not that difficult of a cross over.
You know what? I am done, you're fairly bias in your comparisons without any objectivity what so ever. Unless you're a person of particularly low intelligence or you have difficulty with the genre you won't really feel any of the differences. They're minute at best and a mere shrug or say a hour of playing. Saying that Sins is not as diverse as those games is pretty stupid considering that all of the above games and Sins share almost all the commonalities possible: Many approaches to strategy, unique units, and unique aesthetics.
Stardock clearly should've just set made up a new genre label instead of hybridizing it.