So your saying a game rendering a room behind the room your in on an FPS game is your computers fault if its running bad? No that's poor optimization, there is no reason to render a room your not currently in or able to see.
Of course performance is based on your computer, but that does not rule out that the game engine cant do something about it. 400 planets is hardly a problem, 100 opponents is.
No, what he's saying is that:
1. I doesn't understand what you mean by "galaxy.
2. Your computer's specs are the limiting factor for map side, because to much "stuff" in the map means to much memory taken up, and either a minidump on start, or simply "faster" than would usually happen.
3. Your example is exceedingly poor. This is because Sins isn't Halo, or any other FPS game out there. Sins doesn't have "rooms", it has "gravity wells". And rendering isn't the performance bottleneck GoaFan77 was thinking of. RAM is. Consider that when you zoom out, at a certain point everything is icons.
Which means that none of those units' meshes and textures are being rendered. It even happens to planets; it's all replaced by icons at a certain zoom level.
Nothing really story driven, but a campaign mode with an entire galaxy available to you would be nice.
This won't happen; it's simply too drastic a change for the devs to consider.
Sure if you want to consider having collection of 4 stars a galaxy with nothing else around them be my guest, until then how about something with a little more of a realistic scope in size. Not necessarily billions of stars but 100s of stars would be fine for a fictional galaxy like in Sins.
I don't see where all this negative feed back is coming from, nothing but smart ass remarks back at my face.
A group of "100s of stars" cannot be a galaxy. They would be a star cluster. Furthermore, perhaps he was simply noting that the term "galaxy" is a rather loose one.
Of course, negative feedback might be popping up, because, I don't know, your idea's not particularly good for Sins?
I mean, just maybe that's the case.
Or just have more militia colonies, which fortify their own planet. You can set militia colony likelihood for custom maps, but they don't generate their own forces beyond what is initially set. Imagine if they did? Now you have microfactions spread out across the galaxy. So you come to a terran planet and it might have 25 tactical structures along with 125 fleet supply worth of ships. And, if you left without killing them, they'd construct more. That might be a fun addition to mix up larger games, especially for the singleplayer-oriented purchasing majority for Sins.
This idea I like. In fact, IIRC, the Distant Stars mod has something similar to this. I'm not sure though, so I'd have to go back and play it to check. But this is a very interesting idea, and would also serve pretty well as a way to show off the militia as a bigger part of the game.