Beta 2 - Technical problems
1. The planet upgrade's exit button hotkey is set to A; it should be set to G.
2. The planet upgrade's upgrade ship capacity hotkey is set to A; it should be set to R.
3. Ships still shoot through asteroids.
4. I think missiles (from missile frigates) do damage before they hit. I've seen a whole barrage hit and do no damage, but sometimes they mysteriously explode before the missile contacts.
5. The text for Pervasive Economy is grammatically incorrect.
Beta 2 - Gameplay Problems/Whining
Problem: Capital ships are readily accessible early on; in comparison, cruisers are less accessible. Capital ships are also very cheap (it translates to about 1 or 2 mins waiting time to assemble enough funds for a capital ship).
Suggestion:
-Move Capital ships up to tier 4. Move cruisers down to tier 2. Move all frigates down to tier 1.
-Increase the costs of capital ships (around 200 - 250%). Decrease the cost of frigates (around 10 - 30%).
-Increas the supply cost of cruisers (around 6 - 9, except the robotics cruiser).
Why: By making capital ships less accessible early on, players will be forced to use cruisers and frigates as their main force instead of "teching" up to capital ships (which are only tier 2). Granted, their initial expense make more difficult to build, by waiting a couple minutes, one can gather enough funds to build one. All it takes is one or two capital ships to dramatically increase the effectiveness of a frigate group, so they should be a little harder to obtain. By putting cruisers in tier 2, players will be more inclined to build cruisers as their main force, instead of capital ships which will then be used to counter cruisers later on in the game. Making frigates cheaper encourages players to mass produce them to support their main force of cruisers. One would only need to build about 5 - 7 cruisers, and then have them backed up by some 20 frigates. Initially, one would build a lot of frigates to establish systems, and then add a capital ship or two, which would turn them into battle fleets. Instead, cruisers will now be added to frigate groups, which makes them more poweful without turning them completely into war fleets.
Problem: Crystal is too difficult to obtain early in the game. In comparison, metal is too easy to obtain.
Suggestion:
-Make crystals more abundant, or equally abundant as metals.
-Move crystal and metal mining so that they start on the same tier.
Why: Just make crystal more easier to obtain, or metals a little less easier. I have effectively stopped relying on crystal mining and utilizing expensive black market techniques to obtain crystal. Due to overabundance of metals, I sell those for credits in which I use to buy crystal. I've seen asteroid systems with 3 metals and 1 crystal. Even though crystal is a secondary source for humans, it is still an integral part of research and higher class ship building, and should be made a little more easier to obtain.
Problem: Trade ports are expensive in comparison to their placement on the tech tree. Refineries are ridiculously expensive.
Suggestion:
-Move Orbital Commerce up to tier 4.
-Reduce price of Trade ports and Broadcast towers (by 10-20%).
-Reduce price of Refineries (by 35-45%).
Why: These are important components to a successful economy, but they are way too expensive to invest in, and the pay off time is well around 10 minutes to break even. Not to mention all the implied upgrades (upgrading logistic slots). Building a refinery and a tradeport is often enough to exhaust most logistic slots in a system (with lv2 logistics). These are middle game components, something one shouldn't worry about until well after a successful economic base to begin with. However, even with a successful base, building just two or three of either a tradeport or a refinery can bring economy to a halt. They should be reduced to encourage wide spread usage, but not until later in the game.
Problem: Planet upgrade research seems illogical. Planet allegiance are based on jumps and not distance.
Suggestion:
-Aside from Terran planets, make other planets require research before colonization (pretty much just arid planets)
-Make planet upgrade research independent of each other (for example, make improved arid colonies independent of improved civic design)
-Instead of just increasing population cap, make research improve what the planet is good at (population for Terran planets, improved mining around ice planets, etc.)
-Change planet allegiance to depend on distance rather then jumps.
Why: Planet upgrades seem illogical if they merely upgrade population cap. There's no reason to upgrade the planet cap on ice planets, we don't get any income from them anyways (not any reasonable amount). I don't see the point if the max on a Terran planet is 338 and the max on an ice planet is 110. Also, I've had a planet be the farthest away, but only be marked as -25% because it was two jumps from my home planet. The longest two jumps of my life, that's for sure.