My feedback on the latest patch (8/30)
from
Sins Forums
Just thought i'd make a thread here with some of my latest feedback.
Positives:
-Pirate raids and pirate planet are great ideas, love being able to influence where they go even after the raid has been announced
-AI seems to be building fleets better, they attacked me about 1.25 hours into the game with 3 capital ships and a mixture of frigates and cruisers (totalling around 25-30 ships). It was a very exciting battle! At the same time the pirates launched a raid on me on another planet because I had ticked that AI player off enough to keep adding bounty to my head - awesome!
-Ships seem to move a bit more when fighting? at least the pirates were circling my capital ships with their frigates some
-Starting with flagship you can choose is nice
-New capital ship research definitely helps slow down the "I have tons of capital ships"
-Dynamic black market, AI using it and also seeing the sell prices adjust based on what people are buying was great
-New metal / crystal research upgrades are much more useful now (the amounts they increase production speed by are much more rewarding)!
-being able to set arbitrary rally points is great!
-like being able to get to some cruisers via research easier than before
-autosaving seems much quicker (suspect this is the smaller file sizes)
Things that might need more looking at:
-Crystals still seem to be in super short supply! I find i'm spending 75% or more of my tax income on just buying crystals because I can't seem to find enough crystal mines early on in the game even though I took 5 planets/asteroids in the first 15 minutes or so. I know crystals seem to be the resource chokepoint of choice, but being so restricted by logistic points on my planets means that i'm constantly struggling to get refineries up vs. research stations (which is now harder due to having 2 types) so that I can have consistent unlimited crystal income. Is the starting resources setting what adjusts how much you have in the crystal/metal asteroids? I think maybe there needs to be some random events later of new asteroid somehow getting captured by the planets gravity well or something so that late game you can get a shot in the arm of more resources to mine.
-Having two labs is interesting, but with each costing 2 logistics points i'm now being choked even worse on lack of logistic points - if I don't start near any desert planets (I didnt) I can't build squat between 2 research lab types, refineries, trade ports, and culture generators to fight off AI culture (they seem to use it a lot more now too) Perhaps make the military ones cost 1 logistics point and the civvy ones 2? that way we can at least defend ourselves more easily or something
-Minor bug with the mouse scrolling that seemed to have been resolved by deleting the uimappings file, initially wouldn't let me mouse scroll at all
-Zoom to cursor seems to break when you lock the camera to the ship, but perhaps that is intended behavior? Once I found the setting to turn it off all was well again - not sure if this should be toggled on by default or not (it was defaulted to on when I first loaded up)
-The patch notes claim music changes more with what is going on in the game but it often didn't seem to change at all when battles occurred (even large ones) even if I zoomed in to the battle to watch it play out - might be a bug or intended behavior?
-Having the LRM frigates gated by missile improvements seems a bit odd to me..I have to research improved missiles before I can research the frigate that is being improved by the research? Might need to be flopped. I think switch the LRM frigate to be the initial item you can get and THEN the missile upgrade that helps the frigate and the cap ships / misc cruisers..
-You can zoom inside of planets now, not sure if that is intended..It does allow for an almost first person view of the universe though which is kind of fun (if this is intended can move this possibly to my positives table)
-Ship models seem to disappear slightly before the explosion animation fully "explodes". What I mean is you can see the game deleting the ship model object before the explosion obscures the view..Might want to tweak the timing some so we see the big explosion and when the explosion effect disappears the model is gone - is more believable that way
-Got into a massive battle where I jumped in on an AI player that was annoying my ally AI player and my ally then jumped in his 30 ship fleet to assist me.. We had a battle with 100+ ships and at least 10 capital ships involved. The lag was pretty bad..Maybe if you can implement an effects scaling system such that it reduces the amount of weapon effects or even degrades the ship models some when involved in such a large battle? This might be an optimization you could do later on toward release i'm sure..
-Diplomacy still seems strange, I dont have any way to really tell their opinion of me and they still do silly things like make an alliance with me (their offer), break it later then 5 minutes later ask for the same thing back? AI's at the moment do NOT make stable allies, even if I gift them lots of resources they seem to change their mind too often. I also need a way to "ping" the map and ask my ally for "attack here" "defend here" etc to give the AI some feedback on where I need help. This would also be great for multiplayer with human players.
I'll add more as I think of it / play some more. I will say I am having more fun with this build and can't wait to try out the other factions etc!
Keep up the good work!
Positives:
-Pirate raids and pirate planet are great ideas, love being able to influence where they go even after the raid has been announced
-AI seems to be building fleets better, they attacked me about 1.25 hours into the game with 3 capital ships and a mixture of frigates and cruisers (totalling around 25-30 ships). It was a very exciting battle! At the same time the pirates launched a raid on me on another planet because I had ticked that AI player off enough to keep adding bounty to my head - awesome!
-Ships seem to move a bit more when fighting? at least the pirates were circling my capital ships with their frigates some
-Starting with flagship you can choose is nice
-New capital ship research definitely helps slow down the "I have tons of capital ships"
-Dynamic black market, AI using it and also seeing the sell prices adjust based on what people are buying was great
-New metal / crystal research upgrades are much more useful now (the amounts they increase production speed by are much more rewarding)!
-being able to set arbitrary rally points is great!
-like being able to get to some cruisers via research easier than before
-autosaving seems much quicker (suspect this is the smaller file sizes)
Things that might need more looking at:
-Crystals still seem to be in super short supply! I find i'm spending 75% or more of my tax income on just buying crystals because I can't seem to find enough crystal mines early on in the game even though I took 5 planets/asteroids in the first 15 minutes or so. I know crystals seem to be the resource chokepoint of choice, but being so restricted by logistic points on my planets means that i'm constantly struggling to get refineries up vs. research stations (which is now harder due to having 2 types) so that I can have consistent unlimited crystal income. Is the starting resources setting what adjusts how much you have in the crystal/metal asteroids? I think maybe there needs to be some random events later of new asteroid somehow getting captured by the planets gravity well or something so that late game you can get a shot in the arm of more resources to mine.
-Having two labs is interesting, but with each costing 2 logistics points i'm now being choked even worse on lack of logistic points - if I don't start near any desert planets (I didnt) I can't build squat between 2 research lab types, refineries, trade ports, and culture generators to fight off AI culture (they seem to use it a lot more now too) Perhaps make the military ones cost 1 logistics point and the civvy ones 2? that way we can at least defend ourselves more easily or something
-Minor bug with the mouse scrolling that seemed to have been resolved by deleting the uimappings file, initially wouldn't let me mouse scroll at all
-Zoom to cursor seems to break when you lock the camera to the ship, but perhaps that is intended behavior? Once I found the setting to turn it off all was well again - not sure if this should be toggled on by default or not (it was defaulted to on when I first loaded up)
-The patch notes claim music changes more with what is going on in the game but it often didn't seem to change at all when battles occurred (even large ones) even if I zoomed in to the battle to watch it play out - might be a bug or intended behavior?
-Having the LRM frigates gated by missile improvements seems a bit odd to me..I have to research improved missiles before I can research the frigate that is being improved by the research? Might need to be flopped. I think switch the LRM frigate to be the initial item you can get and THEN the missile upgrade that helps the frigate and the cap ships / misc cruisers..
-You can zoom inside of planets now, not sure if that is intended..It does allow for an almost first person view of the universe though which is kind of fun (if this is intended can move this possibly to my positives table)
-Ship models seem to disappear slightly before the explosion animation fully "explodes". What I mean is you can see the game deleting the ship model object before the explosion obscures the view..Might want to tweak the timing some so we see the big explosion and when the explosion effect disappears the model is gone - is more believable that way
-Got into a massive battle where I jumped in on an AI player that was annoying my ally AI player and my ally then jumped in his 30 ship fleet to assist me.. We had a battle with 100+ ships and at least 10 capital ships involved. The lag was pretty bad..Maybe if you can implement an effects scaling system such that it reduces the amount of weapon effects or even degrades the ship models some when involved in such a large battle? This might be an optimization you could do later on toward release i'm sure..
-Diplomacy still seems strange, I dont have any way to really tell their opinion of me and they still do silly things like make an alliance with me (their offer), break it later then 5 minutes later ask for the same thing back? AI's at the moment do NOT make stable allies, even if I gift them lots of resources they seem to change their mind too often. I also need a way to "ping" the map and ask my ally for "attack here" "defend here" etc to give the AI some feedback on where I need help. This would also be great for multiplayer with human players.
I'll add more as I think of it / play some more. I will say I am having more fun with this build and can't wait to try out the other factions etc!
Keep up the good work!
I seem to be ok though, I'm getting good at flanking and using bait.
I have 3 capital ships but really just a bunch of frigates and a few Perseon(sp?) light carriers because I can't get enough military labs built to research the Kodiak - back to that pesky 2 labs and not nearly enough logistic points to go around.
