I don't know if this is the right forum to put this thread in, because it's not really beta anymore, but it is a feedback. furthermore I'm sorry if some of my points have already been discussed, but as I would have made up a new thread anyway, one or two lines more won't do no harm.
1. Let's start with Impulse: whenever I buy a game via Impulse using Paypal, two completely empty IE windows open. should they have contet or should they just not appear?
2. RAM: after playing for some hours, Sins quite quickly reaches the 32bit 2GB RAM limit (I have 4GB installed FYI) which causes lags in MP and input (see below). So, are there any possibilities (or dev plans) on reducing RAM usage and is there a 64bit version of Sins which can use more RAM?
3. Input lag: when RAM is full, I experience some quite annoying input lags, f.e. when building ships/structures or planet development and in the ingame menus which leads to
4. could you please add a confirmation dialog for quitting and surrendering? I did both of this now unintendedly because I clicked faster than the game reacted, which is not very funny when the last savegame is rather old, which leads to
5. I'd really, really like to be able to chose the auto save intervals. when playing online with my friend, we often have network issues and it would be nice if the last auto save would never be older than 5mins.
6. pathfinding: this game takes place in open space. it's called like that because there plenty of it, one might even say unlimited space. so why are the navigators sometimes so incredibly stupid? occasions which are espacially bad are: going to the oppisite side of an asteroid. the ships (esp. caps) almost always get stuck in the asteroid. same thing with structures and even other ships. furthermore they sometimes behave totally nuts when lining up for a phase jump. a new problem arises with mines: when your ships have to make a turn in open space and therefore can go right or left, but left is a mine fild, why the heck don't they turn right? does every captain in your fleet have suicidal tendencies? so a better pathfinding would be really apreciated.
7. priorities: when your ships idle in a gravity well and hunt down enemy trade ships just for the fun of it and suddenly an enemy fleet jumps in, not one of the ships changes its priorities to engage the military ships. come on, the pilots can't be that stupid, can they?
8. since I installed Entrechment, I sometimes can't unpin some of my planets. sooner or later the list on the left of your screen gets too long anyway, so having some totally useless planets in it doesn't improve the usability.
9. surrendering: AIs surrender way too easily. best thing for me would be to make surrendering a game option which can be switched off, because I don't like it.
10. when an AI surrenders, I think it would be best if all their ships and planet would turn to "neutral/pirate faction". because in my last game, one of the enemys had but one colo vessel left, but plenty of bounty on it. this caused the pirats to stay at home, because they had no planet to attack.
11. mines. especially defusing them: my last enemy was an Advent which used many mines. trying to disarm them would lead to a simple rule. one scout kills two mines by activating them!! did I miss something about disarming mines? it all went automaticly: scout goes near a mine, activates its ability, goes closer to shoot it, mines get activated, kill the scout. every time! so here's my proposal: either make scouts mine-proof, so that they don't activate them, just like trade ships, every decent minesweeper is build mine proof. or - second suggestion - turn the scout's ability into an aura which turns off every mine in its radius completely so it can't be triggered anymore by any ship, is unphased and vulnerable.
12. just a last question. Advent and Vasari SBs have abilities that use asteroids in their surrounding. does that mean that they can use them only when placed in an asteroid belt? or are they more effective when placed there?