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Sins Beta 2 - Gameplay Feedback - *Post Here*

Sins Beta 2 - Gameplay Feedback - *Post Here*

Put your non-bug posts here!

This thread is for non-technical feedback for Sins of a Solar Empire Beta 2. 

Please reply to this post if you'd like to comment on features you'd like to see, gameplay elements present that you like/dislike, graphics comments, etc.

If you wish to make a bug, performance, or compatibility report about Beta 2, please post it here:

https://forums.sinsofasolarempire.com/index.aspx?AID=155664

By keeping this information separate, it will go a long way towards us making Sins a better game!

Thanks!

413,940 views 595 replies
Reply #226 Top
one of the reasons that the devs have this forum and a public beta is so that people can directly affect the way the game goes. if you can give a good argument about what you think should be added/removed the devs will listen to you and maybe implement your idea into the game. If you want it in the end game, post it on the forums, it may be added and it may not, but unlike games like *cough*supremecommander*cough* the devs at stardock are generally pretty good at listening to what the 'people' want and adding in good ideas.
Reply #227 Top
That's a bit cruel, supreme commander was a decent game and they did release a ton of patches I mean they can't live up to what every fan wants it's impossible.

Though let's avoid discussing that over and over (=
Reply #228 Top
On thing i noticed that often (normally in the middle of a battle) pop up. As i was using the mouse to zoom in or out near the "message window", the message window started scrolling up or down. I am sure this is kind of by design but since the window doesn't have a "frame" or any way to really know where it is, it is hard to know where not to zoom in and out. Can be anoying in the middle of the battle.

thx
Reply #229 Top

On thing i noticed that often (normally in the middle of a battle) pop up. As i was using the mouse to zoom in or out near the "message window", the message window started scrolling up or down. I am sure this is kind of by design but since the window doesn't have a "frame" or any way to really know where it is, it is hard to know where not to zoom in and out. Can be anoying in the middle of the battle.

thx


same here... wish there was a way to disable the scroll of the window, now that we have the alert notification boxes working on the UI.
Reply #230 Top
Now if someone has already said this i couldn't find the post..

First the commands for beta 2 are basic and prolly will have more.. but

Ship formations needs to be extensive for a game like this. One idea is several formations so that one can take advantage of the ships the player has. For example ships that are better shielded go in front and soak up the fire and when the shields are at the break of collapse other ships take up point. or players can custom make there formations with a given set of parameters outside the game (not in game). Examples of some of the parameters... shields down on one ship a given ship switches position with said ship........ when shields down the whole formation shifts into a different formation..... at a given distance formation changes...... when taking fire, formation or route changes....... defend a ship with shields down or not.... think you get the idea.

Other issues are....
when battling for a system why cant the offensive player build offensive structures or even defensive structures to defend the territory they have claimed in the system (have a construction frig be able to jump) .

Range of a ship or fleet should also be determined by the player. Missile ships or any other ship should try and stay out of range of enemy ships if the player wants it to.

Also if you want a ship to get right into the action and I mean right in the middle of the nearest bunch of enemy ships or a selected bunch of ships there should be a button for it.

With that said.....
1. I REALLY WANT TO MOVE THE CONSTRUCTION FRIGATE OUT OF DANGERS
2. PLZ PLZ PLZ have a good multiplayer set up and not have it just match people up. I think you make the game twice as good if you get a community feel to the multiplayer set up.
3. Why can't the gauss turrents move......all anyone would need to do is put a thruster on it.... or have the construction frigate move it.
4. Shield ships would be cool also. Use them as your front line advances.
Reply #231 Top
1. I agree, or at least let us set a default " return to this spot after building" way point.

2. I have a feeling it will be fine, time shall tell...

3. I wouldn't mind a tow option offered by the construction frigate. Then again if you build them where they are needed to start with, there is no need to move them.

4. Almost all the ships do have shields. No need for a shield ship IMHO.
Reply #232 Top
rather have a shield ship ment just for running into fire then it taking away the shield to a cap ship... have a ship that has the shields of a cap ship and nothing else


If i could tow the defence platforms i could move them to where ever i need them. like moving them behind a attacking fleet or alot of other tactics
Reply #233 Top
i would like to see a band box target instead of having to click on the main targetship itself just so you have to attack that target. not like hw bandbox where you have ranged ships firing the closest target available nearby to auto engage target thats been banboxed.

Reply #234 Top

Hi all - The quickest and easiest way to find out if your issue's already been mentioned is to check out Kryo's daily roundup thread:

https://forums.sinsofasolarempire.com/?forumid=440&aid=155859

It's much faster than reading through every post.

Reply #235 Top
Here is my take on Gameplay issues so far.

1. Planetary shields should be part of the unseen planetary infrastructure (on the planet). Their use should be tied into Civic Development upgrades. Access should be based on research and planet type. For example, Asteroids could only get shield upgrade level 1, standard planets could only get access to shield upgrade level 2, and only Capital worlds could get access to shield upgrade level 3 (requires a massive fleet to take down).

Hmmm, maybe Asteroids 0 shields, regular planets lvl 1 shields and capital worlds lvl 2 shields might make more sense? Still, I like the idea of a capital world being tougher to take out than a standard one.

2. Logistical Slots should be combined with Tactical Slots. Both Logistical and Tactical structures are in orbit and both would have similar type support requirements, why wouldn't they share the same orbital position slots?

This would also alleviate the complaints that there aren't enough Logistical slots.

3. Well, I've ranted in the past about wanting open connection maps (or maps where only the stars are connected by phase lanes and the systems are contained in a single gravity well). But the Beta 2 is more entertaining since they've increased the number of phase lane connections within systems. Good job! Still, don't let me discourage the Devs from including the ability to mod in custom maps.

4. Some people are complaining about the Cruisers, but I happen to like them. Right now, the Frigates cover the Corvette/Frigate class range. The Cruisers cover the Destroyer/Light Cruiser class range. The Capital Ships cover the Cruiser/Battle Cruiser/Battleship class range.

Still, from what I've read on the forums so far, people seem to not like the simplified Frigate/Cruiser/Capital Ship classes. Maybe Ironclad should consider reclassifying the ships more accurately within the Corvette/Frigate/Destroyer/Light Cruiser/Cruiser/Battle Cruiser/Battleship classes. If it makes many gamers happy and doesn't matter to the rest, why not?

Of course, the ships also still need ability and cost balance, but that is for another beta.

5. Retreating ships should still be allowed to shoot.

6. Fighters and Flak Frigates should be STRONGLY encouraged to attack strike craft...especially since they are nearly useless against anything else. Right now, I don't even build fighters.

7. Ship speeds (and turn rates) need to be lowered a bit.

8. Gravity wells need to be increased in size for non-asteroid planets and even more so for stars.

9. I like the idea of Colony Frigates being used up when colonizing a planet. This way, you need a new Colony Frigate for each new planet.

Also, to minimize Colony Rush tactics, when the Colony Frigate attempts to colonize a planet, the process should take 20 seconds or so. Also, the Colonization ship should lower shields and reduce its hit points during the 20 seconds it takes to disassemble itself prior to planetary decent. This way, pirates and other opponents will stand a better chance at stopping rushed colonizing.

10. Finally, weapon effects still need a lot of work. As it is, a lot of weapon fire doesn't visually impact the targeted ships. The shots just stop short. It also seems like weapon fire is 100% accurate. Doesn't weapon fire miss sometimes?
Reply #236 Top
i have noticed that the AI attacks it sends like 3 ships which is 2 easy for my defenders to kill. They need to be more agressive and make reely big fleets
Reply #237 Top
Since one of the cap ship modifies other ships to hit % you'd think they should miss, but I don't see it.

It would be nice if each weapon salvo caused impacts on ships, as opposed to now where only the first salvo makes an impact and the the rest of the shots just disappear.

Scorch marks from bombing!
Reply #238 Top
Something needs to be done with leftover bounties on defeated factions. I finished a game the other day where there was over 50k bounty on a faction that had been killed off. That money needs to be returned to the person who placed the bounty or given to the person who finished them off or donated to charity or something.
Reply #239 Top
I haven't read this entire topic, but I just got this game today. When opening up the research panel, I was stumped for awhile. I was confused on what to get; perhaps putting a special border around certain research types would be easier for new people?
A black border for research that enables ships, no border for research that increases ship power, ect.
It would help people like me have an easier time.


Fighters (from the carrier) go through planets. Tested on several homeworld planets.

Pirates go after colonizing ships. Completely ignoring your battle ships.

There should be more options for the solor system. Such as:
-Number of planets assigned to each star
-Number of asteroids per planet
-Pirate Amount Per Planet


I haven't played this game too much, but pirates always seem to be near empty-planets. The pirates should try to ambush you, such as warping in from a random area of space.

Carrier Bombers are pretty powerful.

Like alot of the complaints on the first page; more crystal D: But in some ways I do like not having alot of crystal, it makes it wanted more. Players are willing to give more for it, so personnely I would want it to stay.

Reply #240 Top
On thing i noticed that often (normally in the middle of a battle) pop up. As i was using the mouse to zoom in or out near the "message window", the message window started scrolling up or down. I am sure this is kind of by design but since the window doesn't have a "frame" or any way to really know where it is, it is hard to know where not to zoom in and out. Can be anoying in the middle of the battle.

theres an option under user interface that allows you to erect a black hazy box around the empire window

I still want to minimize the blasted thing, its useful, but not all the time.
1. Planetary shields should be part of the unseen planetary infrastructure (on the planet). Their use should be tied into Civic Development upgrades

you have a catch-22 issue there, that would annihilate a tactic of entering a planet on two sides, one to distract and take out the Shield generator and the other to bomb the shit out of things

my vote is on no. as for the asteroids: they are already easier to take care of.
2. Logistical Slots should be combined with Tactical Slots. Both Logistical and Tactical structures are in orbit and both would have similar type support requirements, why wouldn't they share the same orbital position slots?

while I pseudo agree that all development should draw from the same pool of resource, this is just half-"butted" if you ask me. go all the way and tie the slots into civic development and fleet development.
Maybe Ironclad should consider reclassifying the ships more accurately within the Corvette/Frigate/Destroyer/Light Cruiser/Cruiser/Battle Cruiser/Battleship classes

I've always asked for more diversification in capitol ships and between frigs, so I'm definately behind this idea
5. Retreating ships should still be allowed to shoot

yes, if only to nullify the "move the colony frig around so they cant kill it and follow them with your military" tactic
6. Fighters and Flak Frigates should be STRONGLY encouraged to attack strike craft...especially since they are nearly useless against anything else.

  
7. Ship speeds (and turn rates) need to be lowered a bit

yup
maybe excluding the scouts
8. Gravity wells need to be increased in size for non-asteroid planets and even more so for stars

yes
9. I like the idea of Colony Frigates being used up when colonizing a planet

the devs have talked about why the idea of "using up" the frig doesnt work. I personally am fine with it as it is.

and it doesnt dissassemble itself, it merely drops off 20 or so higher-ups to govern over the locals.
although I agree (although less so from beta 1) colony rushing is a bit of a hassle.
10. Finally, weapon effects still need a lot of work. As it is, a lot of weapon fire doesn't visually impact the targeted ships. The shots just stop short. It also seems like weapon fire is 100% accurate. Doesn't weapon fire miss sometimes?

they impact for all my ships... but yes they shouldnt have 100 percent accuracy

agh... I thought of something but I just lost it...
I'll post later.
Reply #241 Top
Ok
I just got done playing the very first tutorial
and here is my .02

First impression: I love it!!! This game could break the sort of space opera game that defines a brand new genre

That said my only real argument/slash problem is the ZOOM feature, in such an expansive empire game, with potential battles going on in multiple areas, etc. A strong intuitive zoom could make or break the game.

On the plus side, you've got the STRONG part down, going in and out with the mouse wheel was easy.

On the intuitive: I would really like to see you copy the ZOOM capability featured in Gas Powered Games Supreme Commander It is quite simply, the best, most intuitive zoom feature ever installed on a RTS game. SupCom is a HUGE game, giant battlefields etc, and I swear, moving around the map is SO EASY, and makes managing giant armies in various areas so fluid and smooth, that this game, with its similar sprawl DEMANDS a similar type of zoom. Let me explain what it does. When you scroll out, you can point the mouse at any area and when you flick the mouse wheel to zoom in, IT GOES TO where the cursor is pointing! Not back to where you zoomed out from. It does not require any fancy fingerwork with the arrow keys to zip around and get the camera locked in on the action.

LET me reiterate, cause this is key: when mags like PC Gamer et al get their hands this masterpiece, if it comes with a SupCom-style scroll and zoom they will be orgasmic (as will I)....if not be prepared for a comment along the lines of: the only negative about the game is the, at times, distracting camera work, which can be fidgety in the heat of battle.
Reply #242 Top

Micc, glad you are enjoying Sins. Sins has had the same zoom feature from day 1 - click the button at the top left just right of the empire tree filters to activate it. You may also want to experiment with some of the other advanced camera features. Personally I never use the zoom-to-cursor mode and rely on CTRL-bandbox for moving around and I use Z,X,C and CAPSLOCK for all my zooming operations. This is particularly handy because all the Sins hotkeys are designed to be pressed from the WASD position (just like an FPS) so you never have to move your hand.

Reply #243 Top
interesting blair, I'm almost a complete mouse-nut. for me RTSs are a relaxing sort of game. ideas are processed, but not as quickly as in FPSs or in RPG games. as a result I usually do either the lean-way-back or the head-on-hand position, neither one is great for keyboards . thats why the zoom feature is an absolute must for me   
Reply #244 Top
cool
am glad there is more to it
like I said, its just my first go at it...
I can already tell its simply amazing

The for the games final release, having a camera tutorial in the basic gameplay area will be extremely helpful, but I do plan on experimenting with it.
Reply #245 Top
OK
I take my first post on the camera.

I toyed around with it just now...
Holy cow, just like I wanted, having a zoom that scrolls to the cursor is just a marvelous tool in a game like this, especially after getting used to such a game mechanic with Supreme Commander.

Thanks Blair....with my camera fears settled, I swear I have yet to find a single flaw in this game!!
Reply #246 Top
I would like to see all ships get absolutely NO regeneration. I mean, where do they get all the extra armor plating/resources to fill in the damage?

So to repair your ships, you would have to use repair stations. Or you could use that ship that has the repair ability (it would actually be useful now)

Also, repair stations should use antimatter to enact repairs. The rate of antimatter use should be dependent on number of damaged ships in repair range. If that isn't possible, then the rate of antimatter use of repair stations should be pretty high.

This system would actually encourage repair ships and damaged ships to orbit nearby stars to speed up repairs.

Any system that encourages competition for the gravity wells around stars is a good system.
Reply #247 Top
hey iv just noticed while playing the game when u have it where u zoom in to the pointer you cant follow ships u know when u click on them while hold shift u know the 1 where u follow umm well it dont work when u have it to zoom to pointer setting
Reply #248 Top
it might be stupid but where are the screen shots saved?
Reply #249 Top
I would like to see all ships get absolutely NO regeneration. I mean, where do they get all the extra armor plating/resources to fill in the damage?

So to repair your ships, you would have to use repair stations.

I agree completely. In space (or elsewhere for that matter) you are lucky to stop the damage from destroying the ship completely. Repairing them to full status is just not good.
Reply #250 Top
keep in mind though, space ships are like warships, they are autonomous and the anticipation of needing repairs is incorporated into the price range of the ship. that being said they mostly do whats akin to jerryrigging the damaged sections. therefore it makes more sense for repairing ships to only repair to a certain health.

also another point: the AI makes no use of other solar systems, entire games of 100 or so planets can go by without them making any real move to colonize other stars.