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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!

413,975 views 595 replies
Reply #251 Top
i think its good how they can repair them slves they my have nanno technology which means they can rebuild thier ships i think its good and it would be gay if ur lev 10 cap ship only had 500hp cos its been hit alot and has been repaired many times so it has a low max health then its pritty much usless i think its fine as it is or make the tec repair rate lower and i bet the vasari repair rte will be hi cos we know they have nano tech
Reply #252 Top
? Why would your Level 10 capital ship's max hp potential be lowered? I think you are misunderstanding what the rest of us are saying.

What Schem meant is that your capital ships should have limited self repair to a certain limit (jury rig damaged systems/seal off breaches). But your capital ships would be able to fully repair once they enter friendly space, or near a friendly repair station or when targeted by the repair ship. Of course, only the Repair Ship can do repairs during combat.

Your ships top potential health is not reduced.

Also, nano technology doesn't mean you can make armor/replacement parts out of thin air. Sure, you could say that your ships are fully stocked with megatons of armor and spare parts....at the expense of weapons and munitions? I'll tell you what, your ships can have the spare parts/armor for full self repair, while mine can get 4 times the firepower/rate of fire. It really is a no brainer.

The Repair Cruiser can actually make the claim that it stores repair robots, spare armor plating and parts because it has no real weaponry.
Reply #253 Top
While it's harder to believe that the ships can auto-repair infinitely I think the opposite would likely bog down the pace of the game considerably. The opposite being to force ships back to friendly planets, or even back to a factory.

It might also add another unnecessary micromanagement aspect.

I reckon it's one of those, fun vs realism implementations. For the sake of the gameplay.
Reply #254 Top
So I just spent a good several hours trying out Beta 2 for the first time. I missed out on Beta 1 so I can't compare it to that, and could only go by my expectations from what I'd read about the game.

That said, when I first started out and went through the tutorial I thought I'd be disappointed. The tutorials were quite well done, and the interface and graphics slick and intuitive, but the game felt shallow, kind of like someone else said, like a shallow RTS mixed with a shallow turn-based 4x game. I just thought there wouldn't be enough types of units, buildings, research, and just options in general to keep me happy, since I like my games almost mind-numbingly epic.

Fortunately, it turns out I was completely wrong, and the first real game I played sucked me in far more than I had expected, and kept me quite happily engaged. Keeping in mind the disclaimer about it missing lots of stuff still, it's shaping up to be a very fun and solid game.

Now, as far as personal suggestion/observations go, and replies to what others have said in this thread:

I too find the logistics cap to be too low, if only slightly. My major reason for thinking this is actually related to another complaint people had, the crystal shortage. I too experienced a very limited income of crystal, and in the midst of my usual spending while my money and metal soared to the 10-thousands, my crystals would be stuck in right around the 300 mark the entire time. From what I read here it sounds like I could remedy this by building refineries, since it sounds like even once my asteroids get barren the refineries can still pull the crystals from them, but with the logistics cap I simply never had enough room to build a single refinery. Clearly my refinery would have to be in a system with at least one crystal asteroid too, and if I need to build something else in that system, there's no way I can fit a refinery too. An extra 1-2 points of logistics space at each planet should resolve that issue while still being fairly limiting and making you specialize, though the idea someone presented of logarithmically ever-increasing cost for each upgrade up to no hard limit at a planet would be even nicer.

I really like a lot of the little things in the game, like the choice of "all jump at once" or "ships jump asap" for fleet jumps. A very elegant and useful little feature. Likewise the order queuing ala Supreme Commands is very nicely done, though the overlay lines that indicate a ship's vector might need some optimizing, I saw the game skip sometimes for a sec when I hit Alt or Shift to view the queue lines.

I think ship speed should be reduced, and there should be some better way to intercept units (though I know one cruiser can do that), right now I'll have ships enter my system and move through it very quickly while my fleet tries uselessly to intercept even a single unit. I think turn speed is fine though, just the actual movement speed should be lowered imo.

My biggest gripe by far at this point has already been mentioned: fighter behavior, and ship AI in other situations too. Fighters are nigh-useless at anything but killing other fighters and bombers, so I'd really like to see it fixed so they always go after these targets. Having to alt-select my fighters and shift-click every enemy fighter/bomber group in the system every time a carrier enters it got annoying real fast, and without doing that they would just go around trying to shoot things they couldn't hurt almost at all. Likewise I'd like my turrets and bombers to be smarter at targeting groups of pirates bombarding my planet. A system to set priorities for units/fleets would be ideal, so that I can tell one unit "you always attack fighters first" another "you always attack bombers first" and so on would be really great.

Lastly, I wanted to comment on what some people have said about how ships shouldn't auto-repair. I strongly disagree with this, I think the current system is very, very good, if not amazingly realistic. If you want to justify it, say that they salvage scrap after a battle (with nanobots maybe, whatever), or have big slabs of material in storage that they then use (again, by decomposing said slabs with magical nanobots) to repair up any bigger damage. The reason why I think this repair system works well is because I think having to manually repair units is unnecessary micromanagement in a game like this, and a pet peeve of mine to have to constantly send units back and weaken my frontline forces and reinforce it with new units. Without auto-repairs, I'd just be sending in fresh units while sending old ones to be repaired, the outcome would be exactly the same, but with a whole hell of a lot more clicking and other annoying management that the game just doesn't need. This way, after a battle I can wait around a bit, attend to other things, and my units repair themselves somewhat and I can move my force on to the next objective. Without auto-repair I'd still have to wait after a battle but I'd be waiting for units to fly halfway across the solar system, having to micromanage building them and sending them back and forth.

Other than that I really thought the game was great, and can't wait to see what is added next.

Thanks for reading.
Reply #255 Top
nice feedback shitzu, agree with 100% everything. welcome to sins  
I'll tell you what, your ships can have the spare parts/armor for full self repair, while mine can get 4 times the firepower/rate of fire

what does stock have to do with firepower and RoF? just curious
While it's harder to believe that the ships can auto-repair infinitely I think the opposite would likely bog down the pace of the game considerably. The opposite being to force ships back to friendly planets, or even back to a factory.

agreed, we dont need another reason to make trench warfare the only strategy, and shitzu's explanation more than functions fine enough.
Reply #256 Top
i just think that the full repair is good sorry i didnt understand u at first i get u know. It depends on how much the ship can repair it self i think its fine that it can heal to full hp or maby half the speed at which it can repair but make the shields recharge faster but thats just me i think its fine as it is at mo tho as iv said quie alot
Reply #257 Top
Hey Schem, my argument was basically this. Take two identical ship hulls/layouts that can hold 10kt of equipment. Pack one full with weapon systems (we'll say 10kt worth). Pack the other with a balance of weapon systems and spare armor/parts for repairs after combat (also 10kt worth total). The ship with the pure weapon loadout will likely win in a toe to toe slugfest. The ship with the spare armor and parts won't survive to actually use all that stored stuff after battle.

As for Shitzu's argument that auto repairs consist of nanobots (or even full sized robots) collecting battle debris and using it to fix damaged systems and hull breaches.....actually, that sounds pretty plausible.

I still think that with the exception of the Repair Ship, repairs should be halted during combat.

Reply #258 Top
Hey Schem, my argument was basically this

not to pull finger nails, but the ammount of ammo is practically pointless unless you run out...
I still think that with the exception of the Repair Ship, repairs should be halted during combat

during combat I'm fine with

which brings up the point: I dislike how shield values always stick at 1 when they are depleted, I would prefer that when they are taken down they have a "down time" before they repair.
Reply #259 Top

which brings up the point: I dislike how shield values always stick at 1 when they are depleted, I would prefer that when they are taken down they have a "down time" before they repair.


Thats a GREAT idea... Maybe a 10 second no shield cool down time, but when it does come back up, it brings the shields back up at 20%.
Reply #260 Top
ive always wondered how a ship that is getting its hull blasted can still have one point of shields... anyways, 1) lasers dont NEED ammo 2) there is no real max weight for any given ship, they are in space after all 3) this is in the future so im sure there is a way to turn energy into matter (if those tiny bombers can have infinite weps, why cant the big ships ) 4) i think that ships sould be able to make "emergency repairs" during combat, allowing them to slowly regenerate up to say, 3/4 of their max health. After the battles, all the energy and such that was being used to power the weapons can instead be used to repair the ship itself.


I think the main argument though is that after a battle, ships can magically restore themselves to FULL health. i think this is wrong, ships should slowly lose their combat effectiveness until taken to a friendly world/ repair yard. I think that after certain amounts of damage are taken, the maximum HP should drop to 80% for hull and 90% for shields. When in orbit around a friendly planet, the ships should be able to repair themselves up to 90% hull and 95% shields and it would take a repair yard to repair the ships all the way.
Reply #261 Top

I think the main argument though is that after a battle, ships can magically restore themselves to FULL health. i think this is wrong, ships should slowly lose their combat effectiveness until taken to a friendly world/ repair yard. I think that after certain amounts of damage are taken, the maximum HP should drop to 80% for hull and 90% for shields. When in orbit around a friendly planet, the ships should be able to repair themselves up to 90% hull and 95% shields and it would take a repair yard to repair the ships all the way.


this would make the repair stations much more useful, as it is , I never build more than 1 near the front line.
Reply #262 Top
oops sorry bout my spelling error above lol i think the 10second shield don time is good and when it comes back it comes back at %20 i also think its good that ships heal to full hp it would make the game to slow and it would be boaring and we dont know how good their technology is maby they have repair bots that fly arround the ship fixing it. i think the %80 hull and %90 shields is bad maby have %80 hull but why would the shields become less effective? all they need to do to make the shields go up is recharge them.
Reply #263 Top
because after your hull is being bombarded, chances are youll have to redirect your shields to keeping the hull intact/ having your sheild generators be damaged by weapons fire, lowering the maximum output for defense

(kosc eets babiez!)
Reply #264 Top
yes but if they get hit that will most propably disable them or they will still work 100% it cant work a bit its ever on or off
Reply #265 Top
it is possible to repair the shields, just not fully, also, im sure that they would have redundancy systems and such
Reply #266 Top
Yes but in games the idea is that shields recharge to full and the hull comes back super slow or thats how it is done in most games. but i like how the game is at the mo but i wouldent complain if they just got rid of hull repairing in the middle of battle shield should still recharge in the middle of battle
Reply #267 Top
I agree that the ship should not autorepair in combat, no qualms about that. I'd also support auto-repairs being much much slower in hostile territory than in friendly territory, but I'd still like them to happen there, if slowly, as I discussed in my post.
Reply #268 Top
Once again, I have to agree with Lord Shitzu 100%. No auto repairs in combat (special repair ship ability excepted). Slower than average repairs behind enemy lines sounds good as well.

A while ago, I was totally against the 'illogical' idea that ships be able to repair themselves while behind enemy lines. Lord Shitzu, however, made a convincing counter argument with the idea that ships could help repair themselves by using scavenged battle debris. I am now okay with the idea.
Reply #269 Top
Sorry, double post....so, how about that weather?
Reply #270 Top
yes they should be able to repair at all times but i agree slow behind bad guys lines but i still think shields should charge to 100% and hull should repair to 100% but i dont mind if u slow it down a bit.
Reply #271 Top
it may not be noticeable, but there is a slowdown for hull repairs behind enemy lines. sheild repairs are unaffected, for obvious reasons.
Reply #272 Top
yes i have noticed that kind of
Reply #273 Top
I was having a Kol vs Kol battle and decided to manually retreat my Kol. It didnt retreat. It turned away , moved to phaselane then decided on its own accord to turn around and start engagin the enemy Kol again. This was when my Kol was alone and outnumbered
Reply #274 Top
Count me in on the augmented repair system for combat and reserve force status.
Reply #275 Top
I was having a Kol vs Kol battle and decided to manually retreat my Kol. It didnt retreat. It turned away , moved to phaselane then decided on its own accord to turn around and start engagin the enemy Kol again. This was when my Kol was alone and outnumbered


Happened to me to. Although I was able to bring in reinforcements in time, it's making it very hard(sometimes impossible) to retreat.

There's also a second (imho) bug. If you want to conquer an enemy planet which is still under his culture influence, the planet will instantly flip sides after you colonize it.

For example, I destroyed an enemy asteorid colony which had a broadcast center. Then I brought in my colony ship, it colonized it, zap. Instead of my lovely blue logo the enemies red logo appeared and I had to bombard it again. It's not possible to conquer planets, as long as the enemy culture has not completely vanished.