Yarlen Yarlen

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!

413,888 views 595 replies
Reply #51 Top
while its possible to scuttle ships (a good idea) it would be good if that could apply to structures as well, there could be several reasons for this

you keep running into the cap limit, and must decide what structures to keep,

you might have built a second structure of the same type and you find you don't need it anymore,
you are fighting a losing battle and you scuttle your buildings so recoup a small amount of funds

not sure if scuttle ships allows you to get some resources back, if it doesn't it should, and that should apply to structures as well,


scratch that, was told you can scuttle buildings on irc so this can be deleted
Reply #52 Top

You can scuttle structures by clicking the orange button below the portait of the structure

Edit: Oops just noticed you asked for it to be deleted - I'll leave it up incase someone else has a similar question.

Reply #53 Top
the limiting strategy needs to be changed. I like the idea of needing more planets to build more structures etc. etc, but as of current it REALLY stomps hard on the "play your own way" idea, logistic structure limits need to be doubled at least, tripled would be best.

my alternative to this system though would be a point-buy system, where you buy infinite points that would get continualy more expensive and spend them on each different catagory. that way one can still specialize in one strategy without pulling a super-boomer.
Reply #54 Top

But then after playing Beta 2 for two hours, I suddenly got my wish - the game started zooming towards the mouse cursor when I rolled the mouse wheel, JUST like I had wanted from the start. Problem being, now I had already gotten used to the Sins way of zooming on selected units.

You can set the game to do this in the Options menu.

Reply #55 Top

You can scuttle structures by clicking the orange button below the portait of the structure


Edit: Oops just noticed you asked for it to be deleted - I'll leave it up incase someone else has a similar question.





you might want to add that in one of the tutorials, as one (can't remember which) only mentions you can scuttle ships, which is why I asked if the same could apply to stations / structures as well
Reply #56 Top
Rampaging pirates need a nerf - a pirate fleet was able to wipe out a heavyly defended system that had no problem holding off enemy cap-ship assisted fleets. I had to drag my main fleet back from the front lines in order to deal with them.
Reply #57 Top
haha i remember in beta 1 that was one of the most asked questions....
Reply #58 Top
It's official, pirates are getting toned down in the next patch However, in the meantime a fun way of controlling them is to counter-bounty - send those space rats after someone else!
Reply #59 Top
yep yep, unless the bounty on your head is around 14-26k like my last 2 games on hard... no way in hell to counter that, especially when you are trying to defend yourself
Reply #60 Top
Instead of spending cash on counter-bounties I now park a couple of cap ships with escorts in strategic systems
Reply #61 Top
That works too Melchiresa. The added bonus is your caps get all sorts of experience doing so.
Reply #62 Top
Good points Gunman. Research topics are still in flux.
Everyone please post your 3 least-researched topics and 3 most- researched topics to help us filter.

Reply #63 Top
3 least researched topics :

Jump inhibition ability, Expert Contractors, and Enhanced PSIDAR

3 most researched topics :

Improved Superstucture, Orbital Commerce, Phase Jump Disruption
Reply #64 Top
the game is fantastic. i do have a few issue that is already had been brought up here.

1. we need more freedom on ship control functions. i.e.., i may want my fighters to go up about 200meters up and bomb or flank a fighter/fleet squad. this means putting x,y expression. i notice that when i move any units it only gives me the horizontal plane movement.

2. seperate the hangar fighters by sand box select so you won't be confused to have the same units on your selected units by grouping the planetary defense fighters along side with your frigates and capital fighter units. (fighters stay and gaurd planets not meant to travel planet to planet.)

all in all i have no other issues. the stars are very smooth. even the nebulae clouds from far distance really shows amazing details.

but since i'm here posting this i might as well say this also:

1. how bout downplaying or making the missle trail smoothier. i mean you have missle trails that really messes up the battle screen. the trail are like too huge for the missles and it leaves a puff puff smoke behind .

2. i would say focus units but (i've already figured it out)   

i guess thats all for now.
Reply #65 Top
So far so good. I'm going to enjoy beta testing beta2 very much, I think. I'm especially enjoying the increased options in planet/colony development options. I wasn't expecting this.

Question for you guys based on the gaming forums I post on regularly regarding Sins:

Do the pirates actually receive the bounty reward when they blow up your ships? I mean, does it actively benefit their economy and allow them to start fielding stronger and stronger ships, or do they just increase in strength according to a pre-set curve and respond to the bounty level because they're programmed to do so?

- - -

I have a question as well. Does culture from two opposing empires spread "over" each other, or does it "counteract" each other? In other words, if I have culture spreading along a travel line from my world to yours, and you have the same, will they meet in the middle and "butt heads", or will the culture spread into each others worlds?

Thanks.
Reply #66 Top


Do the pirates actually receive the bounty reward when they blow up your ships? I mean, does it actively benefit their economy and allow them to start fielding stronger and stronger ships, or do they just increase in strength according to a pre-set curve and respond to the bounty level because they're programmed to do so?

- - -

I have a question as well. Does culture from two opposing empires spread "over" each other, or does it "counteract" each other? In other words, if I have culture spreading along a travel line from my world to yours, and you have the same, will they meet in the middle and "butt heads", or will they spread into each others worlds?

Thanks.

They are supposed to receive bounty but it may be bugged as I've had a few reports suggesting so. Their numbers and frequency is based on a complicated algorithm (with some random factors) related to planet ownership, trade and bounty. We are going to be reviewing this for the next patch as they seem to be too powerful for most people. They will also receive benefits from bounty collected but the pirate home planet with booty etc isn't in yet.

Culture collides I believe but a more sophisticated culture model is currently under review (including much more important effects like possibly causing revolts or complete ownership shifting).

Reply #67 Top
this would be like more in the 'moral' issues of your planetary populations right?

i mean when moral goes down your tax payers will retaliate by slowing down tax payers to your income thus forcing you to find a way to keep the population happy and balancing your economic power and civilian needs such as moral issues for your planetary population.
Reply #68 Top
sry i might not be on the same page

*runs and hides*<---------------------  
Reply #69 Top
Everyone please post your 3 least-researched topics and 3 most- researched topics to help us filter.

Here is my list of Technology I almost alway research:
3)Increase Population on all type planet
2)Black Market Reduce price
1)Trade Station/Refinery Station/Improve cargo space(For refinery and trade ship both) Tied for number uno

Reason for all 3 place should be clear enough on their own as to why they are researched.

Least Research Topic:
3)Long Range Jump/Expert Contractor/Industrial Juggernaut Tied for third place.
2)Improve HP of all civilian ships
1)Improve PSIDAR

The reason for not research improve PSIDAR is because the benefit isn't clear how much it does improve or not. The reason for not research long range jump is because you can get artifact(Sometime not alway) that give you the same thing for only one research station. The reason for both expert contractor/industrial juggernaut is that they both "raise" the rate that you consume resource which is quite difficult to come by as you are trying to build up economy power. HP of civilian ship doesn't not make them move faster or earn more(Maybe make them move faster in-system would be vastly better than more hp which only serve as "cannon-fodder".).
Reply #70 Top
I've been having a lot of fun so far working on custom setups of 51-69 planets/high resources/hard AI to start, but tonight I'll play in the higher ranges... only crashed a couple of times now, but overall it sure does have a nice feel to it. I love whats happening with the pirates!

Logistics are hard to balance at beginning when you want to activate all the bells and whistles... the capital planet could be allowed to have a little extra, but I am not sure how that would work with the ability to move capital location -maybe deactivate/scuttle the excess logistical structures to prevent a workaround?

The only other thing I've noticed so far that I haven't seen mentioned yet is that the shield generator parabolic dish no longer rotates to focus on the planet it is protecting.

Well, back to battle... thanks for the fun!

  
Reply #71 Top
Most researched items are the common improvements on both Combat and Empire, and the research emphasis will change due to game options and playstyle... but from a "Last Flagship Standing" perspective, here are some thoughts:

Least researched on Combat side are:
-repair structure, resources too scarce to utilize many of these structures
-cruisers, too vulnerable at the moment... but I am still trying them out
-missile range enhancements, 12% does little good when closing the distance to clean out missile ships is still quite easy

Least researched on Empire side:
-culture takes a backseat, as logistics too scarce and easier to kill encroaching pop artists messing with my droogs
-long range jump, jump range improvements... seems to hold no real benefit, only research at end game when I have a surfeit of resources and nothing better to do
-high end construction options, as they serve little use at end game

I've got to play more to nail down any other items, but for a sudden death type game, it demands other research priorities than a planet seige game would.
Reply #72 Top
Hi iv noticed that when you put it on like 4 stars systems the opponents start next to you and they should reely be spread out evenly through out the galaxy or what ever it is called
Reply #73 Top
Everyone remember the days when your Dunovs spent their time chasing ships around the system trying to use shield restore? Well, now Hoshikos do the same thing with their repair bots.
Reply #74 Top
Something I noticed and would love to see done is when you zoom in, could you guys make it zoom in on the position your cursor is at and not from where you zoomed out of. It would save a great amount of time from searching from a location if you could simply zoom out, point to a location and zoom back into that specific location.
Reply #75 Top
Most researched= any, and all weapon, and HP upgrades plus anything that helps your economy. IMO even if they have very little effect its better than nothing at all.

Least researched= Jump distance, It is pointless because there are no jump range limits. Long jump, again it is pointless see above.

I research all else because even the slightest buff helps, and you know the AI is researching it all. Like the jump immunity. How many enemy scouts breezed right though your systems with jump inhibitors.

Psidar you can see enemy ships jumping to planets near your systems which can give you an early warning of an attack