my take on beta 2 so far

lets see you have added about 500% more things to do in each system.

you have limited the number of structures in each system.

you have limited the number of ships.

and it seems that you have made it very hard to stop an invasion behind your lines.

if you take time to build up the home system you lose your extra system.

if you don't take time to build up you lose the oppertunity to do so

i like the pirates.

i like the limiting aspect of the game.

i don't like the ability of the ai/player ships jumping 5 inches from where they enter


OK YOU GUYS CAN CALL ME AN IDIOT IF YOU WANT. but i have said from the beginning that the ships should move all of the way to the jump lane. becouse you have now speed up the movement and slowed down the game
13,449 views 37 replies
Reply #1 Top
also what are the points per ship ie 1-frigates,2-cruisers,5-capital ships?????????????
Reply #2 Top
also what are the points per ship ie 1-frigates,2-cruisers,5-capital ships


It varies. The infocard tells you just what the cost per ship is when you hover over the build buttons.
Reply #3 Top

i like the pirates.


Plunder n'booty off the port bow!



Reply #4 Top
omg only 40%complete   
Reply #5 Top
pirates seem uber aggressive if there is any bounty on your head... this game on hard settings is almost impossible...
Reply #6 Top
That's a good thing, right? Easy is easy, medium is nicely challenging, and hard is hard.
Reply #7 Top
Yeah, if you've got bounty on you, the pirates come to collect it. If you don't have any, they may appear but will often just pass you by.
Reply #8 Top
I was very surprise to find that pirates even on easy will muster huge fleets to attack others for bounty.
Reply #9 Top
umm hard is impossible, lol , at least in a 1 vs 3 game with pirates on
Reply #10 Top
does this beta have multiplayer? or is it only singleplayer?
Reply #11 Top
Beta 2 is still singleplayer, but now many of the gameplay elements are in (beta 1 was very bare-bones).
Reply #12 Top
umm hard is impossible, lol , at least in a 1 vs 3 game with pirates on


On easy, the hardest faction are the pirates!

Look sharp ye space rats, we're almost there!
Reply #13 Top
i am playing on normal

the game i was just playing i had 6=7 grav wells

had fights going on in 4 of them

i order my fleet to one system and they take a short cut through unknown space and get my in another fight. the fleet never did get where i told them to go. it stopped in the second unknown grav well and started a fight there now i have five fights going on.

the carriers are able to sit at the edge of the map and send in bombers after the cannons. the cannons have no protection against the bombers. which is why i sent the fleet in there in the first place.

there is no room to build trade ports and refineries i had 4 opponents not counting the pirates. one of them allied with me. the pirates did finally stop coming. the cannons need enough range to hit the edge of the grav well or they need some anti fighter guns

Reply #14 Top
some of those lanes need to be dead ends

i mean everyone of them opened unto two other grav wells. except one which was a dead end

i don't mind a hard game but i don't like games that are impossible to win or games that are so busy as this seems to be right now that i am pulling my hair out trying to figure out where i need my attention at.

oh i was using the build my own system thingy with four stars and four opponents and they were all in the same system
Reply #15 Top
my take so far
1) like the limiting aspect, its nescessary, but the logistics numbers are FAR to low, they need to be doubled at the very very least.
2) the ability to jump needs to be reduced, I'm having flashbacks to the first edition of Beta1, 30-45 degrees is the best option
3) like the reworked lanes, seems far more natural now
4) pirates are really agressive, yes. but its not all bad, it means you have to place your fleet better now!
5) early game has been bogged down too much, things are too expensive to buy early on. needs to be adjusted
6) like the dreads, I havent gotten much playtime in with them, but they strike me as frigs-with-abilities
7) capital planet can be moved! thats a huge hurrah.
8) tech trees are nice, I like how you can completely skip certain levels if you want to
9) dead asteroids have the most connections (usually 6-7) very nice
10) ships look cool!

I'll add more as I go along.
Reply #16 Top
1) YES!
2) I like it how it is now!
3) Its a little to chaotic now...
4) Agree, but they could be toned down a bit.
5) Agree early game is super slow... Maybe higher starting credits?
6) do you mean the cruisers?
7) capital planet can be moved! thats a huge hurrah. x2!
8) ditto!
9) dead asteroids have the most connections (usually 6-7) very nice
10) ships have lots of windows! YAY!
Reply #17 Top
I like the way the pirates are now. It makes them a threat to contend with. With that said maybe an option for the level of pirate activity should be added for those that dont like things.

I also think logistics are way to low as Schem pointed out.

For the camera views I would like to see a system like Star Wolves 2 has where you can track specific ship in chase mode and what not.
Reply #18 Top
Put in a couple hours last night. Have to say the pirate attacks were stunning me, especially after they took out my level 7 capital ship - I just sat there going what can I do to stop this?
Hit the boards up and found out that it was the bounty so but upping the bounty on someone else I could buy time to build up some defenses and a new fleet and have very slowly managed to push them back. I still think they are a bit strong this early in a game (normal difficulty) - Just under an hour into the game I got hit by a fleet of 15 heavy cruisers and maybe another 10 assorted frigates.
Random thought: I wonder if the size that come after you is based on bounty? since right about that time I hit 1250 in total bounty.

@1Spartan - There was an option for no Marauders at the game start screen, I am assuming that is the pirate option. Though, I'd like to see more levels in that: none, low, med, high (feel free to use more pirate appropriate names though)

Also a couple of the mouse-overs on the options at the game start screen were vague. The flagship one did not really tell you what each option did (if the mouse-over was supposed to change each time you clicked to change the option, they were not updating) I think one or two of the others were similiarly undescriptive. I'm at work so I dont have a way to check on that.
Reply #19 Top
I agree completely with the logistic number. It is way to low for your home planet and other planets. This really slows down the game as you can end up needing to make many more planets just to build up your empire. Perhaps the logistic upgrades could add more slots next time around.

I also feel like we are really limited with defense platforms. I think we need something else or at least the ability to research and upgrade the stations. Perhaps the gauss platforms could get missile and targeting and maybe beam upgrades. Something for later in the game when the enemy had bigger and deadlier ships. It seem like they are just too underpowered to be that effective later in the game.

Another thing that would be great to see visually, would be to have fighters and bombers built inside their hanger or ship instead of on the outside and have to launch each other ships enter the system. This would be both realist and great game wise. Perhaps the earlier warning upgrade could let the fighters and bombers launch earlier and gather around an enemy ships exit point.

Also, I think it would be great if you can set aggressiveness for your empire against others. Like I was playing against 5 other empires and they were not aggressive towards me, but I had planets between these and they would always have to jump into my space to get by, but my ships kept firing on them even after I set them to target only within their weapons range. This is bad because they would not attack pirates just as they entered, so it would be great if you could set them to attack your enemies, but leave others alone. Them firing and destroying other ships got me in real trouble with various empires.

One last thing. For some reason I had bombers floating around in battle and they did not attack anyone. Why is that? Is that a bug? I wasn't able to move them at all, they just hung in space.
Reply #20 Top
i think i have found a bug


after adjusting my logistics as per the other thread

i put 4 research stations in then decided better of it and moved two of them to another system.

but between them i started my research and found that i had to put those research stations back in at the home planet before any progress was done on research. yes all four stations were finished. and no research at all.

Reply #21 Top

i think i have found a bug


after adjusting my logistics as per the other thread

i put 4 research stations in then decided better of it and moved two of them to another system.

but between them i started my research and found that i had to put those research stations back in at the home planet before any progress was done on research. yes all four stations were finished. and no research at all.




what do you mean? me is lost... remember, if you mod the game and find something doesn't work like it did before you modded, don't report it!

anyway the logistics mod I did, hasn't effected research in any way for me..
Reply #22 Top
all i did was start production on 4 research bases in the home world. then started a bunch of research projects. i then captured a second system and put two research bases there. i then removed two research bases from the home system and noticed 10 minutes later that i wasn't getting any research notices. so i checked and there was no research going on ie no yellow bars on anything. so i rebuilt the two research bases and the research took off but not in the order that i started it.

and the mod i did was your logistics except i did the double thing
Reply #23 Top
I love the pirates and I hate the pirates. I just left a game were my capital got raped by no less then 8 crosiers and 10 pillagers as well as a few over assorted ships. My 12 cannons and three hangers (my fleet was on the over side of the galaxy blowing up another persons capital) didn't stand a chance...
Reply #24 Top

I agree completely with the logistic number. It is way to low for your home planet and other planets. This really slows down the game as you can end up needing to make many more planets just to build up your empire. Perhaps the logistic upgrades could add more slots next time around.

I also feel like we are really limited with defense platforms. I think we need something else or at least the ability to research and upgrade the stations. Perhaps the gauss platforms could get missile and targeting and maybe beam upgrades. Something for later in the game when the enemy had bigger and deadlier ships. It seem like they are just too underpowered to be that effective later in the game.

Another thing that would be great to see visually, would be to have fighters and bombers built inside their hanger or ship instead of on the outside and have to launch each other ships enter the system. This would be both realist and great game wise. Perhaps the earlier warning upgrade could let the fighters and bombers launch earlier and gather around an enemy ships exit point.

Also, I think it would be great if you can set aggressiveness for your empire against others. Like I was playing against 5 other empires and they were not aggressive towards me, but I had planets between these and they would always have to jump into my space to get by, but my ships kept firing on them even after I set them to target only within their weapons range. This is bad because they would not attack pirates just as they entered, so it would be great if you could set them to attack your enemies, but leave others alone. Them firing and destroying other ships got me in real trouble with various empires.


hmm, could also be something to tinker with in regards to diplomacy. as I recall, one of the goals of this game was to bring concepts of civilization and galactic civilisation into an rts. so one intersting option would be to include a state between ally and war, a non agression treaty of sorts. maybe make that even default and only go to war when it seems to serve your own ends.

when I think of it (sry this again goes far more into diplo): would anyone be intersted in a United Planets sort of thing? if the above if implemented and not all players are permanently at war a common body to make decisions on a superior level could be interesting. you could for example put trade agreements to vote that would increase the trade revenue of all players that are in the organisation. doesn't fit too well with the nature of the game, but maybe someone gets inspired and has a better idea.
Reply #25 Top
3) Its a little to chaotic now...

immagine the open system!
no, I like it this way. it removes too many choke points that bogged the old game down
2) I like it how it is now!

mobility has again become too high, its more a question now of luck rather than placement when it comes to troop speed.
I also think logistics are way to low as Schem pointed out.

also the ships cap is way too low, even with 8 maxed out planets I hardly had enough of a fleet to cover 2. thats just not right.
I also feel like we are really limited with defense platforms

especially the hangers, it felt like forever to research them, only to get 2 fighters :/