Schem's Feedback

well, because I was completely unsuccesful in convincing anyone that this is a bad idea, and because my feedback has been completely overshadowed by these types of threads, I've decided to engage in hypocrisy for the good of the game. do not mourn my loss of morals, it is all for the greater good.

because I've been here from the beginning, and I have a TON of feedback, I am going to abbreviate everything as much as possible.
anyhow:

FEEDBACK
cause mine's worth it

-Missles are overpowered, and lasers are underpowered. thats 2 researches v 4. or...
-diversify the way in which the weapons are used, (example) lasers should be prevalent (maybe switched for autocannons) and spray out lasers all the time, but are relatively weak both before and after research, autocannons (switched for lasers?) would be slightly rarer, with a slower recharge, but would do far more damage. finally missiles would be the heavy hitters, would be launched in salvos, but would take a long time to recharge
-Frigates and Kodiak abilities are irrelevant/nearly useless. the most useful one is the LRMS one, and that hardly makes a notable difference
-Empire window needs some adjustment
---make it minimizable!
---List of all Cap ships
---I believe I found out what "orbiting planets" means, it appears to mean planets that you have fleets over, but dont have an owner
-Ship limit needs to be drastically raised, at least 2x
-Logistics also needs to be raised, at least 2-4x
-Tactical structures should be considered for reduction, as they shouldnt be able to hold off a serious fleet all on their own (the pirate raids are one thing)
-Change a limit system, preferably to the point-buy, point-spend system I described earlier
-update the battle AI fight protocols to attack most efficient targets
-Make AI smarter, and preferably give it more "stances" in how it grows its empire
-LRM, Light Carrier both a little "too techy"
-Shield color is standard yellow now, consider matching the color to the faction color
-Warheads should be launched from occupied planets (asteriods possibly, dead asteroids probably not) numbers should depend on tactical level
-Change way in which Siege frigates siege, currently they appear both too simple, and they are way too fast to arrive. consider giving them a more cinematic action, such as assuming a low orbit facing parallel to the planet surface, in which they drop the bombs (instead of launching them) this would both slow down the time it takes for them to initiate bombing (as they need to set up) and it would be far cooler
-Capital ships need diversification in cost and importance, a marza is not the same as a dunov, neither should its price or its ship cost be.
-Preferably another capital ship similar to the role of the Kol. One nice ship is dandy, but another would be perfect. perhaps it could be a large merchant ship with dozens of low power cannons taped onto the sides (would both look cool, and fit the backstory)
-Dont make the shield protection absolute, make it percentage based (similar to the way the planetary shields work)
-more types of planets, gas giants, planetoids (similar to asteroids) and barren (similar to desert, but more like mars) etc.
-update certain weapon visuals, including siege nukes, marza nukes, and missile explosions (in group they look like flashing white pings)
-update debris to fit the look of what it spawned from AND scale size to (I've had enough of seeing the spindly repair station of my opponents spawn large blocks of solid steel when they die)
-Reduce jump angles down to 45-30, not 90. 90 brings back the first beta1 issues of things jumping around a little too quickly.
-AI rarely expands at a rate 1/3 of my speed (If I'm lucky), makes overpowering easy. should include at least a randomized AI stance that would include massive early expansion
-Tie AI allegiances into strength of possible opponents, small groups ally to take down big threats
-Have allies coordinate attacks
-Include system to tell computer allies things (attack here, help me! etc.)
-reduce effectiveness of siege rushes at all costs for beta 3, can easily become a win-all strategy in multiplayer
-increase Rock-Paper-Scissors element of units, currently the swarms are highly effective (cobalt swarms especially, although considering the nature of the game I dont know if this should be dramatically changed)
-end game is an utter dissapointment, could be fixed either by making the capitol planet an absolute fortress (with great ammounts of planetary health, a vast recovery rate and more than average surface-to-planetary defences) or by initiating a "last stand" protocol where the last 3 planets of an empire are that powerful
-All/near All relics seem to research the same thing in any one game. there shouldnt be any overlap, let alone concentration on one research
-relics seem generally unimportant outside of their research use, I would like to see more done with them, perhaps if you research everything something special happens (access to a hidden location?) thinking single player here.
-phaselines are tangled (NEEDS to be fixed), would prefer that planets be connected to all other planets within a certain range, rather than having them be connected to planets vast distances away, but not the ones that are adjacent (this is optimal, but I understand how it would be near impossible to program with distance variations that keep gameplay fun) keep the distance variations as more important than these little details (gameplay over realism) but at least try to get the second idea working.

finally, and this one will be controversial: keep the pirates at their current level of difficulty, or make them scalable (Easy, medium, hard, with this being medium at the worst) I think they are quite possibly the only challenge from the game at this point, and sadly they arent too much of a challenge. the other AI factions are simple to wipe out, but the pirates (because they arent bound by logistics etc. and because they keep reappearing no matter where you chase them away from) are far more capable of creating strike forces, and I like being on the defensive (even if its an easy win).

this is a small section of my advice, expect updates as I continue along.

[EDIT: 17:34:35 06/26/07]
-change the way in which ships turn, if they have several orders about movement and/or are told to change direction for a linear move, they should predict (if its a chained order) and begin turning while still moving so as to not slow down, or they should immediately fire up their engines and turn around gradually rather than while sitting in place. this makes things feel more fluid and real, and probably will make battles more fluid to
-preferably include an auditory cue as to the launch of planetary missiles (if they're included) something along the lines of "P-StoOT missiles away, clearing atmosphere in three... two..."
-balance of planetary missiles should be discussed now (to save the devs a headache later) I'm favoring a slow missile that has a relatively high chance of missing small targets and has a long time between firing but does relatively large amounts of damage. this way its not a garunteed kill to groups of siege frigs and is a threat to people not wary about their capital ships. these things should be powerful enough though that an attacker is taking a lot of pause about how he is to deal with the planet
-diversification in planetary defenses would be preferable. currently the gauss cannon, while powerful, seems too simple and easy to counter. I personally would prefer it being weaker, but replacing that lost ground by making other planetary defenses that would serve secondary purposes (a great example is a close range AA one, or the idea of the "zergling platforms", numerous cheap platforms bought in bulk (4 maybe?) and placed either together as a self-orbiting group, or seperately as the player prefers) this way planetary defense isnt a real blow-dealer with the wrong ships, and easy as pie with the right ones. although the concept of "bringing the right ships" should always be there, LRMs should not be a win-all, and the gauss shouldnt be capable of taking down everything else with ease.


[EDIT: 16:55:34 06/27/07]
-desync the Kol forward lasers, I modded that in and I found out it makes battles quite a bit cooler, also increase its width from 35->50
-slowing down weapon speeds (including the Gauss cannon) always makes things look cooler, just my recommendation
-I noticed that ships actually do have max speeds . sad the devs didnt let us know they included it, but after screwing around with it I see why it needed to be included
-pirate recommendations!
--I like the idea of a "pirate base" that the Devs originally hinted to (make it an absolute fortress, but make conquering it REALLY worth it), the concept of making them a faction has been raised, but I dislike the idea as it would really change the way pirates function, even making them more like normal AI (yuck) especially if they become remotely concerned with defending planets they own. perhaps give them control over planets, but dont nescessarily make them a faction
--pirates need to stop attacking unless it accomplishes something, they can raid trade ships for instance, but whats the point in bombing hundreds of thousands of people into oblivion if theres no bounty for it?
-gravity at this point plays little into my tactics, I would like to see it play a slightly more important role
-the concept of "directional sensors" has been raised, would be ideal to have, but its understandable why it would be difficult to implement.
-any form of stealth, even if it is EXTREMELY limited, would be appreciated
-patrol function needs to be included (infinite, not me having to reset using shift+key) including inter-planetary patrol
-would appreciate sneak-peaks at both Advent and Vasari, even if we get a very limited selection of ships, or even just pictures with sheets explaining their exact stats and abilities of units and buildings would be most helpful. as I see it playing with one faction and no info about the other two will not help us actually help in terms of gameplay.

check back in later for more of my wonderful genius   
16,686 views 69 replies
Reply #1 Top
Well Schem, you got me; that is a most excellent list. I happen to agree with about 99% of it on face value. You did forget the defense platform diversification idea however.
Reply #2 Top
Tons of great input and feedback here.

I think many of these things are on the dev's to do list right now. There are so many new changes that came with Beta 2 (example: logistics) that I doubt there has been much time for stuff like AI tuning.

Keep the list up to date and lets see what the next patch brings.

Cheers
Reply #3 Top

A thoughtful list of suggestions many of which I agree with. Including leaving pirates fairly much alone,however i'd still like to see a pirate base/bases.
Reply #4 Top
You pretty much hit the mark with the rest. One addendum id like to add is make artifacts only spawn on dead worlds. This will give a reason to colonize, and defend them other than just to make a choke point.

I LOVE that "Last Stand" Idea. It will also help you (and the broken AI) if Insurgency is researched. At least the AI will have a fighting chance, and the game wont abruptly end before you siege the AI's Homeworld.
Reply #5 Top
At end game, we still have slight issues of irrelevant research techs and resource surfeits... perhaps higher empire research could allow for improvements to the capital planet, perhaps be allowed to keep researching higher limits for pop/logistic/defence/fleet? This could serve to sink more cash out of game and further harden the empire -helpful for when game generator decides to give no logistics sources nearby.

I like the thought of the planets being able to help defend themselves, as the population also fires off defensive missiles to counter a threat... that would definitely add to seiges, especially if seige ships would have to rely on fighters to point-defense the counter-fire.

Reply #6 Top
agree with you 100% nice list
Reply #7 Top
With you all the way, especially the shield colour matching faction colour idea.
Reply #8 Top
Because I strive to be as self-important as you, ie want to help make this game better (if only for myself).

FEEDBACK
cause mine's worth it too?

Let's assume everything not mentioned I liked and/or don't care enough about it to take up more space.

-Tactical structures should be considered for reduction, as they shouldnt be able to hold off a serious fleet all on their own (the pirate raids are one thing)

With enough money and resources I want to be able have a secure planetary defense force. I would sacrifice a small task force fleet that would get demolished but give time for a larger defense fleet, for being able to build up defenses. I do however, only to want the structures to be as effective, or rather be able to hold up a fleet, but not for long and not the entire brunt of a WAR fleet.


-Change a limit system, preferably to the point-buy, point-spend system I described earlier

I don't really recall it, please explain. If it was the more orbitals you buy the more the next one cost, maybe depending on the rate of increase. However, I hope it is different from the current Beta 2 system, where I need to buy "space" in space to then purchase what I want to create.

-update the battle AI fight protocols to attack most efficient targets

Define efficient. Also why not allow choose-able protocols?

-Warheads should be launched from occupied planets (asteriods possibly, dead asteroids probably not) numbers should depend on tactical level

If you mean tact missiles fired the vast interplanetary space to other "Bodies,"..... I don't know. I have very mixed feelings, but think it be awesome if proper balance was included. I'll think about it more.

If you mean in defense against a siege, YES, but needs some jazz.

-Dont make the shield protection absolute, make it percentage based (similar to the way the planetary shields work)

At first, shields should protect absolute, then make it % based.

-Include system to tell computer allies things (attack here, help me! etc.)

I kinda hope that was the function of the PING.

-reduce effectiveness of siege rushes at all costs for beta 3, can easily become a win-all strategy in multiplayer

Explain more, because I don't see anything, yet, that cannot be countered by an intelligent human.

-increase Rock-Paper-Scissors element of units, currently the swarms are highly effective (cobalt swarms especially, although considering the nature of the game I dont know if this should be dramatically changed)

YES and NO at the exact same time. I think long range weapons need more adv against the short ranges of the cobalt for example. Not the LRMs should be invincible against said swarm, but there needs to be a more effective way for the LRMs to be protected/flee and attack/ SOMETHING. Or the cruiser-carrier SAME thing I could have them run forever with sequential movements, but there needs to be another way.

Since I can't end with that without talking about the futility of running away within a gravity well, allow me a small further tid-bit. I am unaware if it is a bug or not but when ordering multiple movement orders and queuing them up ships seem to stop at each point. Not that the ships should bee-line to every point, perhaps some slow down or cornering (either inside or outside).

Keep em coming.
Reply #9 Top
reduce effectiveness of siege rushes at all costs for beta 3, can easily become a win-all strategy in multiplayer

If you allow a planet to have a defense and fire LRM's in its own defense you mitigate the Siege-rush.

Warheads should be launched from occupied planets (asteriods possibly, dead asteroids probably not) numbers should depend on tactical level



Change way in which Siege frigates siege, currently they appear both too simple, and they are way too fast to arrive. consider giving them a more cinematic action, such as assuming a low orbit facing parallel to the planet surface, in which they drop the bombs (instead of launching them) this would both slow down the time it takes for them to initiate bombing (as they need to set up) and it would be far cooler

Already addresses your concern.
Reply #10 Top
Don't like the idea of more lasers, too many for the TEC as it is. They should be using more autocannons seeing as they are low tech traders. Especially the Turret variety.
Reply #11 Top

Don't like the idea of more lasers, too many for the TEC as it is. They should be using more autocannons seeing as they are low tech traders. Especially the Turret variety.


yep,yep!!
Reply #12 Top
my 2 cents (dunno if it's mentioned before)

when you look for resources you mostly find metal roids...3m,1c....can it be balanced more? It takes too long to gather resources when you only have a few crystal roids and a lot of metal roids.

And then the logistic slots...after upgrading you can't build more structures since your trade port takes up everything (or i havn't played long enough yet)
Reply #13 Top
Don't like the idea of more lasers, too many for the TEC as it is. They should be using more autocannons seeing as they are low tech traders. Especially the Turret variety

its why I suggested flipping them around, so that it fits the low-tech TEC idea better.
Well Schem, you got me; that is a most excellent list

Tons of great input and feedback here

A thoughtful list of suggestions many of which I agree with

You pretty much hit the mark with the rest

agree with you 100% nice list

With you all the way, especially the shield colour matching faction colour idea

wow, thanks guys!
I personally like the shield color idea to, if only for a little more pzzaz.
I think many of these things are on the dev's to do list right now

I agree, most of its pretty obvious adjustments and/or ideas by other people that I liked but adjusted slightly.
One addendum id like to add is make artifacts only spawn on dead worlds. This will give a reason to colonize, and defend them other than just to make a choke point

fully agree
If you allow a planet to have a defense and fire LRM's in its own defense you mitigate the Siege-rush

I figured, its the main reason I included it.
but, if for some reason the concept doesnt work out, the weakening of the siege-rush is an absolute must.
And then the logistic slots...after upgrading you can't build more structures since your trade port takes up everything

frustrating isnt it?
Keep the list up to date and lets see what the next patch brings

I plan on it, there are things I've left out that I will append in later.
Define efficient. Also why not allow choose-able protocols?

I'm fine with choosable protocols, but I think there should be an efficient standard system. by "efficient" I mean that I dont want my flaks attacking a dunov, my fighters attacking frigs, or my kodiaks attacking a healthy target when a weaker identicle one is next to it.
If you mean in defense against a siege, YES, but needs some jazz


yup, although I'm debating myself as to the range of said missiles. I dont think it should go all the way out to the fringes of the gravity well, but I'm not completely sure.
personally I want to hear an auditory cue from the planets when a missile salvo is launched. something like "P-StoOT (planetary Surface to Orbital Target) missiles away, clearing atmosphere in three... two..."
Since I can't end with that without talking about the futility of running away within a gravity well, allow me a small further tid-bit. I am unaware if it is a bug or not but when ordering multiple movement orders and queuing them up ships seem to stop at each point. Not that the ships should bee-line to every point, perhaps some slow down or cornering (either inside or outside).

beat me to it
its an annoying little feature, instead of predicting a change in direction and changing ahead of time, the ships wait until they reach the point of turn before turning. its a frustrating little thing, especially when you're trying to flee ships and/or move quickly.
I'll add that in right now
FEEDBACK
cause mine's worth it too?

definately, thanks nick.
Reply #14 Top
@Schem - Maybe make your updates have different color headings for quick scanners like myself.

Anyway I also agree with the additions and dont forget the suggestion for pirate system changes.
Reply #15 Top
One thing you didn't state explicitly that kind of annoys me. The AI does OK at picking weaker targets, and sometimes does pretty good on focusing on one weaker target, however if there's say 5 Kol's left, it tends to fragment it's firepower against all 5 instead of picking one and sticking to it . Overall great list, agree with most if not all of it, nothing that I really disagree with.
Reply #16 Top

With you all the way, especially the shield colour matching faction colour idea.


Reply #17 Top
cause mine's worth it


Can you be more full of yourself?

And I like some of your suggestions, however not having the game I sadly cant compare it to whats already there.
Reply #18 Top
No he really can. Don't you remember anything Emperor... But then so can we all.
Reply #19 Top
Great suggestions Schem - I'm all about the planetary defense idea, missiles, privateers, whatever works for everyone works for me...right now my forces are so spread out its hard to effectively defend everything, these planets have to start taking some care of themselves independently!
Reply #20 Top
Gonna have to disagree with the pirate strength staying the same. I like to play on the small maps and by the end of the game the pirates had more ships than me... and that's only counting the ones that were attacking me. Who knows how many more were out there beating the stuffing out of the AIs (the pirates killed off 2 out of 3 of the AIs). I had 100 pirate ships attacking ONE of my planets. This was happening while 2 other planets were simultaneously being overrun. One of my main choke points (asteroid planet) was bombed into the stone age more times than I care to count even though it had maxed out tactical structures including a shield AND an entire fleet for local defense. And my home planet (original capital) was sacked about half a dozen times (after they blew up the aforementioned choke point).

Somethings got to give there. Never lost a planet to an AI player but boy oh boy did the pirates give me a pounding.


Other than that I liked a lot of what you had to say.
Reply #21 Top
Just a thought... What did the veteran beta 1 players think of the old upkeep system? and how do you think the new logistic system stacks up to it, and why? I guess the real question is.. Which system did you prefer? To be honest i preferred the older system where you were only limited by what you could afford.

The pirate AI should stay the same for a hard game, and its difficulty should be scaled down for a normal, and easy game. Right now the pirates are the only challenge in the game, because most of the time your opponents wont even attack you. If they do they send pathetic fleets that are easily killed by planetary defenses.

I like the missile defense idea. For your "zerg" defence it should be mixed of what weapon types they should be. Some laser. Some auto cannon. Perhaps even a small platform with the kols flak ability, but not as powerful.
Reply #22 Top
Vet of Beta 1 here, I liked the old system to a point, but I now do like the logistics model, it just needs some tweaks. I'd stay with the system used in Beta 2, its got a lot of promise!
Reply #23 Top
The upkeep system was flawed, and I think the new logistics makes sense and adds a new dimension to the game. In Beta 1 it gets to a point where the only thing worth building was Kol Battleships and Marza Dreads. But back then the Marza was more of a Dread then it is today.
Reply #24 Top
The new system is better than the old upkeep system. The old upkeep system became a non-factor very quickly because EVERYONE hit the max of 75% within a very short period of time.
Reply #25 Top
i still think the resources need some tweaking too...i'm waiting for hours to mine a few crystal roids and am unable to build tradeports since my slots are full (by building just 1 research lab) (give us more slots plx! )