Schod Schod

Schem's Feedback

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   
16,691 views 69 replies
Reply #26 Top
Somethings got to give there. Never lost a planet to an AI player but boy oh boy did the pirates give me a pounding.

thats funny, I've only lost a planet after a massive growth spurt or if I just spent a lot of my forces taking it from another AI and the pirates decided to spontaneously attack.
what sort of map are you playing? (include info about the AI)
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?

it was a pain in the wallet, but it allowed you to construct massive ass fleets, which makes me feel good.
unfortunately the AI did not know when to stop and never really attacked.

the new system isnt a pain in the wallet really, but it stops you from creating those truly epic fleets.
fortunately the AI does know how to use this system. but I genenrally dont like it.

as it stands the only issue I have with the second is that I cant build big fleets (which is a huge issue)
the only issue I really had with the older one is that the AI doesnt use it effectively. perhaps if they allowed the resource decay to go over 75%... but then that would be back to the too small fleets issue (which plagues the current.)
Reply #27 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.


I agree. It is simply more elegant.
Reply #28 Top
utilitarian, definately. elegant... I dont think so.






UPDATE!!!
Reply #29 Top
Elegant as applied to the transparency and functionality aspects.
Reply #30 Top
Keep the system as it is now, and let the modders kill it after release. It serves a point, and makes sense in the Lore. A fleet of 100 battleships would seriously have some logistical problems.
Reply #31 Top
so you guys dont have an issue with the glaring functionality problems that arrise from the CURRENT system?
for instance the COMPLETE inability (by everyone on these forums... apparently excluding yours truly) to fight off the pirates?
how about the fact that it completely quashes the concept of "playing your own way" and forces everyone down into the same lame balanced growth tactic.

the system as of current is flawed. its BETTER than the ORIGINAL, but its still seriously flawed. unfortunately I dont see a way to fix it through modding without extensive mods to the whole core game, which in the end will take lots of hours of work and will result merely in what the game should be. making the game work is the devs job, not the modders as an afterthought, and there are countless systems that could preserve everything if just a little immagination was applied.
now, I'm not saying my idea is perfect, but if adjusted correctly I believe it will do better than the other two systems to preserve the game. so I believe it is the best course of action.
if you have a better idea than "let sick dogs lie", than lets hear it. lets not hear "its okay... if marginally flawed as is, but I can live with it."

and besides, when you ahve the economies of 7 or so planets, do you really think 100 or so measly ships would be enough to tax the economy slightly? I dont think so.
and finally, it would completely RUIN Ironclad to release a game promising "battles with hundreds of ships!" that delivers a broken system that would never make up that promise.
Reply #32 Top
I hate to say it but it is only Beta 2 and it has only been a few days.

Give it time Schem.
Reply #33 Top
Emp, this arguement has been going on for a week. I'm doing my best to get enough people convinced that the current system is broken so that the devs dont leave as-is.
Reply #34 Top
Exactly what I am saying, its only been a week.

Plus, some people like it, and without looking it from their point of view how do you expect to convince them.
Reply #35 Top
another word for 'truely epic fleets' is spaaaaaaaam.
Reply #36 Top
@Schem - the first system was cheese wizz and it was changed accordingly. The current system hamfists the players to a large degree and you have to accept the notion that the devs are fully aware of this since they made it happen.

Part of this test to try different things. Am I happy with it with artificial limits placed on it? No. Is the current system better then the old one? Yes from a game play aspect because it is easy to understand and plan for. Hence my "elegant" comment.

After all wasn't it you that posted in a thread everything else takes second place to easy of game play or something along those lines?

Thus far the overall community reaction has been positive for this kind of system. I'm also sure the devs are aware of it as well. Will the econ dimension be reworked? I image so if this or some form of it will remain in the final version.

BTW: I dont have issues with the pirates and have posted to this effect in a couple threads, so you are not in a club of one - you have a friend on the bench with you.
Reply #37 Top
another word for 'truely epic fleets' is spaaaaaaaam.

and is not spam a viable military tactic? look at china.
The current system hamfists the players to a large degree and you have to accept the notion that the devs are fully aware of this since they made it happen.

the devs do a lot of watching, but they tell us nothing. therefore I take no comfort in false reassurances.
and besides, if the devs have people saying "no wait, dont change it" that gives them reason not to.
After all wasn't it you that posted in a thread everything else takes second place to easy of game play

note how I have an issue with the gameplay that this current system forces.
the old system was bad, but in terms of the focus of this game it fit much better than the current system. i.e. if we had a choice I would advocate going back to the old system over keeping this one(if the AI could handle it)
this current system is nice from a standard RTS standpoint, but viewed again angled from the concept of the RT4X, its all completely wrong. few things in this world are 100% wrong; this system is one of them.

the whole concept of sins from the beginning was to be an EPIC strategy game that had MULTIPLE unique strategies. both the EPIC and the MULTIPLE are completely quashed under the static limit system, which is why I proposed a slightly modified alternative. one that doesnt ruin epic or multiple.
Thus far the overall community reaction has been positive for this kind of system

and hence the issue
I dont have issues with the pirates and have posted to this effect in a couple threads, so you are not in a club of one - you have a friend on the bench with you.

just being dramatic.   
Reply #38 Top
and hence the issue


Or your fighting a losing battle, maybe they are right and your wrong?
Reply #39 Top
the devs do a lot of watching, but they tell us nothing. therefore I take no comfort in false reassurances.
and besides, if the devs have people saying "no wait, dont change it" that gives them reason not to.


On this point I have to agree. As you know I have been advocating a more "open" process in many different posts.

On the topic of "epic", yes you are 100% correct and I concur. I am currently however assuming that the devs will open up the system more IF it as a system is well received and considered viable.
Reply #40 Top
IF the system is well recieved and viable, they will do what everyone would do. they make very minor tweaks and do nothing to fix the major issues. why? because no one cares.

which is why I have to make people care, because I really dont want to have spent 50$ on a game that comes out broken just because we like the current system more than the last.
Reply #41 Top
Come on brother... Those are harsh words. Of course they care and so do you and I as well as the rest of the community for that matter. These guys aren't EA, US, LA -etc...

They have made many changes so far based on feedback which is the intent of this entire exercise. We may have different methodological approaches here and there then they do for whatever reasons but they are here every day (as are we) and more importantly several of them post and often with valid reasoning on nearly decision made to date.

Moreover we really cant fault them for wanting to keep some aspects secret despite the fact we already purchased the title. The bigger picture for the franchise and the companies involved has to be considered and allowances have to be made for things that would enhance the profile and marketability of the product.

I'm sure at some point in the process they will ask for a final "bitch" list supported with appropriate reasoning before things get set in stone.

Reply #42 Top
Of course they care and so do you and I as well as the rest of the community for that matter. These guys aren't EA, US, LA -etc...

I worded it incorrectly:
They want to create a game accepted by the masses, if we fool them into thinking this system is "good enough", they will accept it rather than risk changing it.
Moreover we really cant fault them for wanting to keep some aspects secret despite the fact we already purchased the title

"some" and "everything" are two very different things. and seeing as how I'm one of their first sponsors, I think I still have a right to something here.
I'm sure at some point in the process they will ask for a final "bitch" list supported with appropriate reasoning before things get set in stone

and do you think that when they are adressing the final "bitch" list that they will accept "the whole empire system is broken" as a valid thing to change? I dont think so.
Reply #43 Top
I don't think that the whole thing is broken. Some adjusting is needed but that's to be expecetd (this is a gameplay beta afterall). I agree with you that it is a bit too limiting as it is implemented now. I know that you are supposed to be limited by it but not hamstrung... and right now you are hamstrung.

Jacking up the logistics slots and fleet cap a bit will go a long way towards making it better. your idea about being able to purchase additional slots at an ever-increasing price isn't half bad. Maybe it can be combined with the current system: you upgrade to the max and then you can purchase an extra slot. You would choose what kind of slot to make it (tactical, logistic). The next extra slot would cost you significantly more than the one before it (double maybe?). The rising cost would be on a per-planet basis, that is, buying an extra slot on Planet X won't affect the price of another slot on Planet Y.

The extra slots would start out as being very expensive and rapidly progress to ridiculously expensive.
Reply #44 Top
doubling isnt a good idea, ever heard the story of the wheat and the checkerboard?
Reply #45 Top
"some" and "everything" are two very different things. and seeing as how I'm one of their first sponsors, I think I still have a right to something here.


This is a first time venture for them as far as I know and it is very important to their company so there is bound to be growing pains; such things are par for the course. Like you I'm somewhat PO at the lack of information but in all fairness they do provide us with most of the specific info that we post about. So they are trying to be transparent to some degree. Moreover I'm not saying you/we dont have a right to comment about such things just that we should allow them room with slam comments.


and do you think that when they are adressing the final "bitch" list that they will accept "the whole empire system is broken" as a valid thing to change? I dont think so.


I like to think that if a strong argument can be made for something that they would take it very seriously and change plans if some major issue happens within the community. Otherwise this whole process has been a colossal sham and we have been suckered. I dont think this is the case given my experience with SD for well over a decade. Brad simply would not do business like that or with such a company.
Reply #46 Top
This thread is becoming a monster and is exactly what you advocated against Ninja. I commented before so you should have a clue as to how I think on most. Regarding this latest rant regarding the game breaking logistics slots and artificial caps, compose yourself and gimme everything in a new thread. Let's tackle these one by one, because there are too many specifics to be this vague.
Reply #47 Top

doubling isnt a good idea, ever heard the story of the wheat and the checkerboard?


Isn't that the point? I just threw out a number and it is, of course, up to the balance team to make the final decision but it should be expensive. The idea is to allow you some more freedom but still encourage you to expand your empire as the primary means of acquiring more stuff.
Reply #48 Top
Nick is right here, lets move this arguement to another post.
I'll open with your two statements, wedge and spar.
Reply #49 Top
well, this point would be a great time to note that the first new photo appears to ahve coordinated color schemes for the shields

I love when one of my ideas gets incorporated completely unmolested.
Reply #50 Top
color schemes for the shields

Where do you see that?