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Interface and Gameplay Suggestions

Interface and Gameplay Suggestions

I just finished my first game of Sins (Beta 2) and I am very impressed. I have some comments and suggestions based on my experience.

Questions:

What is shield mitigation? I know it goes up if you are getting hit rapidly in a short time, but does it block damage or decrease their chance of hitting, or other effect?

Can I make a capital ship patrol a sector, or use waypoints?

What I like:

The music, the graphics, the sounds. Feels very realistic.

The game is epic in nature.

The AI, when crippled, asked for peace. When I didn't give it to him, he said "but I'm still good for something!" and offered vision. I took the offer to see my other enemy. It was amusing.

The geography of the map leads to various strategies of attack, and is unique among RTS games.

What I didn't like:

I ended up using capital ships through most of the game and ignoring frigates because they were too weak to do the job. Cap ships have so much potential to be useful (especially in the right mix) even for colonizing after bombardment (and of course planetary bombardment).

I was tending to use hangers to defend planets instead of cannons because you have to put the cannons right at the point of entry to do any good (their range is too small). I'd like to see a long-range but weaker cannon I can put close to the planet, or guass cannon's range extended.

Bugs/Oddities:

It seems that some upgrades (and perhaps buildings, techs) are applied before they are built/completed. The best example of this is colony upgrades, which go into effect immediately (in terms of number of buildings possible; you can have 25/15 tactical for instance because it is still upgrading). I think the hangers also get to build sometimes without being finished. The effects of a purchase need to occur after the build time is complete.

Sometimes planets under opponent's influence, when destroyed, immediately convert back into their colony. I would recommend that when a colony is destroyed, all connected cultural lines are reset to and from the planet, and the planet essentially reset culturally (I have a feeling it would improve game mechanics anyway and avoid that glitch).

Culturally flipped planets often have buggy constructor ships or include the old owner's buildings in their logistics; it becomes difficult to develop the new planet. Perhaps when this occurs, all buildings in the sector should also convert? Similar problem when a planet is taken during construction; can't get constructors to build when I take it back sometimes. Planets flipped still project the old culture.

I believe the bounty mechanic makes pirates attack that person, or gives them ships to do it (where else are they coming from?). Also, can you collect your own bounty on a person, and would that make sense (maybe it's an extrinsic motivator to yourself)? The bounty notifications occur too often.

Black market prices are slow to change, but should instantly update the effective prices each time the user clicks. Perhaps a supply/demand model is appropriate here?

Some abilities for capital ships (like Ion Cannon) don't show additional benefit from upgrades; maybe there is information missing like the time-in-effect, etc.

The home world can have 110% income from culture. This may be unintentional.

Planet culture is always displayed 0.0 or 0.1. I assume this is because the game's not finished yet. The culture clash between planets isn't really displayed in numbers anywhere, but I'm sure people would like to know what's going on.

When a planet is taken, the old owner's extractor icons remain even if there's no building there. It can be a bit confusing, since I should "own" the territory of those asteroids now.

Capital ships set to attack a specific target aren't getting close enough to use all weapons (or at least it seems that way). However, they do seem to attack targets within range while moving around (even multiple targets).

Interface/Ideas:

Would like to see ship weapon/ability ranges somehow (A circle, or a semi-transparent filled circle maybe?).

I think the culture mechanic should work as follows: when another empire's line hits your planet, it begins a process of converting the planet (which is displayed transparently as a "cultural revolt xx%"). Multiple/stronger culture lines hitting will increase the speed of this effect. The incoming culture must be stronger than your culture at that location for this to occur (the conversion speed is the difference between yours and your opponent's).

Starting multiple research projects with no queue means you can't cancel or change the order (from what I could tell). Changing/cancelling research should be possible. Similarly, being able to change the build order of projects around a planet would be useful. Since the constructors have been buggy, it might be better to just have the planet "stream" construction materials/transports to buildings (similar to the trails on planets), sending however many it is able to at the time.

Interface: add pip marks for buildings that are under construction (or make the icons faded).

The production/income penalty based on distance from the capital is probably too much and needs to be balanced. I think instead a better penalty is lower resistance to cultural takeover. An alternative is to make the maximum income penalty 30% or some other reasonable value, but I don't think it should reduce mineral mining rates in any case. Whatever it is should be a mild to moderate effect.

The refinery and trade post work as they are, but it's hard to see how much they are actually creating. I would prefer just seeing a boost to local mining/income for each building constructed (as a +xx% bonus). However, I'm sure it's a game mechanic that you want in there (maybe so they can be possibly destroyed en route). In any case, it's unclear whether the units are moving about efficiently or if there are too many; I'd like some more information in-game about what's going on, so I know about how many to build. One possible thing to do is have it giving a percentage of the bonus based on how many of its ships successfully completed runs (so when some die, you lose a part of the bonus, as intended); that makes its effect more measurable.
8,406 views 31 replies
Reply #26 Top
* It would be nice if fighters were rendered at least one zoom level out from where they are now; the trails are fun to watch as they mass attack a building or cap ship.

* Finished up my second game finally; took about 17:45. I can't imagine playing multiplayer with this magnitude and the current game mechanics, but shorter games are possible with smaller galaxies. Perhaps the save/load feature can be used to resume a game online and people can join up knowing their position, and losing players can just be AIs if no one wants the challenge.

* My ships (all cap ships types) are still forgetting to use their weapons/abilities when I bomb/move/attack. I think it doesn't recalculate until a user action or automated action is given, and then fires all weapons once/uses abilities usually and then forgets them again.

* Bombers get set to auto-attack certain targets and will keep overiding my own orders. Sometimes I notice lag when the bombers keep getting their targets reset (randomly flashing their changing attack paths). It seems that bombers cannot hurt other strike craft (at least when these craft have no owner, but perhaps in general), so I don't know why they prioritize them over buildings, etc. There appears to be no weapon specifically that attacks bombers; I thought the autocannon did, but have observed ships equipped with it not hurting anything. The Kol flak gun should kill bombers outright in its small area of effect, as doing a % damage doesn't help unless you have many Kols.

* There is a hard limit of 2000 fleet logistics points.

* I noticed randomly that groups share XP from combat, which explains why they level together. XP from bomber kills also goes to the ship/group.

* Observation: Culture seems to project from stars when someone has all phaselines to the star covered. However, you cannot project culture into a star system using a single phaseline, no matter what your cultural power vs. the other person's is. This creates a deadlock as explained above.

* Are there plans to create alternate factions with their own building/ship sets (other than "TDN/TEC")?
Reply #27 Top
* Are there plans to create alternate factions with their own building/ship sets (other than "TDN/TEC")?


There's already two other races--Advent and Vasari--they're just not in the public beta. It hasn't been determined if they'll be added in later phases or not before release.
Reply #28 Top
Also the pirates will be getting their own ships
Reply #29 Top

* Are there plans to create alternate factions with their own building/ship sets (other than "TDN/TEC")?


There's already two other races--Advent and Vasari--they're just not in the public beta. It hasn't been determined if they'll be added in later phases or not before release.


I certainly hope you release them to us pre-release, if only for balance testing!
Reply #30 Top
Some observations:

* "We lost contact with one of our colonies" message plays repeatedly when a planet is taken that is on the verge of being culturally flipped by the enemy (but nothing actually seems to happen). It may be flipping to them and immediately to me such that I don't see it (one phaseline is above 50% for them in one direction, but they have no active broadcasting in that area, so it's shrinking).

* If your culture is halfway to an enemy colony, you should be able to take it over without losing it. I've only tested a limited number of cases, so I don't know if this is always true.

* I finally figured out the culture calculation for each planet (it seemed a bit random for awhile until I noticed a pattern). It is: ((BroadcastCenters * 0.1) / PhaseLaneCount). I am fully upgraded, so I think I have +20%; shouldn't affect it much. The value shown is rounded up to the next 0.1 boundary, but I don't know if this is true for the game calculations. I haven't figured out the loss % with each bounce, but it seems to be split by the number of phaselines each time and lose effectiveness within 2-3 jumps (mainly because of the division). Strategically, this means you want to max your broadcast centers on the border worlds, and use adjacent planets only to boost it; when you push forward, replace old broadcast stations with other buildings to build economy. Making a line 50% to a planet (to allow take-over) and then installing broadcast stations on it is easier/faster than projecting past that planet to flip it most of the time because you lose too much culture to push harder than your enemy if they have planets in multiple directions.

* I don't know about refineries, but trade posts seem to have no limit or diminishing returns. When I replaced research centers (done with research) and broadcast stations (too far away to do any good) empire-wide, I tripled my trade posts. There were 3x the trade ships with roughly 3x the goods. I doubt their routes were much longer on average than before, but you get a bonus for a longer distance anyway. Refineries seem to be most useful when you build 1 for every 2 planets/asteroids.
Reply #31 Top
Tried a large map with max players on hard, but since the AI never allies against me, the difficulty didn't increase by adding diplomacy back in. In fact, it was a bit easier because I disabled flagships and was the first to rush capital ships (for the Akkan to colonize faster). I was slowed a bit when I decided to destroy the closest AI, but I still ended up with 25% of the map because of how efficient and fast the Akkan does the colony rush, and the AI's 2 terran planets were a good prize. I will have to try forcing the AIs to ally against me next game for a challenge.

Tip:

I experimented with training cap ships this game. If you've got a lot of money, you can get them to level 5. This is not trivial, because they get about +50% to all stats, +100% weapons, and can nearly max two abilities. They also get at least one extra strike craft.

Observations:

* Fleet capacity (like most numberical displays) is rounded up when shown. You will find that you are not able to use the last fleet point because of this, but if you reach the cap of 2000 fleet points, you will be able to use all of them. (It should be rounded down to avoid confusion, however).

* Fleet capacity is affected by allegiance, just like taxes. When I moved my capital to increase mining capacities on worlds that still had some raw minerals left, I was suddenly over my max fleet points (I had lost ~100). Broadcast centers therefore indirectly increase fleet logistics slightly as well as taxes and mining.

* The planet type of the capital affects the tax bonus; terran planets provide the highest bonus of +5.0/sec. Asteroids only get +1.0/sec.

* Research into artifacts shared from allies will get stuck if the treaty is ended. This can be fixed by cancelling the research, but should be changed to be done automatically.

Questions:

* Has anyone figured out the logic of refineries and trade ports? I've watched them move around and dock, but what I want to know is what the limitations are. Refineries seem to have a limit (saturation of the asteroids), but trade ports don't (they trade with each other). I have noticed that the refinery produces more value per run than the trade port, even with distance bonuses; you can simply sell the ore for money if you have enough, and it saves you a lot of money if you need it. It also makes depleted mines or mines on distant planets useful, as the value is fixed.