First impressions "book"

Perhaps only a large essay, no telling how much I'll remember while typing

Yes, I know this is a beta and I'm critiquing a partially finished game. If I come off as an offensive, demanding prick with too many complaints, odds are I am one anyways. I do grasp the concept however and everything listed is listed as such.

First, capital ships. Beautiful ability design, leveling system, wonderful stuff that. Unfortunately, it's also my main gripe about them. A level 9 Sova carrier is a wonderful thing to have, there's absolutely no excuse for using the cruiser carrier when you can have six beefed up squadrons with instant rebuild and whatnot for the support costs of five. They are an investment, a lengthy one, but an investment. If you don't build them early and keep them alive, you're pissing away firepower, lots of it. The shield repair, extra damage, range increases, anti-fighter weaponry, it's a massive increase in power. This is mitigated by the ability to purchase levels, but that itself is another problem. I had very few costs late game. I could have built a continual stream of capital ships, upgraded them to level 5 as they were built, and not needed to build any frigates or cruisers at all. Some people are perhaps going to say that in a real game I would get killed doing this, but how sure is that? I had six points of attack, just six. With 1500+ fleet capacity? Multiple hangers and a dozen turrets at every planet, maxed infrastructure to survive the beating from siege frigates that magically survived long enough to hit the planet, I rarely needed my ships at all for defense. A single force of six capital ships was enough to kill everything off, two of the battleship and dreadnaught, two of the shield regenerating frigate, and then one carrier and one colonizer type. I really like the capital ship designs and I find the point usage for their existence to be about right, 8-40 for instance on the carriers. However, the production costs for them are less. It's about five cruisers to equal the strength of the capital carrier at level 3, but you can't buy five of the cruisers for the price of the capital ship. Further, in a fight if the capital ship wins it goes home, if the cruisers win one or two of them go home. They don't need abilities like the capital ships have, but if a frigate survives a hundred fights it would be nice to have improvements, something along the lines of the homeworld system for instance, a frag counter with veterancy and elite status at 5 and 10 kills with minor percent increases in regeneration and firepower would be more than enough. The ships also need to be more reasonably priced. Even if they are a perfect match in firepower, and the capital ships come out with the edge after a few levels, the larger ship should always be more expensive than it's equivilent strength in smaller ones. It goes home after the battle when it wins, most of the smaller ones wont. I was losing cruisers rather frequently, capital ships almost never in a ten hour game against ten medium ai. Being a long term investment that starts out weaker and becomes infinitely more useful than a cruiser class carrier, that Sova should probably be 10k credits. They need to be treated more like heroes in a fantasy strategy game, a tactical nuke, something massively powerful, ridiculously expensive for it's initial value, but when properly deployed will bring a very nice return.

Ship speed. Capital ships are partly problematic due to this. They move really bloody fast. Not through the gravity well of a star perhaps, but really, fast. Fighters being two or three times as fast as frigates, which should be probably about twice as fast as cruisers who are at least that much faster than capital ships would be a much better system. Those capital ships, being an investment, also need to be unable to defend everything at once, and I was taking care of some of the pirate invasions by building them from my solitary shipyard at my homeplanet and having them waypoint to the invasion, kill it after buying the experience to level 5 on the way over, and then join the fight against the ai sides. Everything should jump at the same speed, but they really book it moving around. The psidar tech is nice, but really all you need to do is react late game. You've got enough money to rebuild lost structures, and you can defend your half of a 30 planet solar system with five of them in the same spot. Another, probably more important factor is turn speed and firing arcs. For an interesting combat game, one needs to have definite disadvantages and advantages to work with, formulating attack groups. The beam weaponry on the front of a capital ship that's for dishing out punishment on other capital ships should probably only fire straight forwards, the autocannon pea shooters for plinking frigates are what should be fast tracking turret weaponry. The frigates themselves, favoring mobility over turrets for targetting purposes wouldn't neccessarily need turreted fire at all if they were capable of strafing around their target, a capability I highly recommend. Strafe and turning in place are two things a ship, in space, with maneuvering thrusters instead of a steering wheel, can and must do to actually function, thus should be able to do with equal or greater ability than a radial turn. This way, a capital ship, even after it was a powerful investment of high level, would never be able to use those more powerful weapons on frigates outside of rare instances where they lined themselves up in the firing arc. Cruisers on the other hand could be the inbetweeners. The bitch of a capital ship being too slow to get away from the main guns, but able to keep their own weaponry on the frigates. This way, the neccessity of balanced fleets would be realized, not simply a matter of forced logistics, and ships would have actual roles instead of being more powerful versions of the smaller ship.

Logistics, capacity, all of them. I read that eight page gameplay thread, a lot of talk about logistics caps being this and that. The main complaint is that they are too low, but when I see people listing the numbers, they are talking about unupgraded numbers. At twelve for my capital and nine for a single asteroid, something I can take and defend with my starting flagship immediately, those are not numbers that lead me to believe turtling is impossible. Six would be of course, that's barely enough for function, let alone advancement, but 21? Six research stations would leave you with fifteen left for economic and production requirements, off just two places. With the current, very limited logistical pool to build from, if anything they are far too high. The start is slow of course, but when has a 4x game ever not had a slow start? If you want an advanced start, one simply needs to create an advanced start with a small empire already running. I had nearly a million credits and about a hundred thousand of crystal and metal both, it was ridiculous, and I wasn't even maxing the planets out, I built lots of defenses, but some of them didn't even ahve the mines built. The 1500+ fleet capacity I maxed at the end just to see how high it was, but I was only using 800 of it, and probably could have gotten through with half that. I was using a two stage strike force with regenerating, cease fire creating capital ships in front and a more balanced fleet in the second stage to try and keep my cruiser casualties down, the first stage was almost always enough to finish the job though. I do not like dead asteroids on the other hand. A minimum of one on anything you can settle would be nice, a colony of zero population? Combining tactical and logistical capacity is an acceptable method of doing things, but the entire system needs rebalanced. 20+ economic buildings in a core world that doesn't need heavy defense would be retardedly powerful. A turret being one point would need to either being extremely powerful, or match up to a refinery in a group of 20 for capacity usage. I would like a far more complex system of world development, happiness, income, corruption, and attributing planetary structures to build from in planetary capacity, perhaps with planetary defense structures in there as well, and then have all space based installations work from their own capacity and include orbital defenses, production and economic installations. Capital shipyards should also be exceedingly rare by neccessity, the neccessity of taking up most of the capacity at a prime location. I'm not asking for galciv civic and military upkeep costs, but as a 4x game, not having upkeep is detrimental. It might be a good option for a quick multiplayer game, but money is completely meaningless once you have a large empire unless you really suck and lose units like no tomorrow. A full capacity, maxed out empire should be sitting somewhere near neutral, not raking in more income than it could ever use. I could build a new capital ship every minute and never run out, and most of my logistical upgrades aren't even purchased, let alone used up.

Off on a tangent from capacity. Tech. Particularly in the form of how one uses the capacity. There isn't much there to start with. There are no technological advancements that increase ones capacity, they are all planetary upgrades that you start with. I find this one of the worse traits for the game. The seperation of combat and empire technology is ok, but the selection is simple, mostly pointless, and inevitably useless in the long run due to an abundance of resources and nothing to spend them on. A much much higher scale for capacity, hundreds, with the smallest buildings taking several points, and research in structural technology to better utilize that space knocking 10% off or whatever would be a much better system of space advancement. The research system of requiring x labs to research this and that is also fairly weak. I would much prefer population based or static point additions per research labs to the overall pool of research, and a proper tech tree to limit advanced technology from being researched early. The research limitation brings me to capital ships, ships in general really. There is no accomplishment here, at all. You start with the best you can get. If you can't research them without ever leaving your home planet, you've got a screw loose and don't know how to build a lab because it only takes two. It's not even very expensive, far less effort than researching the much less powerful cruisers take. As a technology to open up massively expensive 12 or 15 lab requiring capital ship designs, sure, but right there at the start? The cruisers don't really suck, they are just antiquated by a pre-existing behemoth of a capital ship in most cases. It really takes the point out of a flagship game unless you're playing with assassination mode too. Your flagship is just one of several capital ships a couple hours in. If you lose it, it's no big deal. If you'd had to keep it alive for hours before you could get another one like it, the ship would be far more important. I like the improvement research, but the new units are accessed in a rather flaky manner that gives little in the way of effort to aquire them. The civic improvements, as opposed to combat ones, are rather terrible though. Limited, mostly useless, typically a new way to pay for increased income you already don't need by the time you get them.

Combat! Formations obviously. Collision detection is a nice thing to have too, friendly fire would be a very nice option, if not a standard setting. Wall, line, delta, whatever, a custom formation that could be triggered to free them in their current formation would be really nice too. That way you could set up repair and command cruisers in relative safety, guarded by heavier capital ships and more offensive cruisers, with the long range weaponry and carriers in the back. Aside from ship move speed and firing arcs previously mentioned, not a lot here that I have a problem with. Collision detection really would be nice though. I'd much prefer a hands off approach to micromanagement than turning a 4x game into a click fest, I don't play starcraft already, a long drawn out version of it has no appeal, so inherent tactical use of different types of ships and competent ai is preferable to focus fire killing the enemy one unit at a time. Composition and structuring determining the winner would be ideal, true strategy as opposed to detrous appendages.

Lets see, user interface... I really like this empire tree, but the scroll bar being on the outside and capable of shrinkage is neccessity. Some times it's a life saver of a convenience, other times it's a pain in the ass, particularly when managing a large scale invasion where I'm not real concerned about casualties, but real concerned about my idiot dreadnaughts running through the two dozen turrets to kill the lone carrier on the other side of the gravity well who's bomber squadron was shot down before it ever got near me. Having full, unhindered acces to my view screen at times is something very nice to have, and being able to view battle fleets from the tree on single lines so as to get as large a picture as possible by taking up the entire screen is equally nice to have. As is, it's functional, but some times annoying, and others less than adequate. Viewing ten fleets of 20+ units each would take about four screen lengths, rather than one if it could be dragged across the screen.

Oh right, culture and conquest... I read that a more advanced system is being considered, whatever happens, immunity for a new colony is neccessity to me. I also find it odd that the cultural impact is based from a planet, but doesn't dissappear with the planet. Conquest is also absent from this game currently. You do not conquer the enemy planets, you exterminate every living being and repopulate a dead world. Troop transports and morale flips from bombardment are preferable to mass extermination. It's nice to have the option to be a genocidal maniac, but we needn't kill every living thing to take control of a planet. Morale in particular would be a good thing to consider for culture flips as well, have a happy planet that really likes the enemy way of life? no biggy. When someone gets mad though, poof, no more colony, they ditch you for the enemy when you start taxing tea.

I think I'm done for now, I'll have to play more and experiment with things to post more.
5,290 views 21 replies
Reply #1 Top
Your idea of making their speed 1/4 what it is now (well, you said 1/4 of a frigate speed, quadrupling the frigate speeds doesn't seem very necessary, I suppose you could make one a little fast and one a lot slower, anyways) would further impact what is already a very lengthy travel time from place to place. It would take a very very large amount of time to move even two systems over. In my experience the size and maneuverability of the capital ships already slows them down enough, as it generally takes some time for them to make their way through your busy sectors.

I agree that they seem to be too powerful, there seems to be no reason to use anything else past a very early part of the game. I also don't really like the fact that all of your most powerful ships are so easy to get a hold of, although I have heard that this is done because the developers want you to get your hands on them right away so they can start leveling up. Maybe they should be given later, and level up faster... Not sure.

I am holding off most of my judgment for balancing issues for when multiplayer comes out. Especially because I have never been much for micromanagement. I mostly like capships because they don't die, so I don't have to be bothered with replacing them. This has caused my to not give the smaller classes as much attention as they deserve, although the times I have used them they seemed alright, if a shipyard could be set to automatically replenish a fleet they would be a lot more handy to use.

This whole issue of playing against the cpu and cap ships never dying ties into why money is so plentiful in the late game. If you look at the graph of money after the game is over you'll find that, while you had enough to buy a galaxy at the end of the game, they stayed at about the same level of wealth the entire time. That's because unlike you, they had ships that died. They lost entire fleets, so they had to keep replacing them. Once people start playing against people we are actually going to find out what it's like to lose, then, once we are actually struggling instead of walking over the competition who knows what sorts of things are going to become important that originally weren't.
Reply #2 Top
I have to agree with everything Rogann said.

Further slowing the game down is a big no-no. Even at the current speeds, large galaxies go forever (the current culture system making it even slower). I would rather have a small speed increase for frigates and a large speed increase for fighters. (Or a better AI for the fighters/bombers so that they're are able to intercept fleeing ships and not just tally behind them.)

I also agree about the balancing. It's impossible to balance the game right know, since the AI is useless, ie. no challenge.

We'll have to wait for the multyplayer beta to do the balancing against equal skilled players.


As for psychoak's post:

Collision detection really would be nice though.


I agree, could be fun to have, although with the current AI for ships it could be quite devastating, since ships have the habit to collide a lot of the time when they're in close combat.

The research limitation brings me to capital ships, ships in general really. There is no accomplishment here, at all. You start with the best you can get.

Your flagship is just one of several capital ships a couple hours in.


Yep, I usually have the full line of capital ships up after half a hour, bit more if I research/build up colonies a lot.

I just build frigates for nostalgic value. I like large fleets, so I build them for that. Not for efficiency or anything.

It imho really breaks the experience by having them so early and easy available. And it doesn't help that they're so cheap too. Makes them a surefire to have.

The civic improvements, as opposed to combat ones, are rather terrible though. Limited, mostly useless, typically a new way to pay for increased income you already don't need by the time you get them.


With the current game against the AI I agree 100%.

The good ones are the techs for trading station/broad cast center/mining station (although looking at the after game summary I often pay more for building them than I earn afterwards).

I usually don't bother with the rest.
Reply #3 Top
A topic I forgot about:
I would like a far more complex system of world development, happiness, income, corruption, and attributing planetary structures to build from in planetary capacity, perhaps with planetary defense structures in there as well, and then have all space based installations work from their own capacity and include orbital defenses, production and economic installations.


That would be nice, however I think it would be too bulky and cumbersome to handle each of your 20 planets in this way in real time.
Reply #4 Top
Just a few things....

First off, the terminology is slightly different than your used to. Cruisers aren't so much bigger and badder than frigates, as they're meant to be support units (according to the devs). Which, obviously, isn't true ATM, if only because the Kodiak is the most powerful (non-capship) unit in the game. As you noted, the balance between Capitol and support vessels also needs addressing, and the devs know this. However, I strongly disagree that a capitol only approach is appropriate, even now. Other vessels still have their uses, even without the balancing that is desperately needed.

As far as your comments for logistics balance, I can only comment that this varies from game to game depending on map sizes. On smaller map sizes, your a lot more short for space than on larger ones as far as logistics go. However, on research I disagree -- strongly! -- that the current options are "useless". They provide a huge boost, and while the costs need to scale better to potential empire size, for smaller, more crowded maps they are perfectly in line (if a little expensive for the later ones).

You do not conquer the enemy planets, you exterminate every living being and repopulate a dead world


Actually, you slaughter the ruling class from orbit by bombing the planet back to the stone-age then colonize and enslave the peon's with your own ruling class. At least, thats what the dev's say. (Well, something close to that).

Tactical AI is being worked on, but formations are already in game, even if they are a little crude (notice what your ships tend to do when you tell them to jump, or if you give them a move command, wait for it to be finished, then give them a new one).
Reply #5 Top
The rest is either criticism or agreement in a logical manner, ship speed not so much.

It does not take forever to go from one star system to the next because capital ships are slow, they jump at the same speed everything else does. Through the gravity well of a star, they are also godawfully slow, but again, not because they are slow. Everything moves godawfully slow through them. Right now, frigates appear to be about twice the speed of capital ships, with cruisers inbetween. Strike craft are about the same speed as frigates, that's not a lot of range. With better pathing and things like turning in place to reverse directions, a 25% hit to speed and an increase to the speed of frigates and strike craft would probably increase the pace of the game substantially. For system to system transit, the problem with the pace is jump and gravity well effects, not unit speeds. I've been playing it in windowed mode, I'm actually watching my pokey bastard fleet in transit right now, it's really quite slow. I could dismantle and rebuild the fleet rather than travel back through my home system to go the other direction and save time. It's all kinds of scary slow. With advanced tracking of incoming threats, there is no need for anywhere near such a slow jump travel time between stars, particularly since traveling to the star at present doesn't actually put you anywhere of value. Being able to build a fleet in response before it actually becomes a problem is itself a problematic thing. You wouldn't need much in the way of system defenses at all if it weren't for those cold fusion based pirates.

A clarification on research. By improvements, I mean in particular, the actual improvements, not the research set as a whole, I was more clear about the weapon improvements and only implied it for the empire research. The metal and crystal upgrades for instance are fairly limited, and don't really matter at this point. By the time they pay for themselves, they aren't needed. In a massive empire stalemated against another empire they would be invaluable, but that's why I said limited. They serve no purpose for a short, small game. Considering how long it's taking me to jump three solar systems, I should probably change that opinion to big and long as well... I now have 2k crystal when I was broke before starting the move.

On cruisers, they are physically larger, more heavily armored and with more hitpoints. Cruisers being a support class isn't a new concept, they are generally a support ship in a battle group. Speed wise, they are almost always as they are in this game, inbetween the battleships and smaller frigates and corvettes. Being a support class generally means they are more capable of killing the smaller rodents though, not having support abilities. A significant difference, but not one that means they need to be very similar in speed to both frigates and capital ships.
Reply #6 Top
Just some random thoughts / replies, in no particular order.

Slowing down capitol ships: No. It takes so long for them to move from system to system, slowing them down would be bad for overall game play.

Power of capitol ships (and many other things): We're only seeing 1/3 of the races, for all we know there's a race that has abilities that crush capitol ships on sight, but cannot harm frigates. This is all part of balancing, patience.

Collision detection. Space is big. Really, really big. Ships, in comparison to space, are unbelievably tiny. Our "frigate" icons are the size of planet icons not because that's the scale but because we couldn't see them otherwise. They're not sharing the same space, it just looks that way.
Reply #7 Top
Heck, ships do move in 3d -- they aren't colliding, they're flying over / under (I thought he was asking for ramming or something)
Reply #8 Top
They also shoot through each other.
Reply #9 Top

They also shoot through each other.


And fighters sometimes fly through other ships (although very seldom).

Actually I also thought you meant damage when colliding. Wondered why you used collision detection though. My bad.

But, still, I would like collision damage and friendly fire.

It does not take forever to go from one star system to the next because capital ships are slow, they jump at the same speed everything else does. Through the gravity well of a star, they are also godawfully slow, but again, not because they are slow. Everything moves godawfully slow through them. Right now, frigates appear to be about twice the speed of capital ships, with cruisers inbetween. Strike craft are about the same speed as frigates, that's not a lot of range. With better pathing and things like turning in place to reverse directions, a 25% hit to speed and an increase to the speed of frigates and strike craft would probably increase the pace of the game substantially. For system to system transit, the problem with the pace is jump and gravity well effects, not unit speeds. I've been playing it in windowed mode, I'm actually watching my pokey bastard fleet in transit right now, it's really quite slow. I could dismantle and rebuild the fleet rather than travel back through my home system to go the other direction and save time. It's all kinds of scary slow. With advanced tracking of incoming threats, there is no need for anywhere near such a slow jump travel time between stars, particularly since traveling to the star at present doesn't actually put you anywhere of value. Being able to build a fleet in response before it actually becomes a problem is itself a problematic thing. You wouldn't need much in the way of system defenses at all if it weren't for those cold fusion based pirates.


Right on spot. Good analysis of you.

I actually don't really station fleets in other solar systems, I usually have a build planet (with some capital shipyards and 3 or more frigate yards) which is able to pour out ships in such a pace that I can outbuild every incoming fleet.
Reply #10 Top
They also shoot through each other.



Re: shooting through each other.

Space is big. Really, really big. Ships, in comparison to space, are unbelievably tiny. Our "frigate" icons are the size of planet icons not because that's the scale but because we couldn't see them otherwise. They're not sharing the same space, it just looks that way. Neither are they shooting through each other.

Reply #11 Top
That's now the second time you've said that, a 3d model is not an icon.

If you're assuming that the 3d models are just there for the hell of it and they needn't comply with simple concepts and aren't supposed to be realistic in any way, perhaps you could ask why we have them? We have a 3d space with 3d objects, we have those objects somewhat reasonably scaled in the confines of a realistically playable game. They could just as easily zoom in closer before replacing the icons with real models and have them be truly representative of their realistic size. Considering their effort to make a realistic yet playable game, I was wondering why they didn't myself, a planet that took a while to get around could be interesting. Regardless, the models are obviously meant to be physical objects, not arbitrary representations of them.

If you're assuming I am unbelievably stupid and think the unscaled icons are supposed to be accurate representations, you probably need therapy. You cannot see weapons fire from that far out at all, thus you cannot see them shooting through each other, nor can you see them partially inside each other when bunched up, as icons don't have a 3d space to be inside, nor can you see the fighters fly through them for that very same reason. Besides, I type, that has to rate at least as high as a primate, and even a monkey can grasp the difference between a picture of an object and an actual object.

Physical objects are not supposed to pass through each other, being a virtual representation simly makes the occurance a bug, as opposed to nuclear fusion. When one ship shoots through another ship, it should either stop and be counted as friendly fire or be discarded as a blocked shot with no penalty. I prefer friendly fire, the latter is generally a dodge for either inadequate unit ai in a full scale strategy game, or inadequate mental faculties in a small scale tactical game.
Reply #12 Top
Ouch, this thread is a bit of an eyesore, cant people organize their starting posts a little more.

A few nice bulletins go a long way
Reply #13 Top
Psychoak,

This has nothing to do with 3-D models.

Take a marble, put it on the corner of your street. Take another marble, the same size, and put it 300 feet further away. Now turn and walk 500 feet past that. You're starting to get the idea of just how big space is. Now repeat the experiment but instead of using feet use miles.

3-D graphics, 2-D graphics, heck, if you can figure out how to do it with 1-D graphics, it's a moot point. Consider how large these ships are and how far of distances we're talking. The graphical representation on the screen is not to scale. If it's not to scale then graphical "glitches" such as appearing to occupy the same space or appearing to fire through each other are simply optical illusions.
Reply #14 Top
You must have gotten lost, is this what you think you're testing?

Since you're being absurd and peer pressure is supposed to work, they really don't need a graphics engine at all, a text based gui would be more than sufficient.

Emp, bullet points are for coherent people, lazy ones stick to run-on sentences and multi-subject paragraphs.
Reply #15 Top
@ Malekish: I hate, in light of the fact that he's a condescending jack@$$, to defend psychoak. But he's right. You're not getting what he's saying.

You're saying that it's impossible to perceive the proper distance between objects in space at the distances we're talking about. Correct.

However, he's saying that (in the context of the game) you see ships shooting through each other, bunching up, and occupying the same space. Which is something that detracts from the immersion and believability factors in the game. Also, correct.

@ psychoak: I think if you stop talking down to everyone in your path, perhaps people would be less inclinded to disagree with you automatically (which is, I assume, much of what is happening here) and actually read what you type.   
Reply #16 Top
psychoak: I think if you stop talking down to everyone in your path


Where's the fun in that?
Reply #17 Top
@ psychoak: I think if you stop talking down to everyone in your path, perhaps people would be less inclinded to disagree with you automatically (which is, I assume, much of what is happening here) and actually read what you type.


Disagree with that. Imho his tone isn't condescending at all. I think his criticism is quite well worded and on point.

And disagreeing with someone just because of his tone is a bit immature, isn't it?
Reply #18 Top
Allow me to nip this one in the bud:  Yes, ships do shoot through one another at times. It's a bug.
Reply #19 Top
And disagreeing with someone just because of his tone is a bit immature, isn't it?


Yes. And I'm not, I'm just saying people are more likely to do so if your tone is, let's say, aggrivated.  
Reply #20 Top
I don't know, I think I'm going with condescending jackass from the listed options above. My personal preference for self reference happens to be sarcastic asshole though. When I critique something, I expect to be disagreed with, but to have such a shallow, absurd argument against collision detection...

I can usually keep myself in hand, mere sarcasm with a touch of patronization is my usual norm. It's self amusement rather than a feeling of superiority, the only creative writing I'm capable of I think, but those last two posts were definitely just thinly veiled insults, if that.
Reply #21 Top
Okay, this thread seems to have gone downhill so I'm locking it. Let's all just get along.