New Patch Suggestions

I don't post often but I lurk quite a bit. Love the game to bits though. Some helpful suggestions for the remaining 159:09:25 left:

- It really bugs me that phase lanes overlap sometimes. I've had a pixel-perfect-match where a warp lane goes right overtop of another, through a planet, and beyond it. Imagine my confusion when I couldn't get my ships to take the "shorter" route!

- Phase lanes criss-crossing seems kind of strange to me as well. It adds a bit of randomness and variety, and if that is intentional then fine; but speaking as a coder, finding optimal placement for planets and still keeping it random is fairly easy to do.

- AI area for improvement: Gravity-well placement for ships. I "gamed" the AI a bit when he took control of one of my systems early in the game. Here's the situation:

He sent in 30 lights and a capital ship. Capital ship fell in battle, but I had to retreat in face of the other 30. Since the lights couldn't attack my planet, once the system was clear they retreated back to their entry point in the gravity well and just sat there. Having the planet still allowed me to observe, and I built up a counter-attack force on the outside. Before I was ready, in phased a new capital ship! It approached my planet and started slowly bombarding it.

How I gamed the system: I warped in my force of 20 LRMs, and instructed them to attack the capital ship. After losing just 3 or 4 LRMs, the capital ship blew just as the 30 lights joined the attack. I'd then retreat. I'd repeat this process over and over and over again; I even left the system as "bait" for capital ships and didn't bother winning it back. Each time the 30 lights would retreat to the far end of the system where they couldn't help defend the capital ship. It was a huge economical victory for me.

Suggestion: Have the AI move fleets as a fleet. When ships aren't doing anything, they should stick with the ships that ARE doing something, in case a sneak attack shows up.

- More AI combat improvement: 30 LRMs can't defeat 30 Lights in a toe-to-toe, un-upgraded battle; but I think it should be a bit more like 50/50. The problem is the reload time for LRMs is higher, and the default focus-firing the AI chooses to employ does a lot of overkill.

Entering the battle, all 30 LRMs will launch ALL of their missiles at a single Light, even though half the missles would probably do the job. At the same time, each of the lights focus-fires on one LRM and kills it. One can assume that in each firing cycle, one ship will die from each side (until the numbers start getting down to the 16-15-14 range). But the lights fire more frequently, thusly mowing down the LRMs with ease.

This may be a desired paper-rock-scissors balance to the game, but it is frustrating because if I manually click on each ship and tell it to fight differently, the battle would sway more to my side (killing 2 ships each volley for the LRMs instead of 1). But the battle is happening so quickly, micro-ing the battle is very difficult.

Suggestion: Have the AI "smart-fire." Know how much damage is currently being launched at the ships and only fire if it is less than or equal to a kill; otherwise, select a new target.

- Gameplay, even in a large universe, seems to almost be set up in a tournament-tree style. You as a player typically defeat opponent after opponent, one-by-one, and one of the AI players is doing the same. It's like a best of 9 tournament, where the first round winners become beheamoths and fight each other, who then go on to the final two for the big showdown. Was this play style intentional?

What I'd like to see is one star, with 20-50 planets all inter-connected. You'd get a lot of back-and-forth fighting, more backstabbing, and less dealing with securing those choke points (inter-steller phase lanes). I think it would make for a more dynamic game and at the same time get rid of those forum complainers who say the game ends in stalemate.

To clarify my concern: near end game in a large universe, you'll typically end up with 2 huge factions each connected by ONE choke point (an interstellar phase lane). The only tactic for the game now is to throw as many ships as you can and hope to break through; the first person to break through is probably the winner.

If there were several backdoors or other attack routes, each player would have to spread out his defenses and the "breakthrough" point would be a suprise (and there are more options for counter-attack as well).
6,412 views 19 replies
Reply #1 Top
That's a well written review and good suggestions.

I agree about the points on AI, right now they feel 'on-a-rail' kind-of Ai, and not very dynamic.
Reply #2 Top
- It really bugs me that phase lanes overlap sometimes. I've had a pixel-perfect-match where a warp lane goes right overtop of another, through a planet, and beyond it. Imagine my confusion when I couldn't get my ships to take the "shorter" route!


Known, and annoying.

Suggestion: Have the AI "smart-fire." Know how much damage is currently being launched at the ships and only fire if it is less than or equal to a kill; otherwise, select a new target.


Eh, make sure to add a "fudge" factor to that, 10% or so

What I'd like to see is one star, with 20-50 planets all inter-connected. You'd get a lot of back-and-forth fighting, more backstabbing, and less dealing with securing those choke points (inter-steller phase lanes). I think it would make for a more dynamic game and at the same time get rid of those forum complainers who say the game ends in stalemate.


Yeah, with custom maps I made that once or twice -- it is kinda fun, but doesn't work as well as you'd think. The AI needs work

Please do be aware that they are changing to an "all-stars-connected" system, wherein any star is connected to any other star.
Reply #4 Top
All stars connected? Sweeeeeeeet.
Reply #5 Top

I think you will really like beta 3. It's not everything in your list, but it's certainly moving in that direction and will be more so come beta 4 and final.

Reply #6 Top

Wow, thanks for the well-detailed suggestions.

phase lanes overlap sometimes.

It is unlikely that you will see this being a problem in Beta 3.

If there were several backdoors or other attack routes, each player would have to spread out his defenses and the "breakthrough" point would be a suprise

You about to get your own surprise in Beta 3 that should take care of this

 

Reply #7 Top

Wow, thanks for the well-detailed suggestions.


phase lanes overlap sometimes.

It is unlikely that you will see this being a problem in Beta 3.


If there were several backdoors or other attack routes, each player would have to spread out his defenses and the "breakthrough" point would be a suprise

You about to get your own surprise in Beta 3 that should take care of this


 




What aren't you telling us!
Reply #8 Top
evererything,

they arn't telling us anything important.
Reply #9 Top
clarification: they arent telling us anything.
Reply #10 Top
What aren't you telling us!


Stuff we want to know!
Reply #11 Top
well, one fairly easy way to deal with the star choke problem could be to increase a suns gravity well enough and allow for more precise entry points. that way the enemy can still position a fleet at a sun for intercepting, but for real choke points the area should be too wide.

but then, I intend to join for beta 3, so I'll see first hand what system was eventually implemented.
Reply #12 Top
speaking of all stars being connected. how bout featuring a research point for all your conquered planet to allow access of planet point to point connect research ability. this would then deny any exploitation of unconquered planets to be able to connect from wether it is an unexplored planet or maruaders or enemy planets.

also: concerning about tecs worm hole hyperspace sizes. what i mean about the sizes is that when you look at the capital ships on hyperspace, they fit the wormhole nicely. depending on unit sizes can you guys (dev's) resize wormholes to specific units?

example:
civilian ships should have a smaller size wormhole entry. refit the hyperspace size for each unit that enters hyperspace. it would make it nice and reasonable.

also after hyperspace exit, instead of having for the whole wormhole to disappear behind units, make a ripple effect similar to when you enter hyperspace. what i meant to say is to have a ripple effect entry entering hyperspace then a ripple effect during hyperspace exit. similar to throwing a rock on a calm water and watching a ripple following the impact, then a ripple following an exit entry.

nothing buggy but just a few special effect candy's. .
Reply #13 Top
Gun metal, you aren't making sense.

how bout featuring a research point for all your conquered planet to allow access of planet point to point connect research ability.


That just... doesn't say anything. You'd allow access to a point-to-point connect research ability? What does that mean?

And "worm hole hyperspace sizes"? Do you mean the phase-space wakes that ships in hyperspace produce?
Reply #14 Top
yes i meant the during phase-space wakes and exit point ripple effect.

about the point to point connect meaning that you are able to research the ability to connect to all your conqeured planets/asteroids. this should be available as advance research meaning that you have to have atleast 5 to 7 research station before you can unlock the point to point ability.

this is way better than automatically connecting via hyperspace in any planet. if you have planets in front line that is defenseless, you'll be able to hyperspace any of your forces to that planet in a single jump. this should give you the benefit of defending your newest discovered planet.

this research ability should also be valid along side with your ally's conquered planets. but only that person who researches this ability of point-to-point jump would be the only one that's able to use this ability. this will prevent an unfair 4vrs1 team stomp. but you will have a team that is always ready for reinforcement at any given moment.

i hope this made it a little clearer. it would be interesting to have this type of research ability.
Reply #15 Top
I am so looking forward to all stars being interconnected.
Reply #16 Top

I am so looking forward to all stars being interconnected.


Will that be in the vanilla game or will it have to be modded in?
Reply #17 Top
Will that be in the vanilla game or will it have to be modded in?


Vanilla flavor.

With chocolate chips.
Reply #18 Top
GunMetal, if I understand you correctly you want a technology to allow your ships to go directly to any planet you own, ignoring the normal need for phase space lines?

I doubt the devs will do that, thats contrary to their desire for phase space lines (used to avoid the whack-a-mole feeling). Plus its just plain odd That said, I do believe one of the other races has something similar... Some ship / gate that lets them travel way out there.

That said, some parts of me love a "stargate" idea, where two structures can "shortcut" your forces between them -- e. g. a phase lane between any two such structures exists, ignoring the normal phase space network using instantaneous (or nearly so) transport.
Reply #19 Top

Will that be in the vanilla game or will it have to be modded in?


Vanilla flavor.

With chocolate chips.


*licks screen* Yumm!