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Sins Beta 3 - Gameplay Feedback *POST HERE*

Sins Beta 3 - Gameplay Feedback *POST HERE*

Gameplay is NOT a focus for Beta 3, but if you've got something to say...

This thread is for non-technical feedback for Sins of a Solar Empire Beta 3. 

Beta 3 is a multiplayer technical test and is not designed for gameplay. Please keep in mind that Beta 4 will be the next gameplay beta for Sins. Still, if you've got suggestions, praise, or tweaks you'd like us to consider, please post them here.

If you wish to make a bug, performance, or compatibility report about Beta 3, please post it here:

https://forums.sinsofasolarempire.com/?forumid=402&aid=163008

By keeping this information separate, it will go a long way towards us making Sins a better game!

Thanks!

217,315 views 297 replies
Reply #51 Top

Why would/should they be?


Because the devs have stated so?
1) It makes a mostly useless technology somewhat more important.


Oh, I don't think that technology is useless. Perhaps on the very smallest of maps, where you can't afford to sacrifice a scout to use it, but its very useful to be able to "see" a system prior to attacking it.
Reply #52 Top
Hey guys,
Just started playing Sins, on single player of course.
Understand that I am an Old timer and a Master of Strategy Games.

I will keep this brief Here are just a few things I think need improved.

1) A planets "gravity well" The whole thought of it does not really work. Here is why, It's fine to have your system turrets and all of your research stations within a close proximity to the planet. There is not sufficient room for EFFICIENT fleet combat in a system. It just gets too crowded. The "gravity well" needs to be at least doubled, leaving an open area for just ships. Please rethink the whole gravity well thing, which brings me to my next thing.

2) Using the above idea, Have the structures built in the Gravity well of the planet (Where you can normally build structure, call that the gravity well). Have a second ring called "free space" then let ships be able to jump in the free space area. Because it really ruins the whole ship jump thing that they have to get to the edge of the Gravity well and jump. But here is the most important reason It messes up the fleets formation. If you are getting attacked and need to flee, your picket ships should be taking the flack.

3) I would like to see fleet formations implemented, I hope it is in the works, because it is very important depending on your style of play, and fleet composition.

4) Pirates, need to really raid. They also need to attack ships they run into. They also need to vary thier targets more. I have only been surprised attacked once by the AI.

5) Adjustable time, I want it to go slower too, so I can watch battles in single player
I am still getting used to the game

6) I would like to see an advanced combat AI that would make use of the dual core. For once in a game I would like to see ships make an intercept course, instead of a follow him course.

7) defending Ships do not do a very good job of prioritizing targets. Nor do they do a very good job of protecting the core of the system when structures or the planet are under attack.

8) Ships are way too stationary, when getting pummeled. they need to move around in order to heal!!!

Overall though, I think the game has good potential, and in it's state I do like it. If anyone here who is an oldtimer like me and want to play a game for fun, not for fragfest. pm me
Reply #53 Top


4) Pirates, need to really raid. They also need to attack ships they run into. They also need to vary thier targets more. I have only been surprised attacked once by the AI.


Please define what you mean more clearly, and with less use of "buzzwords" that you assume the rest of us know what you mean -- if only because some people might assume the destruction of all orbital structures in orbit then moving on fits the category of "raid" pretty well.

And given that on most maps, I've seen the pirates go after both of the probable approaches to their raidee (as in, the only ones that make any real sense, and a few that didn't) I'd say their doing fairly well.



6) I would like to see an advanced combat AI that would make use of the dual core. For once in a game I would like to see ships make an intercept course, instead of a follow him course.


Devs have "locked in" that they aren't going to support dual cores (alas) but the simple change to intercept rather than following would be really nice.


7) defending Ships do not do a very good job of prioritizing targets. Nor do they do a very good job of protecting the core of the system when structures or the planet are under attack.


How so? They prioritize siege frigates and colony ships, then run down anything else. That works for me

As far as "protecting the core of the system", thats what your gauss cannon and repair centers are for.
Reply #54 Top
@ ron Lugge...it's a little early to be having crack for breakfast isn't it...LOL

I am sure the developers will understand what I am saying.
Reply #55 Top
It would be helpful if those areas that can be researched more than once showed 1:2 or 1:3 all the time so I don't have to hover over the tech to see if there is more research in that area to be done.


Yea, this bugged me at first too. Then I realized that they color-coded it! Green number means there is more to be researched.


Thanks for pointing that out. It just seems like it should be a little more obvious.

Same for shift-selecting multiple units... it would be more intuitive if it worked the way most people would try it.

Reply #56 Top
Thanks for pointing that out. It just seems like it should be a little more obvious.


With both research and planet upgrades, the items get a thick metal border around them when they're "done". If it doesn't have that border, then you also know it's got more levels available.
Reply #57 Top
when you use windowed mode and resize the window, the game should compress. does that make sense?
Reply #58 Top
Not really....  
Reply #59 Top
I have a question. How do the pirates get those cool green torches to burn in vacum?

pek
Reply #60 Top
Not really....


then get on irc you meeneh

How do the pirates get those cool green torches to burn in vacum?


they apply large amounts of friction to copper and vent in oxygen, allowing it to burn
Reply #61 Top
or... they use a self-contained ignition source and toss in ionized sodium. its more likely, as sulfer is a much darker burner.
Reply #62 Top
who said anything about sulfur?
Reply #63 Top
Last night I had a game where pirates attacked only once during the whole hour and a half game. It was in the beginning, and we didn't see the pirates again.
Reply #64 Top
who said anything about sulfur?

cheating bastard, how did you edit your post afterward?
Last night I had a game where pirates attacked only once during the whole hour and a half game. It was in the beginning, and we didn't see the pirates again.

huh, never had that issue.
Reply #65 Top
[18:41]
Reply #66 Top
I liked beta 3 a good bit, but have only played single player so far. I actually thought the AI got a good bit better than the last beta, and it even cost me a planet, the first time that, or even a coherent attack in force had happened and not turned into an AI rout. My AI allies and enemies had a good fight with each other, and I actually saw an AI defeat another AI (another first). However, intercept courses would be a really good idea, as well as making it recognize important planets that the humans are told about (As in Gateway in the titular scenario, which although the computers attacked, they didn't mass enough force to punch through my defenses, preferring to get level 1 cap ships and a medium frigate escort killed off every so often). So make them attack key planets in force and realize when the fleet they have will get eviscerated in a fight against the defenses they saw last time. But other than that and the freaky no phase jump glitch, everything seemed to work.
Reply #67 Top
Ok, first time i found this bug and first time ive read/heard anything about it. I Acutually have a savegame where there are TWO items showing as being researched, The items were queued up in a really long list(modified the close encounters game to start me off with 75k$ and 15k of each resource) i went through and queued up everything that i could with 2 of each station. In this game when i went to check the status of the techs(since the list was to long for me to see what was being researched on the mouse over for the research button. I noticed 2 techs had the small bar showing research was being done on it, one bar was frozen however IMO it was about 80-90% finished, and another tech was being researched and active(Ie bar was moving) once that tech finished the other tech started up again and finished within a few seconds. I remembered the order of techs i started, and the tech that finished first was before the tech that already had part of the bar finished/showing. I do forget if the second tech was right after or a few techs after the first one thou, the save was from yesterday and i forgot to write down the tech order.

I have the save and a screenshot of it, i didnt do anything to any of the tech other then build some stations, and while they were building queue up the technology.

Screen Shot of Research issue

Reply #68 Top

I have the save and a screenshot of it, i didnt do anything to any of the tech other then build some stations, and while they were building queue up the technology.


At a guess, you had something qued that couldn't start, so it jumped "ahead" to an item it could do, but while it was mid-research, you finished a research center so it jumped back to do the one qued earlier.
Reply #69 Top
Pretty sure that wasnt the case, if i remember correctly i did the full tier one of those 2 techs, then queued up the teir 2 of them. Either way, shouldnt it have finished the tech then gone to the other, since it had already started it? I have the save game of when it happened, once i noticed it i screened/saved it.

Its late so if need be ill upload/post the savegame of it, or ill just pause the game and clear up the que enough to see where items really are in the que.
Reply #70 Top
Either way, shouldnt it have finished the tech then gone to the other, since it had already started it?


Nope. If you queued an item first, presumably you wanted it done first. Sure, with that other tech most of the way done it seemed a waste to you, but the computer has no way to judge such things. Given the choice between the second tier research of trade centers and the first tier research of armor, I'd go with trade centers any day... unless I really need the combat boost. The computer can't make those judgments, so it leaves it up to the player in the form of the research queue -- first in, first out.
Reply #71 Top
OK, just a complain from me and Pollux here: Close encounters is probably a pretty good map, for most things...

But man is it slow. You really need to up resource gathering, especially on smaller maps!
Reply #72 Top
I'll back that up, GG though mr. Lugge. I also noticed there is a bug with the Sova Carrier where it disappears when it is about to blow up so you just see the explosions and bits flying off while it has disappeared.
Reply #73 Top

I'll back that up, GG though mr. Lugge. I also noticed there is a bug with the Sova Carrier where it disappears when it is about to blow up so you just see the explosions and bits flying off while it has disappeared.

The timing is bugged. We are looking into this.

Same for shift-selecting multiple units... it would be more intuitive if it worked the way most people would try it.

I agree. On the list.

Reply #74 Top
tranya anybody? lol...im a noob to this game, but im very excited about it...i rarely play anything other than rts games...i appreciate any pointers...
Reply #75 Top
I played a 2,5 hour Game with BB from the UK(I am from Germany). Awesome Game till we both had a disconnect. He lost the chance to eleminate me and a short time before the Game crashed I got the stronger position.

BUT:
After an hour or so, i couldnt hear the sound anymore, the music was still there but not the other sounds.
BB had a small lag at the beginning and I had a small lag after 1,5 hours, the rest of the Game was smooth.