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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!

217,298 views 297 replies
Reply #276 Top
*walks off muttering to himself about lazy devs*
Reply #277 Top
Hehe, maybe in a patch then....some day?
Reply #278 Top
I agree with blair here, time could be better spent on other things.
Reply #279 Top
ok, something else: I played a game and got backstabbed by an ally, but ... I only noticed it when his fleet arrived at my battle, I can remember when it happened and if I even got a message of his fleet coming. so ... even for players who are sometimes a bit oblivious or too indulged in their thoughts, some kinds of events should get a specialised message that you just cannot fail to notice. I mean, come on, its ridiculous to get the same lvl of input when your scout discovers a new system as when in the middle of a crucial fight your ally abandons you or a huge enemy fleet has been spotted.
Reply #280 Top
admiral there is a big fleet coming.


really admiral there is a big enemy fleet coming.


admiral wake up there is this huge enemy fleet coming.


ADMIRAL that fleet i have been warning you about is here now.

too bad we only have two cobalts to take it on.
Reply #281 Top

admiral there is a big fleet coming.


really admiral there is a big enemy fleet coming.


admiral wake up there is this huge enemy fleet coming.


ADMIRAL that fleet i have been warning you about is here now.

too bad we only have two cobalts to take it on.
End of quote


I know it was negligent on my part, but then the game is supposed to have a smart way to automise and prioritse things, right? plus, it should also make the game playabe for people who have trouble keeping track of everything.

btw, my title wouldnt be admiral, but of course emperor. thus my minions are supposed to address me with "mylord", "great one" or "your highness".
Reply #282 Top

I know it was negligent on my part, but then the game is supposed to have a smart way to automise and prioritse things, right? plus, it should also make the game playabe for people who have trouble keeping track of everything.
End of quote


i didn't mean anything just having fun
Reply #283 Top
Eh, you can hardly notify about friendly fleets heading towards your systems -- you'd go insane in short order. However, what we should get notifications of are enemy fleets entering neutral systems where we have a presence. E. G. pirates just entered the star (where I have a scout), or the enemy fleet just jumped into the asteroid I'm getting ready to colonize, and have my Sova covering.
Reply #284 Top

Eh, you can hardly notify about friendly fleets heading towards your systems -- you'd go insane in short order. However, what we should get notifications of are enemy fleets entering neutral systems where we have a presence. E. G. pirates just entered the star (where I have a scout), or the enemy fleet just jumped into the asteroid I'm getting ready to colonize, and have my Sova covering.
End of quote


nono, I should get a large warning when my ally backstabs me. as I tried to say, I didnt even notice it until a few minutes into the battle. of course not a big notice if an allied fleet arrives, the standard messege we get now is sufficient here.
Reply #285 Top
of course not a big notice if an allied fleet arrives, the standard messege we get now is sufficient here.
End of quote


You shouldn't get any notice for an allied fleet arriving!
Reply #286 Top
the one notice that should be more regulated is the pirate raiding one. if you are not in a system where the pirates are not raiding i don't think you should get said notice. or at least not as loud as if they were in your system.
Reply #287 Top

You shouldn't get any notice for an allied fleet arriving!
End of quote

You should get one if an ally arrives and you're in combat at that planet, as a heads-up - the reinforcements are here.

Reply #288 Top
You should get one if an ally arrives and you're in combat at that planet, as a heads-up - the reinforcements are here.
End of quote


Lol, true!
Reply #289 Top
one other thing about grav well objects. I heard the devs said only one object per grav well, but did you mean colonisable or in general.

because it would make things a bit more varied for maneuvering and setting up defenses if a few areas in a gravwell can't be passed ( or only slowly) this could be a moon, a series of astroids, unusually large planetary rings or some other feature. basically some of the effects of those wonderful neutral systems inside colonisable gravwells.

I posted some pictures to illustrate what I mean. the first one is a normal planet with an asteroid field on the one side and a moon on the other. I guess that does make a difference for attack strategies compared to the status quo.



the second one is supposed to show an asteroid planet where the asteroids are distributed such that only the areas without the lines are passable. this way the "terrain" forms a certain path that ships have to take and create more interesting options as regards structure placemement.



I know, its probably not going to happen, but I still wanted everyone to understand what I always meant when talking about different gravwell layout and space terrain.
Reply #290 Top
Alright, this is my first bug report, after my first game in the beta, played against the AI to get into the game. I realize that you are primarily looking for multiplayer issues, and I have not read the other bug reports, so this might be superfluous. Anyway:

When I destroy the defences of the AI, it will often start rebuilding mines on nearby asteroids. This is quite alright, however when I destroy the constructor they are left with 0 hit points. Having eradicated the rest of the enemy presence, they still remain, blocking my own exploitation of the asteroids. I suggest making all the 0-hitpoint asteroid mines auto-scuttle once the colony on the main planet is destroyed to fix the problem.

----

A comment on the AI as well; I played on medium. I was severely beaten in the early game, losing all my frigates three times while gaining very little on the enemy, probably because I did not focus enough on military in the start. However, the AI never exploited its advantage, it could have easily moved on to destroy either of my two new colonies that had only one gauss defence platform each, but seemed to prefer to wait for me to initiate the battle once again. In fact the pirates presented by far the most dangerous attacks I encountered. I also noticed that it never built a trade port, causing it to lag a lot economically.
Reply #291 Top
When I destroy the defences of the AI, it will often start rebuilding mines on nearby asteroids. This is quite alright, however when I destroy the constructor they are left with 0 hit points. Having eradicated the rest of the enemy presence, they still remain, blocking my own exploitation of the asteroids. I suggest making all the 0-hitpoint asteroid mines auto-scuttle once the colony on the main planet is destroyed to fix the problem.
End of quote


Well known and I believe to be remedied with Beta 4 For now, you can still target the 0% structures. It's tricky on asteroids because half the time it's the asteroid itself and you need to be careful with where you click to point to the building on the asteroid

A comment on the AI as well; I played on medium. I was severely beaten in the early game, losing all my frigates three times while gaining very little on the enemy, probably because I did not focus enough on military in the start. However, the AI never exploited its advantage, it could have easily moved on to destroy either of my two new colonies that had only one gauss defence platform each, but seemed to prefer to wait for me to initiate the battle once again. In fact the pirates presented by far the most dangerous attacks I encountered. I also noticed that it never built a trade port, causing it to lag a lot economically.
End of quote


AI issues have been beaten with a club pretty severely in Beta 3 Also well known, and right now the AI is very basic and dumb. The devs are working on it!
Reply #292 Top
For now, you can still target the 0% structures. It's tricky on asteroids because half the time it's the asteroid itself and you need to be careful with where you click to point to the building on the asteroid
End of quote

Really? I built a gauss defence really close, and it didn't shoot. I suppose I will have to manually target with a ship then. Thanks!
Reply #293 Top
Oh yes, sorry. The combat AI won't shoot 'em, you have to manually target And you can give your gauss guns targets too, for future reference
Reply #294 Top
If you make sure that you get the yellow circle when you have your mouse over the object, you can target the object. Otherwise, your ship's AI will ignore the it even if you can't build on it.

pek
Reply #295 Top
If you make sure that you get the yellow circle when you have your mouse over the object, you can target the object. Otherwise, your ship's AI will ignore the it even if you can't build on it.
End of quote


? Only thing I can think of, is the fact that asteroids are a pain to target -- or, rather, you can target an asteroid easily but the mine on it ends up "eclipsed" by it.
Reply #296 Top

? Only thing I can think of, is the fact that asteroids are a pain to target -- or, rather, you can target an asteroid easily but the mine on it ends up "eclipsed" by it.
End of quote


selection based empire tree!!!!
Reply #297 Top
Thread closed in advance of Beta 4.