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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!

217,291 views 297 replies
Reply #151 Top

Ion Bolts and Distabalization Charges R UR FIENDS!!


Sova + Kol
Reply #152 Top
I don't know if there is a plan to include this already, but a non-cap ship capable of acting as a jump inhibitor might be a good thing to help defend the solar gravity well. I say non-cap because it should be vulnerable for attacking fleets, just something to guarantee they don't jump in/out immediately.
Reply #153 Top
JEF, please dont cross post (post something in two different places) stick with one and trust we will see it <3
Reply #154 Top
Selecting the pips in the bracket surrounding the planet icon is useless.

It selects both colony frigates and construction frigates with it and everytime i have to zoom in and deselect them manually which is tedious.

Either have the pips exclude col and con frigates when selected or have a shortcut key which automatically discludes col and cons from a selected fleet.


I agree. I have to tediously deselect the non-military ships out.

Also a quick access to your cap ships would be nice.

Maybe even a sub governor AI to template a planet, less micromangent in a huge game.

Alert only for a HUGE fleet attack, not that annoying "Planet under Siege" when a small scout ship crosses your path by the AI.

Beta 3 is a multiplayer technical test and is not designed for gameplay

Well, I guess I should have read that.
Reply #155 Top
Found a bug, when researching repair droids for the the repair facility, it says it will increase it from 15 hull regeneration a second to 20 (1st level of research), but if you mouse over the repair facilities they already start at 20 hull points a second...
Reply #156 Top
Actually you can select individual pips but it is quite tedious and I always keep forgeting the buttom to sort more efficiently.
Reply #157 Top
Found a bug, when researching repair droids for the the repair facility, it says it will increase it from 15 hull regeneration a second to 20 (1st level of research), but if you mouse over the repair facilities they already start at 20 hull points a second...


i found it first but nobody paid attention when i said it...
Reply #158 Top
i found it first but nobody paid attention when i said it...


Its cause Kosc is more popular then you

:O
Reply #159 Top

2. STAR SYSTEMS
Theres a few things about the star systems I don't like...and thats well, they just don't feel very 'astronomically correct'. The planets feel like they are sort of haphazardly placed around their stars. It would be alot nicer if each had an orbit around their star, complete with an orbital trajectory that they follow. In short, basically modelled after how star systems like our own solar system work. This is one of those 'immersion factor' things that in my opinion would improve this game significantly.


Was allegedly in in earlier versions of the game. Got taken out because it's "too complicated."


I personally wouldn't care if the planets didn't move at all, maybe if they added visible 'orbit rings' but the planets stayed stationary (you wouldn't expect a planet's location to change drastically within the space of a few hours, would ya?)

You could even have some asynchronous 'orbits' with parabolic orbit paths. This is all relatively aesthetic of course, but it would give the game a bit more feeling. And for the love of god, let's get some MOONS in this game.
Reply #160 Top
Just because the game takes a couple of hours (on a small map) doesn't mean the game's meta-time is the same. You really think in a couple of hours your empire went from 1 planet to 10 or 20 or 30? My god those poor people must have whip-lash!

In-Game time is probablly 1 hour = 1 month perhaps week. But it is arbitrary at best.
Reply #161 Top

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.

Could you try and explain this one better? Perhaps with a graphic?

Reply #162 Top

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.


Could you try and explain this one better? Perhaps with a graphic?




This is what he means, and I think its a cool idea <3!

Reply #163 Top
Where would ships drop out of phase space when arriving?
Reply #164 Top

Where would ships drop out of phase space when arriving?


Somewhere in the Green zone, maybe it could be made random ? Or else at the edge...
Reply #165 Top
Where would ships drop out of phase space when arriving?




Either in the middle of the light blue area when not specified by the player or if set by the player inside the 45° zone outside the grav well.

Ie. a player could choose ships to jump in (and out) anywhere inside the the light blue area.

Reply #166 Top
In my opinion, the current planet upgrade, planet growth rate, and ship build rates are a little fast. Right now I do not see a NEED to purchase the corresponding techs to improve these factors as their rates are fairly comfortable as-is.
Reply #167 Top
just started a two player game with kryo where i ninja'd myself onto team one w/ him, winning the game. that shouldnt be allowed <3
Reply #168 Top
Lock the teams and it won't
Reply #169 Top
Combat AI observation post patch:

The better AI logic to apply DPS seems to glitch fairly frequently when the enemy has repair platforms. I've just played a game, and several times the AI seemed to calculate that gauss platforms would be destroyed by missiles already launched (presumably) and *all* the ships in the fleet switched to the next platform, but the original never got destroyed because it was repaired just enough prior, so it was sitting at ~50hp and I had to manually tell my ships to finish destroying it.

Perhaps increase the error margin a little? A 10% waste of DPS at the end wouldn't be that big of a deal, right now it almost seems like it tries to do "just enough" before switching targets.

Sova Embargo observation:

I've never played a game with 2 allied carriers in a single grav well, but that makes it possible to siphon 100% of the planet's income. I have a screenshot that shows me taking 71% while the ally is taking 29%, which I'll post if necessary. On small maps when applied to the homeworld (effectively the sole source of income, as without it the neighboring colonized planets make up less than 1/3rd usually). Which is potentially 'exploitive' as in the very beginning of the game 2 allies could just send their Sovas to the enemy homeworld and lock him down completely, because the home planet is the only one with shipyards at the start and 2 Sovas with rank 2 Embargo would kill production also.

Perhaps only make the highest ranked Embargo per grav well apply?
Reply #170 Top
some commments and ideas on the empire tree:

what I would really like to see is something, so that I dont have to hold crtl and select every single ship (class) separately, but rather along the lines of the windows explorer's shift function. click on the first item, hold shift, click on the last item, everything inbetween including the two items are now selected. that is particularly useful when you have a lot of ships of one type, say cobalts, and you dont want all of them attack one target but rather split them up.

next, I would acutally like the double click option whereby all units of the same type are selected. with the right options there are stacked slots in the empire tree, but I am just so used to this way and maybe some others are as well, so ...

imo the current layout indicating selected units is not really clear enough, it should less transparent.

also, if you select icon stack, it would be a nice option to unstack them just the way you can with planets and stars. that way you can keep an oversight, but if you want to, you can instantly take a closer look and give more precise orders if you so desire. speaking of icon stacking, is there a rule when a new stack begins? sometimes I (or other players) have a stack of 10 and another stack f 7, sometimes I think I saw one big stack for the same amount of units. its a bit confusing.

lastly, a tough one: I love to send my fleets and units around using said empire tree, but most of the time I have to resort to the graphical representation just because I cannot remember the names am not sure if I am sending them to the right arctic world or whatever. I first thought displaying somehow the structure and phase lines of planets to one another in the empire tree would help but that makes things probably just too complicated. now, another thought might be to indicate how many jumps the voyage would be from the current position of the ships when you have a ship selection and hover over a planet. with that extra information it should be clear most of the time.
Reply #171 Top

next, I would acutally like the double click option whereby all units of the same type are selected. with the right options there are stacked slots in the empire tree, but I am just so used to this way and maybe some others are as well, so ...

This is possible using ALT. Good comments as well, we'll see what is possible.

Reply #172 Top

next, I would acutally like the double click option whereby all units of the same type are selected. with the right options there are stacked slots in the empire tree, but I am just so used to this way and maybe some others are as well, so ...


This is possible using ALT. Good comments as well, we'll see what is possible.




Why can't it be double click?
Reply #173 Top
Lock the teams and it won't


no, he STARTED the game with us on the same team <3
Reply #174 Top



next, I would acutally like the double click option whereby all units of the same type are selected. with the right options there are stacked slots in the empire tree, but I am just so used to this way and maybe some others are as well, so ...



This is possible using ALT. Good comments as well, we'll see what is possible.




Why can't it be double click?

Because that is our preferred means of focussing.

Reply #175 Top







next, I would acutally like the double click option whereby all units of the same type are selected. with the right options there are stacked slots in the empire tree, but I am just so used to this way and maybe some others are as well, so ...





This is possible using ALT. Good comments as well, we'll see what is possible.





Why can't it be double click?


Because that is our preferred means of focussing.




obviously. but if its not terribly hard, could it be toggable or something? I for one liked to alt click for focusing in homeworld just fine. at least one other would also like to have it my way.