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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 #201 Top

got another request on ICO for a way to buy/sell metal and crystal with a shift or control key option

This is already in. Hold down shift to increase how much you buy / sell per click.

Reply #202 Top
In small games, losing your uberpowerful flagship is generally fatal. Here is an idea to help compensate for this a bit.

How about Flagships get a small bonus in weapon fire rate/shield regen rate/repair rate/accuracy? (can explain it away as the crew/officers/engineers being the cream of the crop). If you lose your flagship, the next capital ship you complete is your new flagship.

This will help players come back from losing their flagship if they can get enough time to build a new one.
Reply #203 Top

In small games, losing your uberpowerful flagship is generally fatal. Here is an idea to help compensate for this a bit.

How about Flagships get a small bonus in weapon fire rate/shield regen rate/repair rate/accuracy? (can explain it away as the crew/officers/engineers being the cream of the crop). If you lose your flagship, the next capital ship you complete is your new flagship.

This will help players come back from losing their flagship if they can get enough time to build a new one.


now, how would that make losing your flagship less fatal. if anything, it would make losing it at the beginning even more dramatic. what it does is that subsequent capships are not quite as strong as the flagship, ergo, if you manage to rebuild one and get it to a certain level, its a bit better.

I agree on your intentions, but the mode you suggest is not good imo.

you could make a dedicated capship killer ship/ structure, but that would probably weaken them too much and maybe take away from the offensive portion of the game.

maybe you could get some powerful defensive weapon that you can only use for as long as you dont have a single capship. that way the "better" player has enough room to expand and eventually overcome this thing, but it doesnt result in an instant death after cs destruction. hmm, no, that sounds too construed, turtling and effectively only drags the defeat out even more.

hehe, yes, an extremely daunting idea: first capship takes longer to construct, but always cost much less, like half or a third. that means destroying it does give a distinctive advantage, but doesnt doom as much as it currently does. don't ask me how to explain it lore-wise. (its basically the equivalent of say, paying only about 200 gold instead of 500 to revive a low lvl fallen hero in wc3)
Reply #204 Top

you could make a dedicated capship killer ship/ structure, but that would probably weaken them too much and maybe take away from the offensive portion of the game.


Not only probably. It would certainly.

maybe you could get some powerful defensive weapon that you can only use for as long as you dont have a single capship. that way the "better" player has enough room to expand and eventually overcome this thing, but it doesnt result in an instant death after cs destruction. hmm, no, that sounds too construed, turtling and effectively only drags the defeat out even more.


Yep. Too artificial.

hehe, yes, an extremely daunting idea: first capship takes longer to construct, but always cost much less, like half or a third. that means destroying it does give a distinctive advantage, but doesnt doom as much as it currently does. don't ask me how to explain it lore-wise. (its basically the equivalent of say, paying only about 200 gold instead of 500 to revive a low lvl fallen hero in wc3)


Not a bad idea. Still the one who lost his flagship has quite a disadvantage because of the low level it will be. Imho coming up with the resources for a new capital ship isn't that hard. The problem is imho the lack of levels that new flagship will have.
Reply #205 Top



hehe, yes, an extremely daunting idea: first capship takes longer to construct, but always cost much less, like half or a third. that means destroying it does give a distinctive advantage, but doesnt doom as much as it currently does. don't ask me how to explain it lore-wise. (its basically the equivalent of say, paying only about 200 gold instead of 500 to revive a low lvl fallen hero in wc3)


Not a bad idea. Still the one who lost his flagship has quite a disadvantage because of the low level it will be. Imho coming up with the resources for a new capital ship isn't that hard. The problem is imho the lack of levels that new flagship will have.


and if you really copy the system completely? i.e. except for name you can reconstruct your capship at the level it was before for a scaled price. that would mean that a really high level capship would be more expensive than they are now at standard.

nothing I would want for all of them, but at least the first to balance it out a bit.
Reply #206 Top
Not a bad idea. Still the one who lost his flagship has quite a disadvantage because of the low level it will be. Imho coming up with the resources for a new capital ship isn't that hard. The problem is imho the lack of levels that new flagship will have.


That depends on how early the ship is lost. On some small maps it's possible to lose it in the first 20 minutes if you're careless, and at that stage getting 3000 credits and all the crystal (metal isn't that difficult) will set you back so much that you'd have been better off just churning out Cobalts that will be more effective than the level 1 capital you'd get.

The flagship is sort of the focal point of any early game.. take one out, and that player is set back quite a bit. In a team game, that's not as bad because your teammates can help give you some resources and you can get another out, even give it a level maybe with the $$ training. In 1v1 (or even 2v2) that's much harder, and the loss is much more noticeable.

It would be nice for the flagship not to be such a central point early on, but I really don't see a good way to change that other than not allowing the first capital to be free So we turn to how to soften the loss of one.. the suggestion to make the 'first' of your fleet cheaper is good, but I think I'd prefer keeping the same cost but letting it start at level 3 as it does now. In essense, as long as you have no capital ships in your fleets, the next one you produce will always start as level 3.
Reply #207 Top
Maybe the starting flagship should just be a Cruiser model of our choice? It would be very useful, but not in an unbalancing way like capital ships are. Lose your Cruiser Flagship early on, and you can still recover.

The 'Flagship' Cruiser could possibly also get a small bonus of some sort (ie, Light Carrier with 2 strikecraft slots, Kodiak with boost to shields, Repair/Command Frigs with an extra large AM reservoir).

Of course, some people will really want to have capital flagships. So maybe we should have a choice between Cruiser and Capital Flagships in the game setup.

What do you guys think?
Reply #208 Top
I think that loosing your capship is way too big a loss in small games, but you should just learn to be more careful.
Reply #209 Top
I think that loosing your capship is way too big a loss in small games, but you should just learn to be more careful.

Nope, that is far too RTS. This is about empire management. You can't be forced to look over a single ship all the time.
The exception would be MP where you can have the destruction of a flagship as a victory condition. You better watch it there. Not that I like this victory condition but it's optional so...
Reply #210 Top
You can't be forced to look over a single ship all the time.

oh yes you can, when its all you have as a fleet

are you telling me that you are flooded by too much to do to watch over ONE ship in a 10 planet game???

for that fact in a 10 planet game getting a second cap ship is quick and easy.
Reply #211 Top
I usually have two to three fleets marauding around. In some cases my fleet is completely destroyed, simply becasue I send it than check on it five minutes later.

I don't mind the fact that it was destroyed, I mind the fact that the capital ships in it may have been pretty upgraded and worth too much. Goes for flagship especially.
Reply #212 Top
"Gee, I don't mind sending my ships out to get destroyed, but it sucks that the good ones get destroyed because I didn't bother to pay any attention whatsoever"... ok, what-evah!
Reply #213 Top
"Gee, I don't mind sending my ships out to get destroyed, but it sucks that the good ones get destroyed because I didn't bother to pay any attention whatsoever"... ok, what-evah!

I don't know if you understood my point... I'd just like the capitals to not be so decisive in the game. So that I don't need to babysit them all the time.

I'd limit them at like three levels and these would be (at least the first two) achievable pretty fast. This way a new capital ship wouldn't be complete crap compared to an upgraded one and I wouldn't even feel the need for babysitting. So what if it gets destroyed, I'll build a new one. As it is I think they are too RPG-ish.
Reply #214 Top
I'd just like the capitals to not be so decisive in the game.


But thats the point of the capitols: to be big, powerful, important ships.
Reply #215 Top
I'd just like the capitals to not be so decisive in the game.


But thats the point of the capitols: to be big, powerful, important ships.


Have to strongly agree with Ron Lugge. The devs repeatedly stated that the capital ships are intended to be the core of your fleet. They shouldn't be the answer to everything, but they have to be important and powerful.
Reply #216 Top
But thats the point of the capitols: to be big, powerful, important ships.


Thirded. Yes, it's a word.
Reply #217 Top
I'd limit them at like three levels and these would be (at least the first two) achievable pretty fast.


yes... you buy the levels... thats what people do...
Reply #218 Top
I like plentiful abilities I would have to agree that the benefits of leveling to things like damage and HP are a bit high...
Reply #219 Top
thats why you're supposed to not let that happen, its a strategic blunder on your part. besides, its not like someone can get a cap to level 10 easily.

at least, someone other than I.
Reply #220 Top
thats why you're supposed to not let that happen, its a strategic blunder on your part.

Oh no, that is definitely NOT a STRATEGIC blunder. This is a RPG blunder... You shouldn't let your level 35 main character die, you must reload the game...
It has nothing to do with strategy.

Have to strongly agree with Ron Lugge. The devs repeatedly stated that the capital ships are intended to be the core of your fleet. They shouldn't be the answer to everything, but they have to be important and powerful.

Core, yes. Big, important, powerfull, yes. Decisive, no! Loosing one ship shouldn't tip the war.
Reply #221 Top
ups wrong reply ^^
Reply #222 Top
It has nothing to do with strategy.


But it does, since you can dictate when you send your flagship into battle. How you send it into battle, what you send it into battle against. It doesn't just 'happen'. So, if you get in way over your head and can't retreat in time then that's very much a strategic blunder on your part.

Core, yes. Big, important, powerfull, yes. Decisive, no! Loosing one ship shouldn't tip the war.


And it doesn't necessarily tip the war. Many people have said how they recovered after losing a flagship. People said how in most cases you still manage to inflict heavy enough damage to the enemy to make them pause and not able to press their advantage.

Yeah, sure, if you don't have an economic infrastructure set up and you manage to get your flagship and its escort fleet blown up with doing minimal damage to your opponent you're screwed. But that's your mistake, not the game's. Hell, 2 gauss platforms and a repair station can keep a capital ship at bay. 3-4 platforms and a repair station can keep a capital ship and 10-15 cobalts at bay. So, really..
Reply #223 Top

Core, yes. Big, important, powerfull, yes. Decisive, no! Loosing one ship shouldn't tip the war.


Big, important, powerful, but not decisive? Get any weird vibes from that?

I will freely agree, loosing your flagship is a crippling blow in smaller games, especially if its one on one, and even that trying to match a cap-ship without a capship of your own is difficult, but thats perfectly reasonable.

Big, important, powerful and in short supply means that cap ships have to be decisive units. The idea of doing it any other way doesn't even make sense. How can a unit be big, important, powerful and in short supply but not decisive?
Reply #224 Top
Is there something in the Options menu that lets you talk only to your ally and to everyone.

Oh and I love some of the new improvement the Chat room is much better. Still looks kinda plain but its much better. Oh and the little screen at the beggining of the game that shows ping is also very helpful to know who might be generating lag in a game.
Reply #225 Top
Is there something in the Options menu that lets you talk only to your ally and to everyone.


When you hit enter to chat you can hit tab to cycle through who you want to talk to.. "Allies" mode is in there, fastest way is shift+tab to go back one

Unless you meant something else?