October 26Gameplay+ Feedback -- Pathing issues (
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Start with the (horrible) calculations it uses (ships will try to ram planets or buildings or other ships in trying to cross the grav well, not taking their positions into consideration, and they always turn by accelerating forward, right into the enemy's guns...), to the fact that fleets always take the "fleet center" as a position for everything... including jump sequences even if the fleet is set to jump separately. Really annoying in a retreat.
+ Request -- Option to set facing durimg move orders (
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Currently the fleet takes its formation in the direction you have sent them... The problem here is you can´t rotate a formation in a close space, as the game will always take the fleet center and the target point as measurement for the new direction the fleet will take. Many other games (and they are right this way) let you decide which way your formation should be facing after they have arrived at their target location by holding down the right mouse button a little longer when issuing a move order.
+ Request -- Option to set default auto-attack stance for newly built ships (
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If you could somehow set the shipyard to hold pos so anything it builds holds pos , that will remedy it. Or even set a planet to hold pos
And also make each attack stance a diferent button , not a list in one button
+ Idea -- Symmetrical randomization for balance on maps with 'random planet' slots (
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I think that on some fixed maps , the closest planets should be randomised but equal for both or four players. So forexample , in one game the planet to the right is a volcano for me , and its the same for the other player , then in another game it will be terran , but it will also be terran for the other player. Any planet that is further away and contested can be randomised to whatever.
Ongoing Discussions+ 10.534 ships (lots of images) (
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+ Is this game for me? (
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