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Sins Beta 4 Gameplay Feedback - *POST HERE*

Sins Beta 4 Gameplay Feedback - *POST HERE*

This thread is for non-technical feedback for Sins of a Solar Empire Beta 4. 

Beta 4 is the final gameplay test for Sins of a Solar Empire, for both single- and multiplayer modes. If you've got suggestions, praise, or tweaks you'd like us to consider, please post them here. Also note that at this point we are not able to add any additional features to the game, or to radically make changes to how things work.

If you wish to make a bug, performance, or compatibility report about Beta 4, please post it here:

https://forums.sinsofasolarempire.com/?forumid=402&aid=166573

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

Thanks!

352,333 views 579 replies
Reply #251 Top
psy's idea: be able to have training exercises or be able to build training ships in order to level your ships past four without fighting or something like fleet practive , which would mean your ships cant be used , but they are training up so you can get caught offguard and you cant stop training halfway
End of quote


I really like that. An asteroid type could be used to establish a training center. Would have the same logistic as if the asteroid would have been populated, so your could establish a defense force there. Ships in training would have to be in this gravity well and could be seen fightning dummy ships. Training would give exp points, but really less than real battle.

Reply #252 Top
The Vasari's carrier doesn't autocast its repair cloud ability when it is not in combat and has hull damage but it does autocast it while it is in combat and does not have any hull damage.

When it was autocasting in combat without hull damage there was also no other friendly ships in the grav well except for its own fighters.
Reply #253 Top
Why are the fighters of carrier vessels "in transit" automatically locked int he docked position? I'd really like to have them launch and take out any enemies they can on a long transit through the star, for example.

Edit:

Of course, this only makes sense if you remember that launched fighters auto-dock before their mothership jumps out -- try having your ships on the far side of the system and order just the mothership to jump -- the fighters remain behind "until the last second" before docking.
Reply #254 Top

Why are the fighters of carrier vessels "in transit" automatically locked int he docked position? I'd really like to have them launch and take out any enemies they can on a long transit through the star, for example.
End of quote


not just that, but providing fighter cover for the fleet. A carrier heavy fleet with its fighters sitting safely in the launch bays is just begging to get toasted. Additionally, if the bombers are sitting in the carriers, who's going to take care of any defenses as you try to punch through a fortified enemy world on the way to easier planets to capture? definitely let the fighters out, just have them come back on time.
Reply #255 Top
A) this has been said before, but pirate ships get stuck on a planet when they dont have any pillagers to kill the actual planet with

B) even after said planet has been taken by culture, the pirates WONT go to the next hostile planet, theyll just sit there and do nothing

C) i just had a problem in a game where my ship wouldnt phasejump to a certain planet, every time i right clicked, it wanted to go to a planet next to it
Reply #256 Top
Regarding Vasari Phase Gate.

When you construct a phase gate at your home world and in a system 6 jumps away does that then not automatically count as 1 jump from home system? Effectively then that world should then be at 90% since it is only 1 actually then only 1 jump away from your home world.

Dunno if this has been asked before... just an observation since that would seem a logical assumption.
Reply #257 Top
then the vasari would be WAY too gay lategame

also, i think ive said this before, but since he mentioned something liek that, tradeships only give a 1.0 credit bonus to distance when they fly through phasegates, pretty much killing trade lategame

also, the evacuator's nano dissasembler can miss a ship by a mile (or half a grav well) and the effect will still appear on the ship. the little effect wont turn or anything, itll just go straight by the ship until it dissapears and then the effect happens on the ship

planet module build time decrease doesnt seem to work... i was building orbital structures while it was at 100% I also got two credits per second even though the AI was stealing all of my income
Reply #258 Top


Unfortunately, the diversity so far is Warcraft 2 level, at best. Identical Units, slightly different abilities. That was fine ten years ago, but it's completely bad and boring for the 21st Century.
End of quote


2nd that!

Reply #259 Top
i think that beta four is amazing!! graphic wise i love the new kol, and marza, the vassri are good, but maybe if their weapons/weapon ports were better exagerated would be really cool! i haven't really played sins for a while and that beta 4 is going to make me want to play more
Reply #260 Top
I am impressed with this game, however, the diversity of the vasari is not at all impressive, i do not complain about their ships, or research options, but rather their basic planetary game mechanics. THESE guys are SUPPOSED to be different. where are the differences, i would expect and alien race to be... alien... just saying.
Reply #261 Top
but rather their basic planetary game mechanics
End of quote


Something that most definitely is not going to change.
Reply #262 Top
where are the differences, i would expect and alien race to be... alien... just saying.
End of quote


Why?

Just to point it out, but a lot of things about our culture / species is pretty much "forced" into being. Trade, for example, represents the basic need to get a given resource to someplace its not from someplace it is. Any technological species is going to be social, because there is no way to build up to high technology in a single lifetime, it has to be passed from person to person, and high technology requires specialization, which means you need to be social so that different specializations can "compliment" each other. E. G. it does no good to be a highly trained car mechanic if you can't get a plumber to come over and fix your leaking toilet.

Yes, there will be differences, but not all that great on a social level. (Albiet, political, religious, and of course biological levels can and probably will vary... wildly )
Reply #263 Top
Downloaded and started playing Friday.

Game, in general, plays well. I like the "sand box" that is available.

I like the pacing though it may be a stretch to play one of these as multiplayer/online. Both single-player games I took to the bitter end lasted >6 hours (random-small maps).

Reply #264 Top
A few things I would like to see, based on my Beta 1x1 AI Game.
Game looks great, had alot of fun. Only played TEC

1) Will system damage be implemented? ie; loss of drive, weapons etc. after hull damage?

2) Capping enemy assets? Planets?

3) Mines

4) Anyone else find the 'very slow' setting way too fast? Very slow too me mean, if I detect an incomming fleet, I have a minute or so before it comes in range. SLLLLLOOOOWWWW.

5) More diplomatic/logisical options? Other then the trading post?

6) On a small map with only 3 planets, I had way to much minerial/crystal

7) I felt the tech tree could be bigger, On a 2 hour small map, I got everything. Mabye other ways too solve this.. Just seemed odd, mabye used to Galciv2 too much.

8) What do flak frigs do? It seemed they were kinda useless, I dominated with Fighters.

9) Capships are way too fast... Bombers seem overpowered... 5 bombers do as much damage with 5 little bombs as 4 big laserguns from a capital that has enough energy on board to bend space and time? Not sure there eheh. Ya ya, I know it's WWII in space.

10) Random events comming?

11) Ship explosions are ok, is there gonna be wrecks? They just dissappear? Hmm, refer to "has enough energy on board to bend space and time".. Ok, dissappers it is.

12) Ya ya, AI could be way better at all levels. I'm sure the Devs know.

13) <-- Unlucky

That's it for now.
Looking good.
Reply #265 Top

1) Will system damage be implemented? ie; loss of drive, weapons etc. after hull damage?
End of quote


No.


2) Capping enemy assets? Planets?
End of quote


What?

3) Mines
End of quote


Where do you get your resources from, hrmm?


4) Anyone else find the 'very slow' setting way too fast? Very slow too me mean, if I detect an incomming fleet, I have a minute or so before it comes in range. SLLLLLOOOOWWWW.
End of quote


Not really...

5) More diplomatic/logisical options? Other then the trading post?
End of quote


New diplomacy system en-route.


8) What do flak frigs do? It seemed they were kinda useless, I dominated with Fighters.
End of quote


They kill strike craft -- and they are effective at it, problem is that the initial "alpha strike" goes in and can do a lot of damage before the fighters are killed.
Reply #266 Top
Ok, cool..

3) lol! The other type of mines, the ones that go boom!

8) Any chance of point defense platforms? ECM? Yada yada.
Reply #267 Top
3) lol! The other type of mines, the ones that go boom!
End of quote


Not planned as far as I know, at least not for the 2 races we know of and I doubt Advent will have 'em. Perhaps expansion material, but mines have been talked about numerous times in the past.

8) Any chance of point defense platforms? ECM? Yada yada.

End of quote


The Vasari have a defensive structure that jams weapons on x number of ships (improved by further research), we don't know what the Advent will have.
Reply #268 Top
Thanks for the info, this is a great game. I had alot of fun playing Beta4.

Will there be anymore economic options comming? Tax rates, mabye some more economic techs, you get the jist. It felt a lot more military centered then say GalCiv, if that's the vision then no biggy, just curious.
Reply #269 Top
I saw the Gamespot video and immediately hopped on the beta. What a great game!

What I like:

1.Epic and manageable! You guys have done an amazing job. Epic and I don't have to do Micro! I love it.

2.Interface: Has to be the best RTS 4x interface I've seen. No need to zoom in unless you want to watch some battles.(which this game makes fun to do).

Suggestions:

1. More Personality: My enemies have no face, no personality. Unique AI for each adversary.

2. Unique buildings: That you can only build 1 of in each race. Or one of on a Galactic scale.

3. I want to be able to blow up a planet!

4. I really want to be able to blow up an entire planet!

Overall this game is great. Fun to play. The AI is lacking. In the three games I've played never been really worried about dying. I've heard your going to fix it. Can't wait to see it. Epic great game.
Reply #270 Top
Will there be anymore economic options comming?
End of quote


Economy/diplomacy stuff is getting some changes, so we'll have to wait and see. Taxes are already collected based on planet population and there's no 'happiness' system (and likely won't be), so I wouldn't expect to be able to modify tax rates. There are, however, economic techs already. Faster mining rates from asteroid mines, more cargo for trade ships/refineries, lower production costs, TEC have a tech that gives the player a fraction of all money spent by any empire, etc.

1. More Personality: My enemies have no face, no personality. Unique AI for each adversary.
End of quote


There are quite a few features not included in the beta (for the surprise factor for release, and such!), so you never know

2. Unique buildings: That you can only build 1 of in each race. Or one of on a Galactic scale.
End of quote


Already planned, sort of. We're still not playing with 100% complete build lists for each race (the TEC still need their Novalith cannon, dangit!). But we don't really know how limited superweapons will be.


3. I want to be able to blow up a planet!

4. I really want to be able to blow up an entire planet!
End of quote


Alas, probably not
Reply #271 Top
While browsing through the files i found this for the Tec Battleship (Kol) Autocannons


DamagePerBank:FRONT 27.000000
DamagePerBank:BACK 49.500000
DamagePerBank:LEFT 49.500000
DamagePerBank:RIGHT 27.000000
End of quote

i guess left and right should be the same aswell as front and back.
Reply #272 Top
? Why would the left and right be the same and why would the front and back be the same?

Ironclad has the Kol gun placement/firepower done properly.
Reply #273 Top
? Why would the left and right be the same and why would the front and back be the same?
End of quote


Because people expect such things

Actually, I'm surprised that front isn't higher than back -- I'd expect highest damage in the front, given the beam cannons are there anyway.
Reply #274 Top
I like asymetry. alas I do not believe that those tallies are accurate, I dont think they work on a per-weapon basis, not on a total weapon on side basis.
Reply #275 Top
Look at the weapon data guys, we are only talking here about the autocannon placements on the Kol. The Kol has other weapons as well that have their own fire arcs.