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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!

352,325 views 579 replies
Reply #326 Top
Kanrak Assailants will not follow fleet-linked hyperjump orders with the "charged warheads" upgrade. The impediment to mobility causes them to pick a nearby target and stay behind.
Reply #327 Top
a concern on statistics: I've been playing a single player game (to take breaks if I want to and have shorter sessions) and something came to my mind: everytime you save and quit you get the statistics screen. especially in mp there might be information in there that players didn't have in the game itself, so maybe there should be a mechanism to get the table only a) on agreement of all players or b) just when the game has formally ended (however that may be concerned if the losing side gives up and leaves) or c) you only get access to allies' and your own charts, access to the enemies' is granted at victory/ defeat.

at least its my assumption that this is not information that should be available just like this.
Reply #328 Top
On the issue of information, you can still see tax and culture info on planets you can't see by selecting them and looking at the numbers on the bottom UI.
Reply #329 Top
Just played the Beta on multiplayer with a pal. Great stuff.. just a few things bugging me;

* Knowing what units you have selected is a bit tricky atm. Prolly too late to fix but a more useful indicator of the unit types you have selected would be neat. In general we found the unit control a tad awkward.

* Group jump seems to get stuck for long periods of time... annoyingly

* Scuttle is a bit too well hidden

* Turning speed for frigates seems slow

* Artifacts are a bit too rare

...otherwise I loved it. Good Work!
Reply #330 Top

* Scuttle is a bit too well hidden
End of quote


H


* Artifacts are a bit too rare
End of quote


yah, they were way TOO common in b3 and they kinda went overboard on the low end :(


* Group jump seems to get stuck for long periods of time... annoyingly
End of quote


is that usually just in stars for you, or something new?

sorry about being out of order, but im kinda jumbly today
Reply #331 Top
artifacts are map determined, its not a real issue in terms of game-design so much as map design.
Reply #332 Top
I ran into a bug while playing vasari today, regarding the phasegates:

I build two phasegates while under attack, in hope that at least one would make it through alive.
In the end both made it and were ok.
A little later the one that finished first was destroyed.
As that happened the planet was disconnected from the phasegate network even though the second one was up and running.
After repelling the attack i had to scrap the 2nd phasegate and build a new one to get the planet connected again (don“t know if building a new one would have sufficed).

This is definitly not right!
Reply #333 Top
Will there be a single-player campaign in the box release? While playing sandbox maps is fun, I'd like to find out more about the story behind each of the three races. (ir what is chasing the Vasari?)
Reply #334 Top
We don't really know. The devs said the game won't have a campaign in a traditional sense, but that could mean several different things. We have not been able to extract any more info out of them, they like to torture us with little tidbits here and there, and keep most of the stuff under wraps :P
Reply #335 Top
How about giving a colony ship a chance to run away if it gets into system with enemy ships...it looks sensible, 'couse ships don't look like midless drones that way and brings an element of surprise...=) Why the heck should the colony ship rush in into attack of any enemy he sees????? Thats just not realistic att all!
Reply #336 Top
... i THINK what he's saying is that colony ships shouldnt automatically run at the enemy when they jump into a grav well... the alternative is to turn colony ships to hold position and they wont move from the spot they jumped in to. the problem with that is they wont autocolonize then. iunno if blair has fixed this or not, but he said it was an intentional error or something liek that
Reply #337 Top
Colony frigs are too brave. Atleast brave little toasters can fight...
Reply #338 Top

How about giving a colony ship a chance to run away if it gets into system with enemy ships...it looks sensible, 'couse ships don't look like midless drones that way and brings an element of surprise... Why the heck should the colony ship rush in into attack of any enemy he sees????? Thats just not realistic att all!
End of quote

You now have the ability to set whether units auto attack or not independant of their auto engagement ranges. Colony ships should probably not have auto attack by default :P

Reply #339 Top
still, they should come out with their autoattack off.
edit:
or, more precisely...
what you just said!
Reply #340 Top

We don't really know. The devs said the game won't have a campaign in a traditional sense, but that could mean several different things. We have not been able to extract any more info out of them, they like to torture us with little tidbits here and there, and keep most of the stuff under wraps
End of quote

What we mean is that there is a lot more to the sand box mode then moving ships around and blowing stuff up. Things like discovering artifacts, planet bonuses, diplomacy, objectives, etc come to mind. Each release we reveal/test a bit more of it and there is more to come.

Reply #341 Top
so...

no story mode?
Reply #342 Top

so...

no story mode?
End of quote


:SNIFF!:
Reply #343 Top
==Colopny ships question==

Why not make them to try and return? it would make game a bit mor seem like real space empire and not like strategic battle simulation in some space empire command center!
Reply #344 Top
Gameplay note:

I didn't know it because most of my games have been 1v1, but there is a fairly large difference in gameplay mechanics between smaller games and larger games -- in a smaller games, the crushing steamroller doesn't work half as well as it does with larger number of players, I don't know why. (No one has ever pulled that kind of crushing steamroll against me before, and the only time I've seen it before was in early beta 3...). Just a tidbit of information to help frame the steamroller debate, because I'm now in agreement that there *is* something a little off, if only in larger games.
Reply #345 Top
so...

no story mode?
End of quote
Big assumption there. The devs said it wouldn't be a campaign in a traditional sense, so maybe we should wait for the big unveiling to know for certain if there will, or won't, be a story mode. ;)
Reply #346 Top
wasnt this


We don't really know. The devs said the game won't have a campaign in a traditional sense, but that could mean several different things. We have not been able to extract any more info out of them, they like to torture us with little tidbits here and there, and keep most of the stuff under wraps


What we mean is that there is a lot more to the sand box mode then moving ships around and blowing stuff up. Things like discovering artifacts, planet bonuses, diplomacy, objectives, etc come to mind. Each release we reveal/test a bit more of it and there is more to come.

End of quote

the big unveiling???

Gameplay note:

I didn't know it because most of my games have been 1v1, but there is a fairly large difference in gameplay mechanics between smaller games and larger games -- in a smaller games, the crushing steamroller doesn't work half as well as it does with larger number of players, I don't know why. (No one has ever pulled that kind of crushing steamroll against me before, and the only time I've seen it before was in early beta 3...). Just a tidbit of information to help frame the steamroller debate, because I'm now in agreement that there *is* something a little off, if only in larger games.
End of quote

well you didnt exactly count the time where you conveniently "disconnected" just as my fleet was about to being laying siege to you...
Reply #347 Top

well you didnt exactly count the time where you conveniently "disconnected" just as my fleet was about to being laying siege to you...
End of quote


If your implying I pulled the cable... don't.

But your right, you probably would have done quite a bit of damage in that game (if not won). But it wasn't the kind of one-sided steamroller I saw in the game I just had.
Reply #348 Top
obviously, the "teamsteam" is far too OP as of current.
If your implying I pulled the cable... don't.
End of quote

all I'm implying is that you were remarkably lucky in a rather advantageous way...

naw, just kidding Ron. I trust your integrity, although considering how close my fleet was to your planet, you HAVE to admit I get to make some insinuations.
Reply #349 Top
You do have a point Schod. It was a really ... interesting timing.

Oh, and it wasn't a D/C -- as I recall, i crashed, hard, without a stinking minidump as was SOP (I think the problem is smart exception "grabs" the dump so I can't find it unless I remember to look at smart exception after the fact...).
Reply #350 Top
New rumor the game has a drop switch when everything is going wrong for you. You can call it pity, but I think its a huge elaborate conspiracy that traces its way all the way back to the Civil War.

Yea, thats right :P

I wish i played this game more often.. :(