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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!

352,825 views 579 replies
Reply #426 Top
The Pink Pony training camp should have put Schod on the AI treadmill to toughen him up a bit more

In a way, it is too bad. It would have been kind of fitting to have Ruin versus Schod.
Reply #427 Top
One thing i did figure out is how to stomp the med. AI. I wasn't being aggresive enough as I was turtling looking through all my options, last game I won with one capitol ship 2 mlt bases and 1 civ base. I controlled 1 planet and one astroid.....game took about 20 min.
Reply #428 Top
The Pink Pony training camp should have put Schod on the AI treadmill to toughen him up a bit more
End of quote


Schem's untrainable... we've tried everything.
Reply #429 Top
*cough* lost pathetically in the first round of the tourny *cough*

damn malaria...
Reply #430 Top
*cough* I dropped *cough*

Man, I think you gave it tom me...
Reply #431 Top
heh, so you ragequit !

not to mention you cower in fear at my name.
Reply #432 Top
Which would make that you ragequit twice then :P

Oh yes, and the fact that it changes almost as much as Brittany Spears forgets to wear her panties.

But this really isn't about us.
Reply #433 Top
Which would make that you ragequit twice then
End of quote


uhhhh....

Oh yes, and the fact that it changes almost as much as Brittany Spears forgets to wear her panties.
End of quote


uhhhhhhh......

But this really isn't about us.
End of quote


WHHHHAAAAAAAAAAAAAA?!

and now to be blair, "since i hate removing anything from the forums, i moved this to a more appropriate thread, please try to stay on-topic next time ;)"
Reply #434 Top
I was playing a game this fine morning, and in addition to a crash in the first one, I had some problems with bombardment in the second one -- I'd right click on a planet and get a green move line instead of a red attack line, and if I manually selected attack and tried to click on the planet, I'd get an error reply, something to the effect of it not being a valid target.

Then it'd turn around and start working again... don't know why this was happening, but it was annoying.
Reply #435 Top

I was playing a game this fine morning, and in addition to a crash in the first one, I had some problems with bombardment in the second one -- I'd right click on a planet and get a green move line instead of a red attack line, and if I manually selected attack and tried to click on the planet, I'd get an error reply, something to the effect of it not being a valid target.

Then it'd turn around and start working again... don't know why this was happening, but it was annoying.
End of quote


you sure they werent on hold position? you get a green move line when you then click on a planet, yet when they arrive they start autobombing anyway. that the manual attack command didnt work is strange though.
Reply #436 Top
What Shadowhal said! :P If you use hold position/local area and the planet is outside bombard range, bombard orders will just be treated as move orders (reported previously). It's possible that the behavior somehow labels the planet as an invalid target for bombing, since generally you can order attacks on everything else while in those stances and they'll be proper attack commands.
Reply #437 Top
Just a suggestion about the Planetary Shield generators.

As they are now, nobody really bothers to research them or use them. They cost a lot to research, they require a large number of labs, and they are exclusively defensive structures. Yes, I agree that they have some use, but only in very large games.

However, they would actually become useful IF they were given the Dunov's shield restore ability AS WELL keep their present ability to protect planets.

Since they don't have shields themselves, they don't suffer from the same imbalance that Dunov packs have shown when they recharge each others shields. However, to prevent them being easy pickings, their armor, and health will have to be increased. Or, you could simply seriously increase the ability of their shield restore to about half the gravity well (makes sense because they can protect the planet from half a grav well away).

This might go a ways towards addressing the serious imbalance between Vasari top level research (Phase Gates & Returning Armada) and TEC top level research (not even close to being as good).

It even makes Lore sense, as the Vasari don't bother with Planetary Shield Generators since they don't really care about planet's as much. Besides, they prefer to use mobility (phase gates) to protect their Empire.

Let me know what you think.

Reply #438 Top
Eh, personally Para, I think shield generators need to be better protected period. Shields, extra HP, armor, something. They're moderately useful, but they go down way to easily -- they should be as tough as, if not tougher than, hangars or gauss turrets.
Reply #440 Top
I don't know, to me the shield generator seems to be an anti-superweapon thing more than anything else. Maybe to protect against Krosov/analog "rushes" (with little direct firepower with which to destroy the generator).. I suppose depending on how defenses are set up, it would also reduce the effect smaller fleets can have on the planet if they manage to sneak around the main defensive line and into a free bombardment zone, because any fleet capable of breaking through the defenses can just as easily destroy the shield generator no matter how much hp it has before bombing the planet into oblivion :P

But given its tech level, it still seems like an anti-superweapon thing :P
Reply #441 Top
I know this has been discussed before but I'll voice my opinion again since the topic has been brought up again. Count me as one who does not like the shield generator being in space. Call me crazy but it seems so against the tech in the game.
Reply #442 Top
Yeah, I've always wanted there to be a planet based generator. Maybe they could allow it as an additional upgrade available only for Terran planets that have reached a high enough upgrade level of population/emergency infrastructure.

Don't get me wrong here, I am not saying that they should remove the 'as is' planetary shield generator. I am just saying that TEC players who have upgraded their Terran worlds AND have researched shield generator technology should be able to get an additional upgrade to make a Terran planet surface based shield generator (that can't be targetted).

Of course, the Shield Generator upgrades should have the same effect in improving the planet based shield generator.

This planet based shield system could easily be explained away that only Terran worlds have the necessary power and infrastructure requirements to operate such a device.
Reply #443 Top
spartan how exactly does it go "against" the tech of the game?

and such an object would be rather cheap, it would be a complete and total counter against krosov rushes, rather than only a partial one. not to mention it would make the novalith wacky-unbalanced.
Reply #444 Top
That is why I think it should only be available to fully upgraded Terran worlds THAT have had the necessary tech researched (can use the already present Planetary Shield Generator research and upgrades).

Asteroids and 'lesser' planets like Ice, Desert and Volcano lack the necessary power and infrastructure, and require the traditional tactical shield generator in orbit to have shields.

As a minor point, Terran worlds shouldn't get a damage reduction stacking bonus by having planet based shields AND orbital based shields.

Some might say that this is still a bit unbalanced, but just look at the Vasari top techs.
Reply #445 Top
overly complicated, and even more OP. I still dislike the idea.
Reply #446 Top
Overly complicated, and just plain odd...

Why would Terran planets have it, and not ice, volcanic, and desert again? Simply having a lesser population doesn't cut it there, Paradoxant!
Reply #447 Top
Hey I resent that...well, actually I resent Ron getting my username wrong...well, more like I am mildly amused.

Oh, right, my point. Okay, the reason why Terran worlds can support a shield generator (once they are fully upgraded) is that they have far more developed infrastructure than any Ice/Volcanic/Desert planet can achieve.

Anyway, there is logic to my argument, but I'll admit it is a bit complex.

I am really just looking for a way for shield generators not to be such easy pickings. As is, a single bomber swarm pass will wipe out the generators, regardless of defenders. Kinda makes the TEC shield generators a bit on the weak side.

Now, if the devs want to give them shields, greater armor, greater hull points or simply reduce the amount of tactical slots they take up, then fine.

I would be happy if they simply gave the shield generators a 'shield restore' ability like the Dunovs, except with a longer range (even makes logical sense that they be able to do this).
Reply #448 Top

I would be happy if they simply gave the shield generators a 'shield restore' ability like the Dunovs, except with a longer range (even makes logical sense that they be able to do this).
End of quote


How is it logical that a shield generator would restore shields? Now, if all shields could do that I might buy it, but not that. Now, I might buy it augmenting friendly shields.

Or maybe even producing a large "siege shield" type thing, where its shields act like SupCom ones, protecting anything inside a set radius...
Reply #449 Top

spartan how exactly does it go "against" the tech of the game?

and such an object would be rather cheap, it would be a complete and total counter against krosov rushes, rather than only a partial one. not to mention it would make the novalith wacky-unbalanced.
End of quote



Why have ships with self contained shields and planets that need somethign in orbit to do the same thing? Then consider all the other tech in game and it seems strange to me.
Reply #450 Top
think of it like two buildings, a 2 inch scale model made of toothpicks, and that whazzamacallit in Taiwan. different sizes, different special needs.