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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!

352,341 views 579 replies
Reply #451 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.
End of quote


Mmmm.... Apples and oranges since the mechanical rules for both apply equally and only the stresses are different as I understand things.

Moreover my suspension of disbelief simply cant around the elemental physics (theory I know) involved and the quirky nature of needing something in space to create a protective shield to protect a planet from space attacks. If the station was within the shield I could accept that but being outside the shield simply seems absurd.
Reply #452 Top
Well, you could try to make the arguement that atmosphere depletes shields (since it would be like a continuous attack on the actual energy/charged particle field). That might be a good reason for why the shield emmiter can't actually be inside the planet's atmosphere.

However, if that is the case, then asteroid and dead asteroid planets would be ideal for a ground based shield generator since they have no ( or only trace amount) atmosphere.
Reply #453 Top
I was thinking of that as I was reading your comments. Moreover the shield generator can simply generate a shield that covers a near planet range above the atmosphere of which it is inside off. So again I'm back to the beginning question of why must the SG be outside of its protective area? The humanity of it all...
Reply #454 Top
We wanted a 3D object in space that could be seen and attacked.
Reply #455 Top

We wanted a 3D object in space that could be seen and attacked.
End of quote


The obvious reason as I assumed; not that anything is wrong with it. The entire dynamic just simply seems to go against what I understand to be possible in the Sins universe based on the lore that is all. Personally speaking from a game play perspective I think it does a disservice to the defensive aspects but that is my opinion. I guess if it was called an "orbital planetary defensive command center" and a prerequisite for the shield instead it being named "generator" then I would have no issues per say for what its worth.

Reply #456 Top
again where is your support that any of this is "lore" based???
Apples and oranges since the mechanical rules for both apply equally and only the stresses are different as I understand things.
End of quote

the principles are the same, but the needs are very different. you would not build a quarter mile tall building without giving it grounded support would you? how about an embedded lightning rod, would you use twigs or metal and concrete?

you should get the point right... about...
now.


you could justify this in a zillion ways, that the atmosphere depletes shield generation, that you dont have a sufficient view of the sphere over earth to project from the surface, you could claim that the distance from the emitters to the shields would be an issue, or that convexity of the energy shield at such a distance would be impossibly unstable, maybe you need a more accurate system so that you aren't blocking your own gravity elevators from working etc. etc.
Reply #457 Top
would it be possible to change the trade value we get when holding over available credits to a per second basis? I am aware that it is fluctuating, the number can reflect that, but it feels strange having all resource income (and dmg, restore) rations on a per second average and trade income not. also helps to evaluate benetits from upgrading planets vs building more trade stations.
Reply #458 Top

would it be possible to change the trade value we get when holding over available credits to a per second basis? I am aware that it is fluctuating, the number can reflect that, but it feels strange having all resource income (and dmg, restore) rations on a per second average and trade income not. also helps to evaluate benetits from upgrading planets vs building more trade stations.
End of quote

Consider it done (because it is :P)

Reply #459 Top
The problem with that is that we only receive the money when the trade ships actually reach their destination, and I personally prefer it that way. I wouldn't want the trade ships to generate income on a /sec ratio.
Reply #460 Top
I wouldn't want the trade ships to generate income on a /sec ratio.
End of quote


They aren't generated on a per second, but its converted into an average per second for display purposes.

Edit: I mean he's not asking for them to be changed, but rather to be displayed as.

Edit: I just noticed something odd in a game -- my repair center uses its repair ability automatically, but no units in its vicinity get the generated repair -- I think its trying to use it on incomplete units.
Reply #461 Top
exactly, my point was that I think damage is also not dealt equally over time, but displayed on a per second basis, so I saw it as a logical conclusion to extent the widespread format to trade income also.
Reply #462 Top
but no units in its vicinity get the generated repair -- I think its trying to use it on incomplete units.
End of quote


actually, it will use it on units that already have full health, posted it on either technical or gameplay feedback a while ago <3
Reply #463 Top

actually, it will use it on units that already have full health, posted it on either technical or gameplay feedback a while ago <3
End of quote


O.o Then why is it that I ever have antimatter in storage?
Reply #464 Top
im pretty sure it only happens when theres an enemy in the system, but maybe its also when theres ANY unit with not full health, but ive had it constantly heal units that had full health (was tradeships mostly) while my half life cappy was just kinda sitting there XD
Reply #465 Top
Someone might have allready sugested it or you might be able to do it already and i just havnt figured it out yet. But wound't be realy cool and not require much allteration to make it so you can build building on the z axis aswell.
Reply #466 Top
We won't be implementing this. It's come up lots before, just do a search. ;)
Reply #467 Top
So far so good really liking the beta....although I do cry a little inside when i think that there will be no story/campaign mode. I want back story

*sniffle*

In any event i think Ive just abut got the TEC down and ill be going online soon.

who on here is gona break my noob cherry and whoop me good ?



how long are the average 1v1 online games taking. My guess is 45min-1hour


oh and in the box...pleeeease tech tree poster for my wall...all 3 factions on 1 side...puh-leeeese
Reply #468 Top
So far so good really liking the beta....although I do cry a little inside when i think that there will be no story/campaign mode. I want back story
End of quote


Who told you that?

There will be a story mode, just not a campaign in the traditional sense. What that means, no one (yet) knows.


who on here is gona break my noob cherry and whoop me good ?
End of quote


I'm always interested in wooping people. Quite the sadist am I! (And I usually give a decent rundown on things you did wrong).
Reply #469 Top


I'm always interested in wooping people. Quite the sadist am I! (And I usually give a decent rundown on things you did wrong).
End of quote


No ego there, no sir. ;p

Reply #470 Top
There's lots of lore and backstory in the game manual as well (finally finished it!). :)
Reply #471 Top
There's lots of lore and backstory in the game manual as well (finally finished it!).
End of quote


The manual su.. er, I mean, how big is it? :P

I might be old fashioned, but I always liked those big book type manuals that you can actually read through for enjoyment. So many games today just come with "This is how you install, here's the briefest possible overview of your units, have fun playing!"
Reply #472 Top

There's lots of lore and backstory in the game manual as well (finally finished it!).
End of quote


I hope there is a high resoultion PDF version for all us digital downloaders. :D
Reply #473 Top
I'd like to put my request in for a large and extremely detailed manual... My biggest gripe with Stardock and GalCiv2 is the extremely light manual. What's there is good and well written, just not enough. Any game that requires me to spend hours and hours hunting for information online in order to learn how to play or to even know what's available in the game, is a bad bad idea in my opinion...
Reply #474 Top
So far so good really liking the beta....although I do cry a little inside when i think that there will be no story/campaign mode. I want back story


Who told you that?

There will be a story mode, just not a campaign in the traditional sense. What that means, no one (yet) knows.


who on here is gona break my noob cherry and whoop me good ?


I'm always interested in wooping people. Quite the sadist am I! (And I usually give a decent rundown on things you did wrong).


I deleted the email but i was told (by i believe Blair?...that there would be no campaign but rather random evens that help develop the story.....) I'm sayig FMV's!!!
Reply #475 Top
oh and if you can meet me on here (this board) 9PM central time tonight...from there we can play online....i warn you im a noob online but I can beat the AI....on hard!




lol