Yarlen Yarlen

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!

352,335 views 579 replies
Reply #301 Top


I think he's referring to the empire tree on the side. The way I understand it, he's suggesting that if you have the right psidar rank researched, the enemy ships would show up on the empire tree as if they had already arrived at the planet, even if they're still mid-phase jump, so that you could see their exact numbers/composition as well as know exactly what planet they're jumping to without having to zoom the map out far enough to catch a glimpse of the right phase lane.
End of quote


EXACTLY
this is what i wanted to say with my poor english(we need this forum in german)

Ah and another one, some ships disapper to fast when the explode.
It looks like:
ship
no ship
explosion

The explosion seems to come out of nowhere and i only noticed that at little ships.
Reply #302 Top

I think he's referring to the empire tree on the side. The way I understand it, he's suggesting that if you have the right psidar rank researched, the enemy ships would show up on the empire tree as if they had already arrived at the planet, even if they're still mid-phase jump, so that you could see their exact numbers/composition as well as know exactly what planet they're jumping to without having to zoom the map out far enough to catch a glimpse of the right phase lane.
End of quote


That makes more sense... especially given how impossible it is to actually gauge an incoming assault force with the current "corona" effect blocking your view.

Reply #303 Top
I agree, it might make psidar more appealing to research, as it is it's easier to just drop a scout one/two jumps ahead so you can see the enemy jumping in and have even more time to react (if you spend a lot of time zoomed out, anyway, since you won't get audio warnings).

It might create some confusion (especially for the 2-jump psidar) if large fleets start showing up on the empire tree while still 2 jumps away (and might not even end up attacking you). Perhaps add "En Route" and "In Battle" labels so that people wouldn't panic/get confused thinking there's already fighting when there isn't.
Reply #304 Top
a command idea: since we can order research when our labs are only being built and can build ships when they are still being researched and so on, it would be nice to do the same thing with abilities. what I mean is, why should I be able to give the order to ... say lock down that specific ship only when I have the required antimatter. if I don't put autocast abilites on hold, continue last orders and as soon as enough am is available execute the order. reduces the "timed to the second" syndrom. and I don't think this is already in, but the game has soo many neat things, stuffed somewhere that one might always slip.
Reply #305 Top
Hi all,
I saw the gameplay video (WWW Link).
I notice that the ships destroyed disappear, but if remain a debris convertible to resource?

Bye
Reply #306 Top
I'm sorry Olimar, but you are not being very clear. What is it you are trying to ask?

Assuming I'm understanding that its about debris, there is no harvestable debris in this game (so far), but the Vasari have a researched ability that allows them to recover resources when they destroy enemy structures and capitol ships.
Reply #307 Top
I'm pretty sure that this has been mentioned in previous phases of the betas but since it is still an issue I think it bears repeating:

When a capship is set to "hold position" and you right click on a hostile planet, instead of bombing it, the ship will translate that as a move order: "move to planet." This is pretty irritating when you forget that a ship is set to hold position and you want it to bomb that planet.
Reply #308 Top
Hi all,

hmm... I just had my first MP game this evening, (I did horrible ) .. but .. there were some features that I needed, that could have save something. I needed badly the ability to destroy structures to get some logistic slots, so I could build my self a factory on my secondary planets, I had some factory planets, but when they were destroyed .. well ..

You guys think it would be hard to add this self destruct ability into the game ?

(I had plenty of resources but no way of making them, it would be bad if our future strategy is to take out factory planets of our enemies knowing they can not answear back, because of fully developed planets .. but .. maybe I am overlooking a feature here somewhere, I just preordered the game. .. please inform me if I am

It would also be nice if you had a way to "spy" on your enemy ... it could give you information like what relation your target has with other participants and even ship slots and number of planets owned, in a other word, a little overview, it would help to make a enlightened decision of attacking... and probes of some sort, that gives me the ability to see the explored planets a little longer ..

before I get flamed for my english, I would like to point out that it is not my native language.

Thank you for reading,
Arkanuz,
p.s. (please add me on the beta 5 list )

Reply #309 Top
There is a scuttle button (mapped to 'H' I believe). You select a structure and then click on the little red bar at the bottom-center of the UI.


The TEC also have a "probe" ability that can be researched for their scout frigate. This ability plants "remote sensors" at a planet and grants vision of it for a period of time after your scout has left the planet.
Reply #310 Top
I'm pretty sure that this has been mentioned in previous phases of the betas but since it is still an issue I think it bears repeating:

When a capship is set to "hold position" and you right click on a hostile planet, instead of bombing it, the ship will translate that as a move order: "move to planet." This is pretty irritating when you forget that a ship is set to hold position and you want it to bomb that planet.
End of quote


It's more complicated than that, actually. It's only a move order if the planet is outside the engagement range for the stance. On hold position, it'll actually be an attack order if the planet is within range when you give the order. On 'local area', if they're slightly outside bombard range but within the 'local area', it'll also be an attack order. Otherwise, it'll be a move order.

In any case, yeah, I wrote it up a while back, after eet observed the same thing and I ran the tests.

The TEC also have a "probe" ability that can be researched for their scout frigate. This ability plants "remote sensors" at a planet and grants vision of it for a period of time after your scout has left the planet.
End of quote


In addition, the Antorak Marauder (Vasari capital) has a better equivalent of the TEC's probe, it actually slows down planetary production while also spying on it, and in late game the Vasari can research a tech that shows ALL phase traffic on the entire map :P
Reply #311 Top
you know, maybe the scuttle function should be more accessible. I understand, you dont want people accidentially pressing it, but seeing how many people miss it, it seems it is just too easy to miss in the first place. how about,if you make it more central, you have to give a confirmation? in hw you could press crtl s and then you get a (imo uber cool) warning to confirm the order by pressing again.
Reply #312 Top
you know, maybe the scuttle function should be more accessible
End of quote


Well, it's also mapped to the 'H' key :P With a redone tutorial that will hopefully mention it, shouldn't be too bad ;)

I don't really want a confirmation just because right now you can only scuttle one unit/building at a time, so if you want to scuttle 20 ships or buildings for one reason or another, instead of 20 button presses you'll now have to do 40 because each one will have a confirm :P If there's a group scuttle, then having a confirmation "You are about to scuttle # ships!" would fit pretty well :P
Reply #313 Top
There should be an option where you can set if a team can win a game or not
(If teams are set to not changeable, that option should ne set to yes).

What I mean with that is, that all players in a match could be allied, but the wont win till there is only one player left....
Ive played a three player match and allied with both, they did the same thing and we all won the match... that shouldnt be.

I hope you understand what I tryed to say :NOTSURE:
Reply #314 Top

you know, maybe the scuttle function should be more accessible


Well, it's also mapped to the 'H' key With a redone tutorial that will hopefully mention it, shouldn't be too bad

I don't really want a confirmation just because right now you can only scuttle one unit/building at a time, so if you want to scuttle 20 ships or buildings for one reason or another, instead of 20 button presses you'll now have to do 40 because each one will have a confirm If there's a group scuttle, then having a confirmation "You are about to scuttle # ships!" would fit pretty well
End of quote


accessible was the wrong word. you just don't find it very easily even when you are looking for it. and that is very much a fact considering there are always people asking for it. the little arrow loooks to much like decoration to be considered a functional icon. I agree with those multiple orders, but as you said a group scuttle could deal with it.
Reply #315 Top
The Scuttle button is going to be mentioned in the manual and probably in the revised Tutorials. If someone still misses it after that, it's their fault. :P
Reply #316 Top
1. More descriptive info on the ship design research. This is only a minor annoyance because I am new to the game and will eventually learn what each ship does but it would be nice to know details about the ship design that I am about to research. Right now it just says the name of the ship so I end up having to go back to the ship yard and mouse over the ship to get the details there, then over to the research screen again.

2. Does anyone else feel the scale is disorientating at times? I'm all for having a wide range in size between units but all ships seem a bit too small overall. I think ship the ship to planet comparison is fine. In non space games its easier on the eyes because you have the land back drop as a reference. However in space like in Sins, you judge size according to objects such as planets, asteriods, and other ships instead of the background. Plus you have to consider your perspective for example how close can the ships get to the planet determines how large the planet appears in comparison. My main gripe about this is watching space battles. It just feels disconnected because when your zoomed out just far enough to see both sides before they turn into icons, the ships are way too tiny and when you zoom in, you see one ship up close and your shooting at a dot off in the distance.

The game is still great though!
Reply #317 Top
1. More descriptive info on the ship design research.
End of quote


I believe it was mentioned officially that the research/diplomacy UI is getting some loving. I don't know what exactly will change, but in general there has been a lot of feedback about info cards and such lacking in the description department, so making an educated guess, I'll say that the more info part is something we have a good chance of seeing :P
Reply #318 Top
2. Does anyone else feel the scale is disorientating at times?
End of quote


No. The "grid" backdrop for grav wells needs to be made consistent to the size of the boxes, not the size of the grav well (AKA: atm you get X by Y units on all grav wells, regardless of size, they should change it so each box represents X units and the grav well gets more / less boxes depending on size) but thats about it.

but all ships seem a bit too small overall.
End of quote


What? The ships are freakin' huge!

I think ship the ship to planet comparison is fine.
End of quote


./faints dead away!
Reply #319 Top
Yeah, bigger planets and stars (and associated grav wells) are what most of us wanted.
Reply #320 Top



I think ship the ship to planet comparison is fine.


./faints dead away!
End of quote


Mistake on my part, I meant to say they are not.

Hopefully like in other games, changing the scale of objects is one of the easier things to mod.
Reply #321 Top
Hi, i've started to play beta 4 only couple of days ago so not much at the moment but still couple of things:
1. Sci-fi-wise, i guess it's unlikely that any star empire would upgrade their frigates, cruisers, and battleships, but forget of upgrading their fighters, don't you think?

2. Also i guess alot of gamers would not only like to see their empire grow size and might-wise, but also would like to see their new technologies be represented visually, couple new turret-ports, or shield lights changes appear after new tech research would be sooooooo nice to see!!! This is also valid for planet developement and battleship level-ups. =))))

3. More random events please...pirates don't last long, you know! =) Here is a couple ideas....wander-in higly advanced alien space-ship with strange techs onboard which you can research if only you could defeat (or maybe even befriend) it!
Space creatures!!!! Wandering asteroids(lost space stations of unknown origin in long forgoten and seemengly empty sectors(found only by scouts with special eqipment for example)) - capture them and use for your own good! Maybe even large space objects(dead planets or stars passing by and brinig wealth or destruction). Solar flares!!! Bursts of space radiation! (These would force you to look more cearfully after you planet defence upgrades in early part of the game).

More to come, thank you for listening!

P.S. Anyone thought that normally spaceships in this kind of thechnological level sci-fi books have manuvering thrusters? Err...like those of Starfury fighters in Babylon 5 or lets remember Larry Niven "Moshkits" dilogy...=) Visually watching ships using manuvering thrusters would be so awesome! Oh yesssss!!! =)

Sapienti Sat.
Reply #322 Top
Grey, it's too late to add any new features, or significantly change anything currently in the game. :P

A lot of effects in beta 4 are placeholders ;) But as far as new gun turrets, etc, we're not going to see that in release.

Random events have been talked about before, and the devs have mentioned working on making exploration more interesting and possibly adding random events, so that may still be coming and just a surprise. We don't really know, and so far they haven't revealed much ;)
Reply #323 Top
Thanx for info! Apriciated! And for the fighter upgrades? What do you think? Would you like some? =)

About the graphics, i'm not really a proggramer or digi graph designer, but still we do see quite alot of graphics changes through the beta to beta stages changing, don't we? May be some minor change can be done? Heh...at least let me hope man...there too many games which great ideas were brought down due to graphical dulleness and underdevelopement...not that i'm trying to say this one will be, but there's never too much to improve on some visual representation, you know? =))))
Reply #324 Top
Thanx for info! Apriciated! And for the fighter upgrades? What do you think? Would you like some?
End of quote


What do you mean, fighter upgrades? What more do you want?

About the graphics, i'm not really a proggramer or digi graph designer, but still we do see quite alot of graphics changes through the beta to beta stages changing, don't we? May be some minor change can be done?
End of quote


It is far to late for any major changes -- which would include graphics -- to be made; any changes to come are already "in the pipe" and being actively developed. Don't forget, they have one month to have a "more or less" finished product for Q&A, then another month past that before gold. Thats just not enough time to do anything major.
Reply #325 Top
there are weapons upgrades that affect fighters (and other for bombers I think), I'm not sure if the health upgrades affect them. maybe a "maneuverability" upgrade would work, by which they have a better chance of avoiding hits. sth to be explored, but there certainly are options in the current build.