Beta Feedback from a MP biased point of view

Hello there,

I bought the game mostly because of it's MP aspect, and after playing a few matches, I figured I could chip in my 2p here. Apologies if anything I post here has been covered elsewhere, I've tried to have a good look around the forum before posting, but nobody is perfect.

All matches have been played by two human players plus AI opponents over a LAN. Player 1 (host) has a Intel Dual Core E6750, 2GB of RAM and a GeForce 7900GS, running Windows Vista. Player 2 has an Athlon X2 4400+, with 1GB of RAM and a GeForce 7600GT, running Windows XP.


A pause button for Multiplayer?

I'm aware that there are some DirectPlay issues that will drop players if no packets have been sent for a minute, but if there is some way to implement a pause function here, it would be very useful. It became obvious very early on that we would rather keep on playing than face saving and quitting the game for any reason, be it thirst, hunger, or a call of nature.


Date/Game time stamps on savegames

Especially with the stability issues that we are experiencing with the game at this point in time, we make a lot of (multiple) saves, and often we don't actually remember which one is the latest. As far as I can tell, they don't get sorted in any kind of order (date modified etc.), so it's pretty much anyone's guess. A little something telling me when the savegame was made or how much gametime has passed at the time of saving would be grand.


Tech tree feels too... short

This concerns mainly the late game stage on larger maps I think. Building laboratories is too cheap and too easy, since the amount of spare Logistics slots that planets provide is incredible, especially later on. Techs are really rather cheap, too, and we go through them too quickly. Often we end up accidentally building too many laboratories than are actually needed to research everything, and research things for the fun of it until it's all done. I appreciate that on a small map and a quick game the tech tree is just right, but on very large maps where you want more of a 4X feel, the tech tree just makes it feel like an RTS. Too quick.

To sum up my point: On a large map, once everyone is on the same tech level, the game turns into a slugfest. No technological advantage, no taking risks spending time and resources researching into one particular area.

A solution to that might be making laboratories use more logistic slots, or techs more expensive. Or just add more techs.


Speaking of resources - there's too much of them

On the one hand, the early game is great - very few resources, you haven't got much to go around, and you can't afford to waste anything. On the other, in our last match, a 5 System FFA, in late game we ended up with more resources than we could possibly spend, even if we had tried.

I feel they should be a bit more rare. Obviously, your home system should start out with resource asteroids, but does every single planet need two or three? Shouldn't resources be hard to come by? A bit more concentrated (like in an asteroid belt) and precious?

Again, I appreciate that on a small map, this works fine - rare(r) resources would spoil it, but on a large map, losses become devoid of any consequence. A player loses a couple of capital ships attacking another player? Nevermind, spend a fraction some of your resource mountain and you get new ones delivered straight to your fleet. You want them experienced? No problem, just another fraction of your resources and you're all set.

In short, I noticed I stopped caring when I lost a CS, and I didn't like it.


Interstellar Drive - Sun choke points

I actually saw that this was covered in another post, but I figured I might aswell include my 2p here, because I think it's quite important.

Spam the Sun. That's all you have to do to defend your system, and all you can do if you want to take one. The AI doesn't do it as far as I could tell, which makes them quite easy to take out, but against a human player, it's quite hilarious. Hundreds of ships. More arriving from all over the galaxy all the time. Insane combat, crazy losses, and megabucks spent on construction (still not enough to run out though) - sounds fun in theory, but I felt that it was rather silly.

This was the point where our 5 System FFA ended prematurely - the moment where we started attacking each other. There is no way to get around this, no other way into a system but the Sun. Before I started realizing that you had to go through the Sun to get anywhere else, I was actually quite worried that I might suddenly get jumped by someone anywhere in my system, but all worries disappeared once I figured it out. Ships even get a bonus anti-matter recharge around the Sun.

Possible solutions I could think of might be to have ships actually receive damage when they orbit the Sun (it is hot), discouraging such behaviour, or allow alternative, perhaps slower travel from one Sun directly to a planet (MOO and EaW had something like this). Like it is, we almost consider this a gamebreaker on large maps. It's just plain crazy.


Anti-Missile ECM kind-of-thing?

Nearly every new weapon in this game have a counter. LRM Frigate Missiles (to my best knowledge) don't, and hence become really rather powerful/annoying. A nice addition would be to give one of the Support Capital's the ability to jam missiles for X seconds, or give the Flak Frigates a researchable ability to shoot them down. Or both.


Performance and Lag in late stage MP

This is a biggie. Everything was fine in the 5 System, 10 Player FFA, until we went outside of our first solar system. The lag and performance got worse and worse up to the point where it seriously affected our gameplay. From being unable to watch combat close-up without huge FPS hits to the game taking several seconds to acknowledge a building queue, it was pretty bad. No problem on smaller maps.


Culture - To be or not to be

This one is quite tricky I think. I do believe that culture is way too powerful - to be able to completely flip another person's planet without even moving so much as your little finger is nuts. The AI goes for it too slowly, making them pathetically easy to take over early on (house rule for us here is not to rush culture techs or spam culture). Culture also spreads beyond your own Solar System, and then on to planets that haven't even been explored/colonized yet, effectively stopping an expansionist player in his tracks because you can't colonize inside someone elses 'cultural border' (why not? the planet is flippin' empty, and if you don't like that, talk to my friend Kol over there), which makes culture spamming a completely valid and worthwhile strategy.

You have no defence against it save for your own culture, which may or may not be strong enough to prevent flipping. If you end up in a tight spot against a strong culture spammer, you have to build loads of broadcasting centres just to keep up. No options like lowering taxes or luxuries to keep people happy and prevent them from flipping. Military presence makes no difference, people happily change allegiance even if they know they are going to get blown up straight afterwards with absolutely no hope for help from the culture spammer. How do you take over a culture spammers solar system anyway? I'm scratching my head thinking about that, because it'd be quite impossible to get a foothold anywhere, since you can't colonize inside his cultural sphere. Do I really have to annihilate the solar systems population to reap the benefits?

Wouldn't it be better if *planets* spread culture from the very start instead of the broadcasting centres (they could "amplify" it instead perhaps), based on the amount of population a planet has. Instead of just wholesale flipping a planet and hence making it impossible to colonize inside 'enemy' culture, perhaps it could increase the risk of rebel incursion (maybe via Insurgency tech, an otherwise pretty useless tech), or make it possible for a Capital Ship to create an Insurgency via special ability (i.e. Incite to Revolt), or enable a friendly take-over (maybe just by putting up less of a fight when being bombarded?) of a planet once planetary defences have been dealt with. Something like that anyway.


That's all I can think of right now . I really hope I don't come across like I hate the game, quite the opposite. There is a big chance that I could love this game, to fill in the rather large void that the lack of a decent modern MP 4X/RTS has created.

We'll keep on playing at any arte.
4,707 views 21 replies
Reply #1 Top


A little something telling me when the savegame was made or how much gametime has passed at the time of saving would be grand.
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Fixed in our version.


Possible solutions I could think of might be to have ships actually receive damage when they orbit the Sun (it is hot)
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Interesting idea


Nearly every new weapon in this game have a counter. LRM Frigate Missiles (to my best knowledge)
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Fighters counter LRMs as they have light armor.


You have no defence against it save for your own culture, which may or may not be strong enough to prevent flipping.
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The info card for capitalships tells you that they counter enemy culture around any planet they orbit which is an abstraction of the idea that a local garrison exerts more influence than outsiders. The culture model is slightly changed in our version but be warned: the Advent are extremely powerful in this regards. Scouting to see if someone is taking this route is important. You have to either race to counter it or form strike teams to take out the source. This is one of the specific roles intended for scouts with timed explosives (anti building damage).

 

Reply #2 Top
but that tech is so high... and culture so low
Reply #3 Top
Kudos for the reply.


Fighters counter LRMs as they have light armor.


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Fighters and Bombers do not often target LRM's by default as far as I can tell (fighters usually target fighters/bombers, and bombers seem to go for bigger fish instead). Micromanaging them strikes me as something I wouldn't want to do, because fighters should intercept other carrier strike craft (which they do automatically), and bombers indeed should attack other capital ships (which they do, again, automatically). Not to mention that flak frigates eat them for breakfast.

My main point is that building LRMs by the bucketload can be extremely devastating and hard to counter due to their long range, especially if coupled with decent cover (Light Carriers, Flaks, etc.). An effective ECM (researchable?) doesn't sound too farfetched, does it?



The info card for capitalships tells you that they counter enemy culture around any planet they orbit which is an abstraction of the idea that a local garrison exerts more influence than outsiders. The culture model is slightly changed in our version but be warned: the Advent are extremely powerful in this regards. Scouting to see if someone is taking this route is important. You have to either race to counter it or form strike teams to take out the source. This is one of the specific roles intended for scouts with timed explosives (anti building damage).
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It slipped my mind how much it actually counters enemy culture but I remember it as being rather little, which would mean having several (precious) capital ships garrison one system. Culture spreads beyond that one system, and you end up requiring Caps all over the place. They are the only thing that has a very low build limit, and using them for something as trivial as garrison duty strikes me as a bit OTT. Not to mention that you wouldn't have enough of them, especially in early/mid game.

Culture spamming would still be very viable, since the amount of Logistics slots that you can spare for the broadcasting towers is very high - which means you can build a lot of them. Taking one or two out with a fast (i.e. vulnerable) strike team sounds sensible and cool, but five or six per planet? Spread over an entire Solar System? Or two? Like I said, culture spreads beyond your own solar system, albeit more slowly. And to top it off, they are easily and quickly replaced by plentiful resources, and advanced techs make building planet improvements a doddle.

Culture just strikes me as way too powerful, making it almost a definite requirement to rush for against a human player if you don't want to get hammered and lose all your planets without a fight. But on the other hand, if you have any AI in your game, rushing for Culture just seems like a lame way to beat them.

Just seems a bit crazy, that's all.

Reply #4 Top

Nearly every new weapon in this game have a counter. LRM Frigate Missiles (to my best knowledge) don't, and hence become really rather powerful/annoying. A nice addition would be to give one of the Support Capital's the ability to jam missiles for X seconds, or give the Flak Frigates a researchable ability to shoot them down. Or both.
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A dev once said that fighters and flaks set to "local defense" around defenses will shoot down incoming missiles -- not sure how to use that "on the go" however.
Reply #5 Top
shouldn't light frigs make toast of those lrm's if you manage to get in close enough, for example by jumping them at the gravwell border?

hot sun idea does sound interesting though.

concerning the tech tree: how big are "very large" games in your mindset? I mean you could make some of those weapons/ shields upgrades more or less infinite, but with an exponential increase, so that costs are just astronomical. that could give everybody at least some research even in the largest of games. of course, totally new techs and abilities seem unrealistic.

agreed, culture does need some twist to it, I posted something in another thread for that. capship counter is a good start, but it doesn't strike me as that large to make a noticeable difference. on that note, is culture spread not already codependant on planet population? I had the impression that from a highly developed terran world it spread fast than from an asteroid world, even with equal stations.
Reply #6 Top
Fighters counter LRMs as they have light armor.
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I'm sorry blair but that simply is not good enough, fighters can cost extreme ammounts for even a few ships, and the LRMs are capable of taking out whatever is threatening them for far cheaper, far quicker, far more easily.
be warned: the Advent are extremely powerful in this regards
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A dev once said that fighters and flaks set to "local defense" around defenses will shoot down incoming missiles -- not sure how to use that "on the go" however.
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I heard so to, but still you would need zillions of fighters to do any sort of moderate defense against a LRMs rush.
shouldn't light frigs make toast of those lrm's if you manage to get in close enough, for example by jumping them at the gravwell border?
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nope...
light frigs (at least for the vaz, I dont think its a problem for the TEC) are way outmatched by LRMs
Reply #7 Top
Yeah, 5/4 isn't too painful, but 7/4 with splash damage is instant death. Although vasari at least have options for increasing their odds like jumping further in, from odd directions, all that stuff. Once you get them up there in numbers though, there is no counter to them.

Its great that we have shield mitigation in the game, because that might actually be the cure for the problem. Get it high enough, as splash damage missile spamming is a lot of impacts, and you'll fix the issue and let the sheilds put out long enough on the little guys to get them up close and personal.
Reply #8 Top


concerning the tech tree: how big are "very large" games in your mindset? I mean you could make some of those weapons/ shields upgrades more or less infinite, but with an exponential increase, so that costs are just astronomical. that could give everybody at least some research even in the largest of games. of course, totally new techs and abilities seem unrealistic.

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Very large, as in 10 players, five solar systems (as big as it gets currently). We both had our tech tree completed by the time we conquered our own solar system completely, which meant that anything after that was just a matter of numerical superiority. Like I said above, it takes the edge out of things.


on that note, is culture spread not already codependant on planet population? I had the impression that from a highly developed terran world it spread fast than from an asteroid world
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It might, that's not what I meant though. I think that you should spread culture from the start of the game, even if you don't build any broadcasting centres, albeit very slowly. This avoids any 'surprise' attacks with cultural influence (like quickly building 5+ Broadcasting Centres/Media Hubs on a border Planet) which just screw you up and make you want to smash something. This 'take out structures with scouts' strategy I see being suggested doesn't strike me as very useful, since it takes, what, five minutes at most to completely replace any destroyed structures? So if a multiple planet/system effort is made for cultural victory, I have to send out dozens of scouts every five minutes to avoid this?

Please bear in mind that I am writing here from a very multiplayer biased point of view (hence a new thread), which means that when it comes down to it, human players will go the fastest route to victory.

The AI does not seem to research culture techs as a priority, which in turn means that any humans vs. AI free-for-all where human players rush for culture techs (if one does it, the other has to counter it), the AI is hopelessly clueless and gets taken over without much of a fight. Whereas if you do not rush for it, you have to counter the AI as soon as they start spreading influence.

It seems terribly broken. A big win button if you use it, and an annoying appendix to your gameplay if you do not.
Reply #9 Top
This 'take out structures with scouts' strategy I see being suggested doesn't strike me as very useful, since it takes, what, five minutes at most to completely replace any destroyed structures?
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Its a counter to being rushed, I think. Which really doesn't help much anyway given the tech level required for the ability!
Reply #10 Top

On the sun issue, I posted something like that..

I feel the sun is too big a object in the battlezone its in. Thus it becomes a too big obstacle for the AI to work around..and it favours carriers heavily as fighters can move across.

This place is to be probably -the- main battlefield of the game..and should have wastly bigger field of battle to play on.

Please make it so

Janster
Reply #11 Top
It would be nice to have a larger field to play in. I like the size though and it already takes forever to get through it... Probably a lose/lose/lose situation for me, leave it alone, make the area bigger and make it take longer, or make the sun smaller and have it look funny having a huge gravity well for something the size of a planet. It's terrible.
Reply #12 Top
Thus it becomes a too big obstacle for the AI to work around..and it favours carriers heavily as fighters can move across.
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I don't think its so much "too big an obstacle for the AI to work around" as there's currently a flaw in some aspects of pathfinding.
Reply #13 Top
maybe not, but the battlefield itself is just too small for the sheer magnitude of the fights going down there.

Janster
Reply #14 Top
The LRM spam rush is extremely overrated. I haven't lost a multiplayer game in a long while now and ONE of the reasons is that players rely too much on LRMs. Cobalt and fighter combos wipe the floor with them.
Reply #15 Top
It's like I pointed out in another thread. If someone masses capitals, the best/easiest/most effective way to take them out is with LRMs, the more the merrier. But cobalts/skirmishers (anything that you can have in similarly equal numbers) will beat those LRMs.

LRMs are good spikers (good damage, slow rate of fire), and they are brutal for taking out priority targets. But when faced against a lot of small ones, they are much less effective, because even if they can one-shot kill with an alpha strike, that's one frigate out of many and the total firepower suffers little.

Vasari missile frigates have an even harder time, since they don't have much of a range advantage! They can't even shoot defenses safely out of their range and have to get pounded by them
Reply #16 Top
Yeah, LRMs are pretty good if your opponent is doing capital spam.
Reply #17 Top
LRMs are 'pretty' good if your enemy is doing cap spam, but are always too good, afais there isnt any solid counter, fighters fail, defenses fail, healing plats fail, LRM frigs fail (unless outnumbering or outteching, obviously its otherwise a standstill) light frigs fail, heavy frigs fail, the works.
Reply #18 Top
No solid counters??? Fighters and cobalts kick LRM ass! Unless the LRMs seriously outnumber you, they will all die.

I've won quite a few multiplayer games in a row now against LRM frigate spammers.
Reply #19 Top
to be honest I haven't tried a fighter spam, but I know for certain cobalts dont work, or at least the Vaz analog doesnt.
Reply #20 Top
It's not an lrm rush that kills you.

10 lrm are no big deal, even against five vasari light frigates they aren't going to be a big problem. TEC rip them a new one at 8/10 no questions asked. It's when they have the range upgrades and splash damage that they go from easy to kill with cobalts to invincible.
Reply #21 Top
when we're speaking of 30 cobalts v 40 LRMs that extra 10 are a VERY big deal.
It's when they have the range upgrades and splash damage that they go from easy to kill with cobalts to invincible.
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this just makes it much worse.