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Let us know what you'd like in v1.03

Let us know what you'd like in v1.03

Wow.  We're just so happy that people are liking the game.  We're also happy that the reviews are coming out very positive so far.  And, well, we're definitely happy with the sales.  It's doing even better than Galactic Civilizations II did which was really well.

Here's our upcoming schedule:

  1. Get a v1.03 update out
  2. Make Demo
  3. Start work on v1.04

We hope to get v1.03 out by the end of the month (no promises though). Ironclad (and Stardock) are pretty exhausted from the final weeks of effort and the first week of launch so resting will be done. :)

So think of v1.03 as a few key tweaks that you think would really make the game more enjoyable not just for you but other people.

Here's an example of things we're talking about right now:

  • Updated AI players
  • More Game Speed Options
  • More aggressive AI players replacing dropped players (i.e. active AI)
  • AI surrendering
  • Improvements to ICO
  • Unit cap increases

We have lots of ideas. But the key thing to remember, we want to get 1.03 out this month if possible. So sure, we can all imagine things like random events or fancier diplomacy or other things of that nature but those would take far too long to get into the game.

 

556,095 views 1,040 replies
Reply #26 Top
in reference to ICO, here is something i posted earlier: Multiplayer Filter Suggestion

here is what i posted:

It would be great to be able to filter out password protected games, games loaded from saves, and games with only friend slots available. 3/4 of the games at a given moment are some combo of those attributes. it's kind of a bummer to see a game, get all excited, and then see that it is password protected or other non random join option enabled.

thanks for a great game either way, i've never posted on a game forum as much as i have for this one. :D
Reply #27 Top
I'd love to see phase jumpers changed to this: blocks all outgoing traffic from that planet - to another world that is yours - or maybe another world of yours that also has a phase jump inhibitor. This would require more tactics in placement of a chokepoint and still allow people to run if they find they have attacked a too heavily defended planet. It will also stop the issue of ships and fleets just travelling as they please. However it might also be possible to find a route around this by using non-ownable planets maybe (ie gas planets etc) as they wouldnt have an inhibitor. if people are worried about superweapons - just remove them, as i think while they are fun to play with i'd rather get a game mechanic working properly than have them in.

Sorry if this sounds a little all over the place.

secondly i'd really like to see fleet caps more inline with number of planets owned however the more planets you own the greater % of resources your fleet can take in upkeep - so you might have space for 50 ships but they could only take 20% of your income but when you get to say 500 ships it would cap out at 70%.

thirdly - now this probably isnt to do with 1.03 - probably a later release, but a redoing of tech trees to allow people to spec differently and maybe only allow certain techs to be researched at the expenditure of others. So you might be given 8 tech points which allows you to spec certain paths, you could go deep into one, or broadly across all!

the tech trees could still be economic and military but maybe split military into 2 trees - defensive and offensive.

anyhow :P sorry for the long winded reply! really enjoying the game so far keep up the great work guys :)

Reply #28 Top
Not to mention that a well built up planet should have the defenses to outlast large fleets.
Reply #29 Top
I'd like to see a cost/effectiveness fix for the tactical slots and defenses that go into them. I wouldn't mind if they kept their current effectiveness if they were cheaper to build, or vice versa.

Secondly, I'd like to see a bit more noticeable personality to the AI personalities. I may just not be noticing, but the personalities seem to play quite similarly so far. Fortifier should be a turtler, aggressive should be highly aggressive, the economist should focus on building economies and hitting you with pirates, etc.
Reply #30 Top
being able to change speed in game.


And some kind of Mp pause.

Not everyone plays random people online and obvisouly could have this as an option for hosts to turn off. But some people play people they know where pausing would be acceptable and generally wanted ..
Reply #31 Top
Reduce the AI's omniscience with regards to your fleet actions. The AI will bug out the second you send a fleet to reinforce an area they are attacking even if they didn't have visual to know your ships were jumping in.

Combine this with some sort of inhibitor buff so that you can do some damage to an escaping fleet and it will greatly improve the single player game.

Another thing would be improved targeting priority. The AI will sometimes cease attacking to run across the gravity well to kill a colony ship or the like. I don't have any suggestions how but try to make the AI a bit more intelligent on what to attack rather than just always going after the highest target on it's priority list.

If we can't get a major enhancement on the diplomacy then please increase the mission timers again. As it stands your best chance of completing missions is when enemy vessels run into your space. Increase the time so we can have a chance to actively go out and attack to complete the missions. Also consider increasing the number of resource giving requests as they allow you to more easily choose who you make friends with rather than just having luck of the draw in which combat missions they assign you.

Only other thing I would really like is a reduction in the tactical points cost of defenses. As it stands it's not very difficult to create a large enough fleet to simply overwhelm a full planet's worth of defenses. Only another fleet can stop an attacking fleet. Yet over a large empire with multiple defensive points it's nearly impossible to have multiple defense fleets able to respond to attacks while also maintaining an offensive fleet. Increasing the fleet cap will help but it also just means the average offensive fleet will get larger so you will have to have larger defensive fleets as well. This will make defenses less useful as they will have to deal with more targets now. Defenses can't be so powerful that they can hold out against any fleet alone, but as it stands now they often have difficulty holding off a siege frigate raid let alone a fully supported fleet action.
Reply #32 Top
I haven't had a lot of games to see if this is accurate (and thus why I hadn't posted about it), but it seems that an AI teammate may not account for your forces in system when determining which side has the upper hand.

I may have missed this (as in, perhaps this is already possible), but it seems like it'd be a really slick feature to be able to designate a target for your AI teammate when you're in the middle of a firefight. Kinda goes along with the above, since if you could say "Hey, focus on this cap ship" or similar, you could potentially turn the tide of a fight that was on the knife-edge.

I haven't played with PJIs so I won't comment on them, but playing in small to medium maps with not terribly many planets (or just more opponents), building expensive things like PJIs isn't much use as they stand (too expensive for their minor effect).

I like the sound of AI surrenders when reasonable (not much hope if they've got one planet, half a fleet and you've got 8 planets and 6 cap ships and 3 fleets after all). Should shave 15 minutes off a game that's all over but the ending ;) Definitely should be a toggle-able feature though.
Reply #33 Top
@Zaza

Your first idea is good... maybe allow only 1 PJI and make the range the same so you have to decide wether to defend your Homeworld or your mining colonys, Full blockage of Phase Jumps

Second Idea makes sense aswell

Your third idea is kinda bad no offense...
Reply #34 Top
The list of options you presented are pretty much what we're looking for for this patch.

Players must remember its 1.03, not 1.1 or 2.0!

For surrendering players:
I would like "Vassal States" or some form of slavery\subjugation. They sit there, they orbit stars, they build ships, they don't expand and they cannot attack you. They share your diplomacy, you get vision of their systems\ships, and you get a modest percentage of their credit\resource production each second.

Also, lucrative trade routes.

It wouldn't make sense for a surrendering player to commit mass suicide and vanish.
Reply #35 Top
I'd like to see some sort of audible message whenever a unit enters an enemy-occupied gravity well. I've sent scouts to check on previously explored planets, get distracted, and return to discover my scout destroyed.

Related to that, how about an auto-retreat option? That way a scout or raiding party would retreat automatically upon finding opposition.

PJIs are a little weak for their cost, but as an alternative to increasing their effect, how about allowing them to stack? That way you could lock up a gravity well, but it would be expensive!
Reply #36 Top
Please fix the Microsoft C++ runtime error (aka black screen bug). I want a working game.
Reply #37 Top
There seems to be a bug where the particle effects stop displaying. Occurs randomly, and saving and reloading the game when it occurs seems to fix it.

Wouldn't mind that being fixed (if it is an issue with Sins and not hardware). ;)
Reply #38 Top
Zaza, you seem to be turning sins into world of warcraft with your point on speccing.

While interesting, if I was an interstellar empire, researching lasers wouldn't generally stop me from researching something else. Spec games would be a great mod but not general gameplay changes.
Reply #40 Top
:)

++++++++++++++++++++++++++++++++

5) Ideas: Build your own "Hero capital ship" Using Pre game selection under a Capped point distribution: the player would be entitled to:
Stat Point distribution: Hull points, Anitmatter, Shield points etc.
Ability Distribution: your favorite abilities here....

Leveling could unlock the preselected abilities and more stat point distribution.

6) Pre game selection under a point distribution cap system that could apply to ALL aspects of the game could make this game EPIC on a totally different level. Basically a pick your own race build and fleet build PREGAME!! >>>>>> Presets saves could be used so that the player already has builds to choose from to go head to head.

6a) Graphics mod builds pre game could also be introduced..I am sure you have thought of this. Preset fleet setups could be saved for latter use.

7) Hero class ship captains or crews. Introducing their abilities could make for some very interesting game play.

Things to think about.

HUGE games can become static meaning once the tech runs out..its nothing but a slug fest. High level tech abilities that are unlocked at certain population or size or TIME requirements could add some long term spice.
Reply #41 Top
Oh i just thought of something I want.

Space monsters!!! Why has no one done this one since moo?

You colonize some asteroid and oops! Giant space worm busts out and starts attempting to mate with all your capital ships. Retreat!
Reply #42 Top
We have lots of ideas. But the key thing to remember, we want to get 1.03 out this month if possible. So sure, we can all imagine things like random events or fancier diplomacy or other things of that nature but those would take far too long to get into the game.
End of quote


Before you post, make sure your suggestion can pass this test please?
Reply #43 Top
Another thing would be improved targeting priority. The AI will sometimes cease attacking to run across the gravity well to kill a colony ship or the like. I don't have any suggestions how but try to make the AI a bit more intelligent on what to attack rather than just always going after the highest target on it's priority list.
End of quote


Yeah, a look at targeting priorities would be nice. I haven't had any extreme examples, but I did have a couple LRM frigates helping to destroy pirate gun turrets and they decided that rather than attack the next nearest gun turret (which would have kept them out of firing range) that they'd attack one further back. Since I was watching, no harm done, but moving that just isn't a sensible attack pattern. I would understand if what they targeted was a better thing to kill/more threatening, but to target another gun turret that brought them into range of an enemy?

Perhaps we could have some additional attack stances (though I'd imagine not 1.03 material). Something that lets you ignore non-combat vessels (don't attack that crystal mine unless i tell you to in the middle of a fight!).

I almost feel like asking for a "follow Fleet leader attack", which would at least let fleets focus their attacks even if you can still get better results by micro-ing. I feel like it would somehow be unbalancing, but it seems like such an obvious tactic that is ignored in these kinds of games. After all, if everyone who can fire at a target does then that target will go away MUCH faster, reducing the incoming fire! This seems to escape all tactical doctrine for the targeting routines in most games though :)
Reply #44 Top
I would like to see an update that lets you pick your starting locations.
An update to GalaxyForge to create wormhole links and beable to set static starting locations.
Reply #45 Top
You colonize some asteroid and oops! Giant space worm busts out and starts attempting to mate with all your capital ships. Retreat!
End of quote

I'm at a loss for words... and for a smily that completely expresses my complete lack of words...
Reply #46 Top
Personally, I'd like to see the option for a randomly generated large/huge map with no pirates. You added this option for small and medium maps in v1.02, but what about if you want to play a game with multiple systems without dealing with pirates!?
Reply #47 Top
After watching a few replays I need to add a 50-100X speed right after 8x for replays.
Reply #48 Top
First off, game is awesome. My opnions are totally slanted from playing as the TEC the whole time against the AI.

The AI needs some backbone. They need to care about their territory and not run from a battle that they could win in the long run. They should be willing to sacrifice a cap ship to gain a good asteroid(mine) and probably kill a cap ship of mine as well. On hard/agressive they finally started attacking me with fleets instead of a ship or two but they still run too easily. If you show up with even close to matching their force, they bolt. I kinda have to hold back so as not to scare them off with out getting in a good fight.

I think there should be a little bit more of a delay with big ships after jumping into a grav well before they can jump again. Recharge timer er something. Scouts are fine the way they are. Maybe this is moddable? I will have to look.

Defense platforms are very under powered. They should be very good against bigger targets. fighters/bombers need to be stronger/more effective especially bombers. neither are really worth building as it is.

Otherwise i am absolutely loving this game. the scale is awesome.

PLEASE give the AI some more concern for its poor citizens that i love to burn.

PLEASE also make it more willing to launch a strike attack to destroy a structure or ship or colony and take losses to do it. (reasonable of course).

thanks!!!
Reply #49 Top
My idea is one I posted about b4, but it got ovewhelmed with new posts, and directly afer I posted, I never saw it again......

Make groups (attaching numbers) and fleets work better together.

I think it should be that when a ship joins a fleet, it should also join its group number, and when a ship leaves a fleet, it leaves the group as well. (why was this AWSOME feature taken out of the beta??)

also about fleets, I don't like formations, I like my ships to beable to split up and do differnt thinks. Aka- caps bomb planet while frigates take out the refineries and such. As it is now, if the fleet leader bombs a planet, then the frigates just sit in formation and don't do anything. Also I don't like it how my carrior cruisers will join a formation, adn get caught in the middle of a battle, and then start dieing. essentully, along with "all lose," all tight" and "all normall" we need a "break formation" were there are no formations.

Also, structures that havn't begun building, should NOT be attackable. This was SUPPOSED to be fixed back in the beta, it makes me kinda angery that I can lose a thousand some credits just becouse someone knocked down the "comming soon" sign. It makes me angery that this hasn't been fixed yet.
Reply #50 Top
I agree with the previous suggestion that jump inhibitors block jump access to adjeacent friendly planets that also have inhibitors. That would make your outer planets basically be a stronghold built around the jump inhibitor, because as long as the greatly increased in hp inhibitors are alive they cant go deeper. Thus protecting your inner planets and making it so the enemy cant just bypass your outer defences. But if they do manage to get the inhibitor the battle moves to the next system or two(depending on how many planets are adjacent). That would make the attacker have to fight for every little piece of orbit they want. But agianst a well equipped fleet the gauss cannons are still no substitute for another well equipped fleet.