Frogboy Frogboy

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.

 

556,179 views 1,040 replies
Reply #126 Top
1. Get the control group display back in empire view, at least a tick box in the user interface options to turn it on or off for us ctrl+1 lovers :)
2. A lowered annoyance rating of the AI's diplomacy.. Its very annoying to play a 10 player game and have every AI whine about one THOUSAND credits right from the start when you cant possibly afford it..
Perhaps a modifier that checks if you have 2/3's MORE credits/resources than they want, before they actually ask for it?
3. Make jump inhibitors block jumps, totally.. Thats what they are there for?
Make them weaker, and perhaps double the tactical points cost.
Even a build cap of 1 per system would be fine, as long as they actually do something worthwile!
It wont be unbalanced if its weak enough for a group of ships to take out without much trouble (assuming there are no defences).
Reply #127 Top
https://forums.sinsofasolarempire.com/?forumid=402&aid=176434#1457519

I have a rather large posting up with ideas and a lot of ppl seem to agree!
Reply #128 Top
Anomalies like we had in galciv2 giving small bonuses would be nice.
Reply #129 Top
I would like to see a text option where I could add text to the location when someone uses the ping action.

I agree with the above poster when talking about fleet groups. I agree that making a fleet should have the "toggle" to be added automatically to a group number.

One other issue, its a bug. This bug lets you build a Hangar Defense and then wait for the fighters/bombers to finish being made. Then scuttle the hangar, rebuild it, wait for the new groups of fighters/bombers to be made, scuttle it again, ect, ect. Doing this over and over will give you a TON of fighters to defend a planet. Granted you cannot repair them and they are a one shot kind of deal. But still, going to attack someone and finding this person has done this and has over 100 fighters and bombers defending a planet, is a little unfair.

How about a option to buy pirate ships from the black market?
Reply #130 Top
ICO suggestions:

- Ability to whisper people ingame, with the option to set a do not disturb mode.
- Ability to reply to the last person that whispered to you with "/r" instead of "/w name".
- More information on games that start before you join them.

Game suggestions:

- Stacked fleet upkeep. If you have high upkeep and lose some big battles you are even more in a disadvantage. I'd suggest paying half the normal upkeep for every level if you are under the threshold of that logistics level.

Long term suggestions, not necessarily for 1.03:
Balancing of course... :)

- Review the tech tree and tweak the "useless" techs. There are some singleplayer only techs (like mission influencing ones) that could get a MP use too.
Sword for the Stars for example has a few techs that cover your "game abilities", like the ability to watch your allies battles (which you cant from the start there).

- There are some techs that simply do not pay off on smaller maps, some scaling or tweaking there would be nice (e.g. the one TEC tech that reduces the cost of mines and shipyards. You'd have to build ~12 of those buildings just to get the research costs back, which on small and medium maps just wont happen until the late game, if at all.)

- More ways to get information on your enemies. Knowing his Cap research level, or his logistics level, his trade income (or what percentage that is from his overall income). Spy missions of specialized ships, or research that gives you the ability to aquire such information somehow...
Reply #131 Top


I'd like to see a planetary defense network that can be built in planet improvements like missile silos that fire volleys from the surface.
End of quote


Agreed but after 1.03

On SJI I would suggest a toggle to either constantly slow a ships jump time or make a temporary 20 or 30 second jump ban with a recharge time.
Reply #132 Top
in thing i'm missing from those few days i had the chance to play beta 4 is the culture level display in a planets infocard. You can't see the cultural saturation level now (friendly or enemy) while you were able to in the beta. .
I really liked that function, gave a nice idea of how effective your culture structures were in a given area. It also made the allegiance worlds have a little clearer. People understand the -10% per jump from the homeworld bit, but not that the Culture Centers can add a whole 10%, especially since the Advent can add another 10% through research.
Reply #133 Top
Uranium
End of quote


Actually, every starting colony has an asteroid field and either a volcanic or arctic planet next to it. It makes sense to think of one or the other as the moon.
Reply #134 Top
Bacon. I want a heaping plate of bacon to eat while I enjoy ruling my empire.

If you can manage that for me, anything else is just a bonus!

Seriously though, there are sevearl enhancements I could suggest, but at the moment I am not at home to play the game and make a list, so that'll come later.

In the meantime, get in the kitchen and fix me some bacon!!!!!
Reply #135 Top
#1 - One-way phase lane connections. With these we could design maps with interesting strategic possibilities, though I must admit the main reason I'd want these is for a pirate base you couldn't assault, super weapon, or even explore (bwahaha - I love pirate raids :D). Not sure how technically feasible it would be though, nor how you could represent this on the strategic level.

#2 - Intersystem connection support for the galaxy editor.

#3 - Stacking phase inhibitors, though you've probably heard enough about phase inhibitors...

#4 - Jump countdown timers on units and enemies (so you can see how long they have to go before jumping). Mainly for use with phase inhibitors + jump interrupt abilities to eliminate some of the guesswork.

#5 - Stop the returning Armada from eating my fleet support into crazy negative values. As much as I love having more ships than I know what to do with, having -136 fleet support is surely a bug? ;)

#6 - More challenging AI - A lot of the games I've played to date have effectively been 'coop' games vs. the AI, so making the AI hard for these would make for more enjoyable games.

#7 - More detailed information on what a second point into many of the techs actually does. Often there's no indication of what a second point will do (shortened cooldown, more free units? What?). Similarly for capital ship abilities where a second point doesn't change the described ability or stats at all.

#8 - Orbital turret option, possibly researchable? :). I either want to protect "The Planet" or "The Structures", and currently I can only do "Half the planet but sorry you're going to die if you live on the other side of it". Besides, orbital turrets would look cool.

#9 - Hugs and kisses for the development team for making such an entertaining game, and continuing to support it post-release. ;p
Reply #136 Top


#7 - More detailed information on what a second point into many of the techs actually does. Often there's no indication of what a second point will do (shortened cooldown, more free units? What?). Similarly for capital ship abilities where a second point doesn't change the described ability or stats at all.



That number 7 is a good suggestion I think. However, with the abilities where a second point doesn't seem to change the description that usually means that the "pump number" is all that's changing. So going from Missile Batteries to [2] Missile Batteries means I get to have 2 missile batteries on the map at once and upgrading that planetary bombing ability (I forget the name) means I get two hits or three hits each with the damage listed in the description. It does make sense once you realise that, but I was a little puzzled at first.
Reply #137 Top
Something stunning obvious that isn't and option (or that is so hidden I haven't been able to find it), is an auto build ability. If I want as many ships as I can get of a class in the endgame, I want to be able to just hit auto build instead of kiling my finger going "click click click" over and over again. Most RTS's have this option, Sins should to. I'd imagine this would be very easy to do so I'd expect something this obvious and easy wouldn't be procrastinated. I'm not having a go at Ironclad though, it's an ingenius game.
Reply #138 Top

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
End of quote


In all honesty list from OP is bloody awesome so i just support stuff you are thinking about at the moment :CONGRAT:

Another thing i would love to see asap (perhaps not as soon as 1.03 but defo by 1.04) is slow but sure integration of clan support...

I think introducing more speed options as per original post is the way to go - once this is done - ICO should start introducing clan support... Perhaps even ladder of some sort... Anything really that will kick start claning initiative since this game has HUGE potential for EPIC clan wars!

Pretty please :)



Reply #139 Top
The best thing you could do by far is add the ability in the game setup user interface to drop particular units from the game. Now, I don't know how your game engine is set up, but if it isn't "hardwired" so to speak (in other words, if the AI can dynamically respond to unavailable game units and adjust its strat and behavior and builds accordingly), then this would essentially be no trouble at all to do - you're essentially talking a user interface tweak and not much else.

The reason this is important to do is that there are too many groups of people with different ideas about what constitutes a good gameplay mechanic (essentially, people want to play different games, but they all want that game to be "Sins of a Solar Empire"), and no group is gonna be happy forced to play the other group's game, so you can't "fix" the game because "fixing" it for one group is gonna cause another group of people to bitch, moan, and scream.

Example1: You took down the PJI, and people screamed. But if you buff it back up, other people will scream.

Example2: People are screaming that the siege frigate is ridiculous. But if you took it down, no doubt people would scream that they want the siege frigate the way it used to be.

Solution: Pretty much any unit can be dropped from the game via the user interface when hosting a game or playing one against the AI. In the game description (when hosting), it will tell you which units have been dropped, so you can make a decision whether you want to join that game or not.

Pros:

1) Assuming your AI and everything else isn't "hardwired," and is flexible enough to respond to available/unavailable units on the fly, this change is easy to do.

2) You can essentially "fix" the gameplay dynamic for multiple groups of people and make everybody "happy" (give or take) in one fell swoop. For instance, you can buff the PJI back to something similar in one of the betas. If someone doesn't like that, they can drop the PJI in their game they are playing or hosting, and have essentially what they have now. If someone is worried about a turtler with a superweapon, that can be dropped. And finally, if someone hates the siege frigate, he can drop that and rely on cap ships to bombard planets.

Reply #140 Top
**********
Oh oh oh! Here's a realistic idea!
**********

The ability to tell a fleet how many of what I want it composed of, or tell a system what ships of defenders I want.

So I could say "I want this fleet to always have at least 10 flak frigates". If a flak frigate is lost, the nearest non-occupied frigate factory will pump out another and send it to the fleet.

For a system, I can say what sort of defensive garrison I want it to maintain. When defenders are lost, reinforcements are built to maintain the garrison.

I can't state how much asspain this would save - I'm sort of surprised it wasn't already in the game - surely someone had to have had this idea. It's almost MANDATORY in a game this big. It's simply overwhelming trying to keep track of each individual navy.
Reply #141 Top

I think introducing more speed options as per original post is the way to go - once this is done - ICO should start introducing clan support... Perhaps even ladder of some sort... Anything really that will kick start claning initiative since this game has HUGE potential for EPIC clan wars!
End of quote


Ugh, competitive online gaming - absolutely ruining every game since 1991.
Reply #142 Top
I think starting next to team mates on Random/maps or at least an option to is a pretty important addition.


:)

Would help for clan games too.
Reply #143 Top
A way to rotate formations. If instead of just clicking to issue a move order, you click and drag, it should change the orientation that the fleet's rows will take. It would add a LOT of tactical depth.
Reply #144 Top


I think introducing more speed options as per original post is the way to go - once this is done - ICO should start introducing clan support... Perhaps even ladder of some sort... Anything really that will kick start claning initiative since this game has HUGE potential for EPIC clan wars!


Ugh, competitive online gaming - absolutely ruining every game since 1991.
End of quote


Its a tricky one for sure :)

I am 101% positive if clan support is implemented in cool way it can be only positive thing and it wont ruin anything since noncompetitive gamers can still play their noncompetitive games while claning initiative of some sort would naturally attract more clans...

I mean even an option to enter "clan wars lobby" rather than just any random chat channel would be a cool starting point...

But its only my 2 cents anyway :)

Reply #145 Top
Slow mo , frame rate dive issue

https://forums.sinsofasolarempire.com/?forumid=408&aid=175638
Reply #146 Top
I would like to see more variation on planets and effects like the gas giant. I would like to see an Saturn ring type planet and maybe some kind of moon's. Give the player some exploration treats.

Oh and a super weapon that blows up entire solar systems.
Reply #147 Top
Here are just a few suggestions that need to be implemented.

-A way to force a player to receive a lost when upon disconnecting and not surrendering after a certain time elapsed.
-When a player Surrenders, the issues in winning the game itself would NOT have to require to destroy that players' Planets after eliminating those that haven't Surrendered already.
-Ability to use an "Ignore Player" option in-game and ICO. I've encountered a few players that are just plain ignorant and immature. Ignore List should also be included, in the case to remove someone off of it.
-Interesting to see Statistic of different Races, Ships used/destroyed, Wins, Losses, etc...
-Previously mentioned, use of Filters to narrow down the types of Games you want to see and not to see.
-A way to view players that joined the game itself, when upon highlighting a listed game.
-List of active channels displayed when opening "Change/Create Channels." A way to separate Channels and Game Channels.
-Implementation of a Game Timer.

More will be thought of later on to further improve gameplay and experience.
Reply #148 Top
To be able to change our ship colours.
Dont know why but that was one of the best things about homeworld.
This game destroys HW, but that feature just made the ships your own, more personal.

And can you fix the The Advent Light Frigate spamming AI, and make all the others more agressive.
Reply #149 Top
Oh another thing i would love to see...

Its not really gameplay related but its more of a cosmetic thing really yet it would be great fun if its possible to implement is without too much of a hassle...

You remember original X game?

Well in X we had an option to upload our own little avatar in the game and whenever we construct something little "neon flag" would come op on our station with avatar...


You remember WiC?

There we had similar option where our avatar is pasted directly on our units... Would love to see my capital ships and rest of the fleet with -=XX=- stamped on it :LOL:

Would be fun feature that would make us zoom in more and take more screens hahaha

:)

Reply #150 Top
I'd like more diplomatic's options:
- be able to give/receive ships from a faction
- be able to build sell planets
- the other factions not to be at war in the beginning but at 50% level

I'd like in research/planet improvements:
- time research that change with the size of the map
- a possibility to greatly enhance logistic/tactics slots in a planet
- bonus when one is the first to make a discover
- wonders that give bonuses (not just artifacts but buidable)

I'd like / pirates:
- being able to negociate with them
- place more specific bounties (like contracts ex "attack this planet")