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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.

 

556,225 views 1,040 replies
Reply #226 Top
Lot of great thoughts and ideas in here, my condolences to Ironclad for having to pick and choose :(

I agree that PJI's need a huge boost. I'd like to see them prevent any jumps out of the grav well for enemy fleets entirely (until destroyed), or at least prevent jumping through phase lanes that have a PJI at BOTH ends.

Siege frigates are annoying as hell when massed. I'd like to see their dmg either neutered, or cap greatly increased (Again).

Planetary defenses are part of the above problem. IMO, 'stationary' defenses don't make a lot of sense to me in space. My friend and I were talking about what it would be like if the defense platforms were ORBITAL.. ie, IF they are build within the planet's 'orbit' (pretty close to the planet itself) they could 'fly' around in circles around it to defend. This might make it easier to focus fire on those siege spammers. Although I do think the defenses could use a boost themselves in terms of range + dmg because.

I'm not a big fan of turtling, but what I hate is having to have 3-4 fleets on larger maps that are ONLY used to defend my outter planets because my planets simply die or get bypassed all too easily. Thus requiring so many fleets to ALWAYS be within a jump (or dare I say two!) of all my outter planets. Makes it extremely hard to go on the offensive on medium-large maps :(

And one more request: give yourselves a pat on the back for a job well done :)
Reply #227 Top

  • AI replacing dropped players.

  • Moons.

  • Fleet benefits.

  • Fleet tactics.

  • increased benefits for upgrading ships. - the current values don't seem to make quite enough of an impact.

  • Improve the ships designed to inhibit the enemy. - These ships are so far down the line with returns that are far less than they should be.

  • More maps. :P

  • More control over the In-game map editor.

  • Orbiting planets. - Yeah, it's a long shot, but it'd be cool if planets moved around the sun, and thus had changing phase lanes... Yeah, I doubt it will happen. :P

Reply #228 Top
Give phase gates a rally point to be used with the Returning Armada ability. It's not fun to have to herd all your sheep from across the system every few minutes :P

Reply #229 Top


  • Orbiting planets. - Yeah, it's a long shot, but it'd be cool if planets moved around the sun, and thus had changing phase lanes... Yeah, I doubt it will happen.


  • End of quote


    I love this one!

    eeeeeeeeeeee :CONGRAT:

    Reply #230 Top
    Actually Pirates attack the least defended planet, and take the shortest route to get there. In that sense, pirates can take several routes.
    Reply #231 Top
    I'd like to see pirates be a bit more meaningful. They basically throw themselves at you like lovebugs to a windshield.
    - As was previously mentioned, randomize the timer a bit.
    - Also... give no warning when an inbound attack is coming (unless you have the tech to detect it).
    - DO give warning when an OUTBOUND attack is happening, so as to be able to coordinate possible offensives.
    - Let the pirates go a bit deeper than edge-worlds. Why not?
    - Let pirate's determine whether they WANT to take a bounty or not. IE: Players get into a bidding war and inflate the price, for a few rounds. One player stops bidding (out of money or whatnot), bounties get used up. A new bidding war starts, but doesn't approach the original "high" price, so the pirates get mad and doublecross one of the players (hey, they had money once, why don't they have it again?!)

    I love the moon idea, in fact, I'd like to see things outside of the main body gravity wells. Probably not a 1.03 idea though. In fact, I'd love to see moons orbit planets and be useable for something.
    Reply #232 Top
    Great news concerning your sales ! In the long run, sales have to be good, to justify paying salaries for further enhancements and expansions. Of course...

    I played my very first ICO game last evening, and one guy mysteriously left after 15 minutes. On the other hand, some games on ICO start with A.I. place-holders, while some people can't find a game to join.

    Consequently (to stress points already made by others) :

    1. A patch should allow to replace a human player (voluntarily leaving or disconnected) by an A.I., during the heat of a MP game.

    2. And another patch could allow to replace an A.I. with a human player who would like to jump-in (that would be more difficult to implement, because ICO would have to offer a special menu to display the possibilities).

    Reply #233 Top
    I'd like to see options to really customize random games without having to make them yourself. A few suggestions:

    1) Adjustable pirate raid frequency
    2) Starting points
    3) # of planets
    4) # of stars
    5) Types of planets
    6) Starting techs
    7) Advanced start, ie start with certain units/planets/structures already in place
    8) Turn off missions
    9) Ability to tweak certain unit settings, (for example: effectiveness of PJI, max tactical points available, etc...)
    Reply #234 Top

    2. I dont really like how the dmg is shown on the enemy. Example: I have 1-2 ships firing on an enemy. When i hold my mouse over the enemie i can see the HP and SP. What i dont like is that the HP and SP jumps from lets say 200 SP to 140 SP. Just like that.

    Another example is if my whole fleet is firing on a battleship and does MUCH dmg i still JUMPs... Like "haha ive got full power and health. Oh wait... no i dont... i only have 800 hp left" I would love to se the HP and SP count down as my weaponsfire hits instead of jumping between numbers.
    End of quote


    This because damage is only updated every 10 seconds, this is done both for performance and graphical reasons (ie damage is at one instant but weapons fire animations can be fairly long, so its to make the discrepancy less obvious) Im pointing this out because i thought it looked bad too, so modded it so to update 100x faster, the engine just crashed after about a minute, 10x faster (ie once a second) still looks weird and there is a fair performance hit.

    And what do i want from the next patch. An ability to specify target preferences rather than just targets, e.g. i tell my all (or some) of my heavy cruisers to attack an enemy carrier, they go blow it up, and then automatically look for another carrier to blow up, and will continue to do so until there are none left at which point they default to normal preferences.
    Reply #235 Top



  • Orbiting planets. - Yeah, it's a long shot, but it'd be cool if planets moved around the sun, and thus had changing phase lanes... Yeah, I doubt it will happen.




    • I love this one!

      eeeeeeeeeeee

      End of quote


      Not to be the party pooper, but the game engine is not capable of this, it was tried a long long long time ago, deemed to be not so fun and scrapped.
      Reply #236 Top
      Four pages back I tried to tell them to quit writing wish-lists to Santa and get practical and they didn't listen. Don't even bother, Annatar. They just want to fantasize rather than get down to the brass tacks of balancing this game.
      Reply #237 Top
      Someone had posted in a different thread that they'd like to see the base (+modifier) in each resource. i.e. on trade ports you could see how much extra resource they're generating, then if you were to check the tooltip on a planet you could see how much base resource they were generating plus the modifier. Hard to explain... but it's basically like WoW, on the character stat screen.

      God that was a horrible paragraph.

      All I'm really looking for is a way to see how much of a benefit I'm getting from my trade ports and communication towers. It's kind of hard to see right now, unless I'm not looking in the right place.
      Reply #238 Top
      Quick diplomacy fix: make everyone start as neutral instead of shoot on sight. This would make the current diplomacy system useable atleast.

      You would have to declare war before your ships start shooting others down.

      Be sure the AI doesn't exploit it too.
      End of quote


      Agree whole heartedly. At the moment the fact that I'm constantly having to fight off practically every AI is spoiling what would otherwise be an awesome game for me. The result is I can't ever focus on battles because there's always someone else invading me. Initial neutrality with declarations of war seems a better option to me (though perhaps you could make this optional for those that like a free for all slug fest).
      Reply #239 Top
      I would like:

      (1) Ability to name fleets, see rational/thread HERE

      (2) Ability to see move orders given while game paused, see thread HERE

      (3) More fleet engagement/formation options (moddable) which are cycled as they are now based on clicking. [warning - I know nothing about the moddability of the files yet, so this is purely thinking out loud] The engagement rules and formations should be established via separate files which the modders can easily add more rule sets/formations to similar to how Space Empires V does this.
      Reply #240 Top
      2 cents on UI improvements:

      First)
      Make the middle mouse click more useful. Currently, when you click it, you hop to (focus on) whatever you have selected. Click it again and you zoom in/out (context zoom).

      The problem with this is that players rarely will want to focus on what they have selected. If they do, theres a bind in the key config called "Focus on selection" for this purpose. Theres also a key binding for "Context zoom".

      Conclusion: Make the middle mouse click do something different. Like,
      1) Select under cursor + focus on this unit
      2) Do nothing (makes it available for rebinding)


      Second)
      The camera zoom is great and very useful. But it is very aggressive with its "lock-on" feature. It will, for instance, lock on to fighter squads when you're at grav-well view distance.

      The problem with this is that it's distracting for the player to have the camera move around unexpectedly when he's trying to get an overview of a situation.

      Conclusion: Minimize the "lock-on" aggressiveness, like
      1) Disregard the "lock-on" feature until whichever ship is being zoomed on, comes out of icon-mode.
      2) Disregard the "lock-on" feature until a set zoom range (being less than grav-well).
      3) Switch the function of the "No zoom to cursor" button, to be a "No lock-on on zoom". (Taking into consideration that few players, if any, ever disable zoom-to-cursor.)

      *Sorry for a long post, but atleast its professional :)
      Reply #241 Top

      • 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


      Thats a reasonable list I think. What do you mean with the AI replacing and AI surrendering?

      I hope that there will be an option that dropped players are not replaced by AI or just get neutral so you don't need to kill them to win. The current situation is the only big issue in MP I think.

      Other than that there are the Destra Crusader and PJI abilities that should be stackable or whatever is needed to make the PJI reasonable. A decreasing stackability of PJI could work for example.
      Reply #242 Top
      Suggestions for patch in the near-term:
      *Phase Jump Inhibitors need to be more effective
      *AI retreats too much. It's smart not to fight a losing battle, but it needs to figure that some planets he can't afford to lose no matter the cost. Strategically, his last stand shouldn't always be at his homeworld.
      *Make the alerts a little more intelligent. I don't want to know when an enemy scout has jumped into my ally's territory, but I do want to know when a sizeable enemy fleet has arrived.
      *Add SHIP BASED phase jump inhibitors. Units have so many hps in this game that retreat has a minimal penalty. Retreat should be viable but not costless.
      *Add an ACCEPT/REJECT option for each mission AI's offer you. Many missions they offer are just not doable. Also, maybe just a "Destroy x structures OR x ships" would be better.

      Long term suggestions:
      *Revamp diplomacy. Real diplomatic options would be nice, not just these random missions. More like GalCiv2 would be awesome.
      *Add unique units for each side that have no direct mirrors on the opposing sides.
      *Custom unit building (think GalCiv2). Custom capship building would be particularly welcome.
      Reply #243 Top
      Can we all agree, regarding PJI with

      1. Make Jump Inhibitors stack their effects?

      2. Reduce Jump Inhibitor cost from 3 to 2 (or maybe even 1?)

      3. If stacking is too much of a pain, increase radius and percentage of delay?


      Reply #244 Top
      Also

      *Please allow queues to be made for a destination system even before a fleet has jumped to that system. i.e. I want to queue an order for my ship to jump to a system, colonize it and then jump to another system.
      *Please have ships that join a fleet automatically adopt the same tactics as that fleet and it's group jump setting (I don't want to have to reset the entire fleets engagement range, cohesion, and group phase jump every time I add a ship).
      *please ad NLIPS (non-linear inverse perspective scaling) so that it does not become "war of the icons" so often.
      Reply #245 Top
      get the artists working on portraits=p Female TEC, and some male advent.

      And some more vasari. Whos to say that some of the portraits we already have are not female? =p This of course is not needed if you are wanting to have customizable portraits and icons that can be uploaded in multiplayer. Then by all means.. do that instead=P

      Make it so you can look anyones buildings/structures in replay mode to see what they are building-producing. Currently you can see that a planet is doing some planetary upgrade, but you cant click on it to see which upgrade its doing.

      Consider making fleet cap and upkeep scale, so that while research unlocks the higher caps, you don't start getting upkeep until you are actually at or above the max for your current. And if you go back down below that the upkeep goes back down also.
      Reply #246 Top
      Love the game so far!


      Here are some simple requests:

      - A way to flag planets so ships don't try to path across them unless explicitly directed. This saves your auto-explore scout ships from trying to cross a death trap planet, such as directly crossing the grav well of a pirate base.

      Map Generator (which I LOVE by the way)

      - A way to control the min and max distance for player starting worlds so they are not all on the outer edge.
      - A toggle to turn off the asteroid and ice/volcano planet that comes with every player starting world.
      - A way to duplicate the template for a star or planet group. I've made some complex star / planet groups and it is painful to duplicate it several times for each star on the map.


      Diplomacy needs reworking, but here is a simple idea:

      Mission reward: Offer of Ceasefire, or Peace if already at Ceasefire. This is more reciprocal than 20% goodwill that is soon lost.

      Also, while I'm on the subject....

      A "Non Aggression Pact" would be great to have. This could replace Ceasefire, or possibly be implicit with a trade agreement. This way your ships will automatically defend against incursions, but you won't fight if you happen across the other player in a neutral or enemy grav-well.




      Reply #247 Top
      DOH, almost forgot:

      Culture!

      Can a world be flipped instead of becoming unoccupied? Where do the people go! The point of culture is to have people join you, not disappear! Of course, all orbitals still belong to the original owner, just the planet. =)

      Thanks!
      Reply #248 Top
      I just wanted to second a major suggestion, one I didn't see mentioned again:


      Quick diplomacy fix: make everyone start as neutral instead of shoot on sight. This would make the current diplomacy system useable atleast.

      You would have to declare war before your ships start shooting others down.

      Be sure the AI doesn't exploit it too.





      That would be perfect.
      Reply #249 Top
      Love the game so far. One thing I'd love to see is some indicator on the tree navigation thingy on the left side of the screen that shows if there is a battle taking place at a given system. Often on large maps I find it difficult to keep track of where that message just game from saying someone was being attacked or needed help.

      -Nakano37
      Reply #250 Top

      can you make it so that you can rejoin games you have dropped from? not sure how the connectivity in ICO works, but with the games often lasting so long, someone will inevitably drop/crash and there should be a way of rejoining so that everyone in the game doesnt continue without you
      End of quote


      i have dropped from a few good games and it sucks. this would be a very nice feature. like maybe the ai will take over for a bit, but when you rejoin your back in control. i think this would be ideal. often the game just crashes, and i can rejoin in 1 minute. So the ai playing for one minute wont really change the game too much.