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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.

 

556,145 views 1,040 replies
Reply #276 Top
I'd love to see the ships, frigates especially, try to evade fire in combat. Isn't that what experienced crews are supposed to do? Then you could actually make experienced crews more effective in combat by simply fighting better. Instead just giving a +1 onto their weapon strength. The fights as is as so boring to watch. Both sides just line up like some 18 century english army and shoot at eachother until one side is out of ships.
Reply #277 Top
Posted this in another thread, but a suggestion for PJI's:
Apologies if this has been suggested elsewhere, but how about PJI's not only increasing jump charge time, but if there is an non-allied PJI on both ends of the phase lane it also increases the time in transit so that a pursuing fleet could enter the jump after needling the target fleet and then arrive at least a few seconds ahead of them. It would make it ever more difficult to jump right to the heart of the homeworld since you could have a fleet respond given the time advantage. Perhaps could even make the effect cumulative as you control more phase lanes in string.
Reply #278 Top
I would want to have a mini pirate counter/ bounty in a corner of the screen. It can be a little difficult, i tend to forget about it.
Reply #279 Top
Please check to see that the game is exiting cleanly- Im not sure what the problem is but it certainly has exiting issues for me.
Reply #280 Top
An ingame ship encylopedia which explains all the special abilities of a particular ship would be nice. Unless I'm missing something, you don't get an explanation of what a special ability does until you actually buy the ship. The ability names do sound pretty cool though.
Reply #281 Top

personally I like this game . It is A much deeper game than your average Rts .
My only concern is the game holding my attention for any length of time longer than it takes to finish A large multi star map. because it seems I have pretty much done it all already.

I replay galactic civilizations alot ,because it always is changing,I have A ton of crap modded,I like the mega events ,and the randomness of each game. especially with everything enabled,not to mention the ship builder(which personally I have spent numerous hours just fiddling with ships .)

which is what this game lacks. Diversity

this could be fixed with just A patch or 2

first off I would add some sort of resources just like in gal civ . such as military,allegiance,mining,research,and maybe some sort of speed resource, which would be found in various plantes and asteroids gravity well(way it is right now one planet is pretty much same as next one )

second alignment ,this is needed to go along with your relations with other races
the whole choosing your actions depending on certain events would certainly make each game more unique

I would love the ability to do espionage
by this i mean sabotaging resource gathering ,ruining relations between races,(maybe even starting wars).and the BIG IDEA I want the ability to set traps on asteroids and planets put mines in systems .

and of course ,I would like tech trading .

The current mission system sucks IMHO .like i can justify with myself constantly giving my enemy resources or being his hit man, for no gain but a little approval.
now.. if you were to reward me . with say money,resources or ships then i could see some benefit .trying to keep someones favor in the current system never lasts very long

please allow me to ,set the ui so i can stretch different windows ,such as the pirates screen and also force the window to stay up when i go click elsewhere this way i can keep the pirates screen up in a smaller format while i do other things .

thanks for listening and again
this is a great game.

Reply #282 Top

An ingame ship encylopedia which explains all the special abilities of a particular ship would be nice. Unless I'm missing something, you don't get an explanation of what a special ability does until you actually buy the ship. The ability names do sound pretty cool though.
End of quote

Excellent idea! I would love to see something like this in the game.

Reply #283 Top

I read over the first page-- but not the other 5. I'm sorry if this has been mentioned already:
Research issues:

A) I want to know how many of which types of research stations I have.
End of quote

This is shown, sort of - on the appropriate research screen the background lights up from left to right to show which tiers of research are available.
Reply #284 Top
theonlystd:
being able to change speed in game.
End of quote


That is already in the game!  ;p

Use the - and = keys. It goes from 1x up to 8x, at least in SP. (RTFM FTW!) :p 


I'm pretty happy with most of the game, but I'd like to see diplomacy and pirates made a little more random and as everyone else has pointed out... PJIs need love.

The AI tends to be very predictable in their diplomatic actions, and the missions could use a little reworking so that they make more sense/are more reasonable and possible. Risk=Reward and all that... Pirates' raid timer should have a random range of time rather than a set amount of time. Don't space pirates ever take a break for rum? Yarrr.

I think PJIs are a great idea, but they are just too ineffective for their cost as they are now. I wasn't in beta, so I don't know how they used to be, but it's silly someone can just wait it out and jump past them like they can now. I also think they should stack with any PJIs you might own in adjacent systems, so that you simply cannot bypass them to head deeper into an ememy's territory without destroying the one in the current system. Though, you could still retreat the way you came in(or any other non-inhibited route) without suffering heavy losses. It's not like we can't sacrifice a scout before committing a full fleet to a PJ in any case...

-AB
Reply #285 Top
1.Description of the option when moused over in options ,setup and designer (Not galaxyforge)
2.Diplomatic personality (warlick which makes them harder to stay at peace, be friendly or get their diplomatic meter up harder,nuetral for nuetral and peaceful for peaceful
Reply #286 Top
Like everyone else has said, the main thing I'd like to see is upgraded defense.

The purpose of turrets and other nonmobile defenses is that they have an advantage against ships because they're more powerful. In Sins, this is not true - as others have stated a single carrier can often outmatch a hangar defense station - and the hangars take up tactical slots!

I'd just upgrade all the defense from turrets to jump prevention. A pure offense game is no fun to me because you basically have armies running all over the place randomly destroying things. This isn't that strategic to me.

Viable defense should be an option.
Reply #287 Top
the defenses could use some help but liek not mych i liek em but i think we need a new race
Reply #288 Top
I totally Agree.
Reply #289 Top
Defense is fine, your not supposed to be able to hold out against a massive fleet, thats he idea of it. If you make defence alone enough to stop a fleet from wiping out your planet what chance do people have if your fleet is also amongst your defense turrets etc.
Reply #290 Top
I'm sure it's been said in here before, but I'd love to see super-capital ships or at least a few more ships per race.

As far as short-termed changes, I'm actually fine with Phase Jump Inhibitors as they stand now. 250% charge time is more than enough to pop an enemy cap ship or several frigates as they try to escape. Stronger PSIs would discourage offensive strats and make for longer, more boring turtle wars.

I would like to see an AI that works with the player better, though.
Reply #291 Top
1. 6 Player Random map (Currently it's 4 player - 8 player)
If possible even one with and without pirates.
It'd also be awesome if with random maps you could determine the amount of planets, pirates & star systems through some sliders when setting up a game.

2. Improved game hosting
The ability to change the game's settings (research speed, map, game speed, etc) inside the hosted game room rather than having to quit out to change them.

3. More planet types, perhaps some different types of terran planets (Aqua Worlds?)
In addition, some more variety in asteroids, gas planets, etc would also be very interesting

4. Vasari Super weapon needs some buffing.
Currently the damage is too low and it only really disables Turrets surrounding the planets for a short amount of time.

5. Add a display at the top of each research window (civ - military), showing the amount of labs of that type you already have. So for the military research window, at the top it'd tell you the amount of military labs you have built.

6. More user portraits for multiplayer

7. Make offering resources on the black market easier, right now I really think the majority of the players don't know how it works to "offer" your own resources at different prices. (I'm guessing most players just buy and sell resources from the "Computer")

8. Fleet formations (More vulnerable ships in the middle, etc)

9. Option to "save password" when logging in to ICO

10. AI replacing dropped players

11. "Returning Armada" vasari ability should be looked at, even if it's at the end of a tech-tree I think it's too powerful to give player's an entire army for free with infinite supply. I've seen vasari players spam entire fleets, gotten for free, and once the fleet dies they just pop out another one.

12. Make "quitting" games actually report the game, right now if you quit instead of surrender it doesn't report the game.
Reply #292 Top
I would like to petition the addition to give entire planets to NPC Allies as 'gifts'. First, however, you must have more than a peace treater to give planets as gifts. You must also be in a formal alliance.

Does everyone else agree?
Reply #293 Top
Same as many others:

AI

AI runs too often. Hard to get at them. It might be cool as a personality quirk, but not as the norm.

Pirates

I think a tweak to pirates would be cool. Put them on a random timer instead of a countdown--something like between 5-25 minutes (let players adjust the range at game creation). The longer the delay since the last attack, the more ships will be in the raid. That'd be more like a "raid". "C'mon boys! Let's get out there and fight!!!" Yaaar!

Slavers/Reavers/Blood raiders

Have mobile pirates! Have them only "settle" in asteroid belts or storms, places players can't colonize. Have them move to other systems on occasion. They could be a lesser race, whatever. They could be based out of a couple of large factory/motherships and focus on disabling ships and going for planets, leeching populations, etc. Maybe they could capture cap ships and drain off some exp (taking crew members). This is what I envisioned the Advent as being, actually, with the whole exile/deviant approach.
Reply #294 Top
Quite a few idea's poping up, i have no idea if you guys will read them all.

Oh well here goes.

The points you've mentioned are (as quite a few have mentioned) likely the key points that should be looked at. A few Quick AI fixes would help. They do a couple of "stupid" things to say the least, like retreateing when they have the upper hand, and Spamming light frigates or seige frigates an hour into the game, when you can easily block them with more varried and advanced fleets.

Increase the unit cap a little, but no more than 4000 supply, and more capitol ship crews would be nice. An entire empire with only 16 capital ships just sounds wrong to me, exspecialy since i like to make unreasonably large maps that take forever to win (at their current rate you really don't have enough ships to have control of the entire map)

I'm not really critical of the game, but if changes are to be made to please the masses, then its good to make the right changes.
Reply #295 Top
I'd like you to fix the Flagships implementation.When one gets higher than your first one, it becomes the new flagship and when they are the same level, there is no flagship. I would love it if you fixed it to:

Your first capital ship becomes your flagship and remains that, regardless of level, until (if/when) it blows up. When that happens, the next highest level capital ship becomes the new flagship and if there are some the same level then whatever one was built second, then third, etc. the cycle goes on...

Thanks! (GAME PWNS!)
Reply #296 Top
All these points have been covered before, but just to reiterate them:

1. Allow for games to have multiple means of victory and allow the player/game host to select which victory condition(s) will apply. Examples could be:
Domination - defeats set number of opponents
Territorial - controls over half of the colonizable "planets"
Economic/Trade - accounts for over half of the total credits being generated via trade

2. Allow Player/Game Host to set the frequency at wich pirate raids happen.

3. More conrol over how neutral, minor powers are generated (i.e., seperate sliders for the total number and the average strength)

4. Ability for players to assign missions to the AI and other Players (even if it is just demands for credits or resources)


Ok...that's all I can think of right now...
Reply #297 Top
I like the simple pirate timer as is. Its elegant and adds suspense to the game as it ticks away. I think the pirates providing a "deadline" :) makes good business sense.

It reminds me of an evil version of Ebay with everyone trying to bid at the last moment.
Reply #298 Top
Ok...one more point...don't know if this would be possible, but it would be cool if the pirate raid counter could be slightly randomized...(say, it can happen anytime between 10-15 mins.) and the time before the next raid would be unknown; all that the players would hear is the warning that a pirate raid is imminent and the Galactic Undergound button would start to flash red. It would make things alot less predictable and would require players to be more alert...
Reply #299 Top
To echo other's feedback,if possible, it would be better if the fleet admin cost was tied to the actual number of fleet points used and not the potential points available.
Reply #300 Top
This is probably FAR off, but a targeting system that would let you Target engines, weapons or hull.

Hegeonia (sp) did a good job of this.