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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.

 

556,118 views 1,040 replies
Reply #326 Top
Havent had time to read all the previous posts, but after a long 5 hour 5v5 game that lasted almost until morning- one of our opponents refused to surrender and just disconnected. So my team and I had to spend an hour chasing down ever little planet in the five solar systems we were playing so we can get a win. It took forever.

How would we manage sore losers who just quit out!
Reply #327 Top
Seems we need a lot of things added or clearified in the manual, and an in-game reminder to read the dang thing.

On the other hand then I wont get to laugh at all the culture is worthless chat....hmmm.
Reply #328 Top
Here's a list of stuff I'd like to see:

Definitely AI surrender. It's annoying to chase down a players last few asteroids when it's beyond hope. Offer it as an option, because if the computer was especially difficult I may want to take the time and enjoy utter annihilation.

Diplomacy: I don't understand the way it's set up now. Why should I divert a major portion of my fleet to go deep into enemy territory (sometimes going past two other players) just to get a diplomatic bonus that disappears so easily? It needs to be more flexible and reworked. Maybe aggressive diplomacy (like kill 10 ships of player X) should occur after a strong relation has formed through more passive means beyond giving player Y so many credits or ore. Maybe even dynamic options, like a neighboring AI calling for aid. If you assist him in battle, I'm sure it would go a long way to demonstrating your good intentions. As of right now, the only way I complete diplomatic missions is by accident. There's no incentive for me as a player to plunge a significant portion of my resources into missions that offer unsubstantial and fleeting rewards.

Defense: I completely agree that defense should only serve as a deterrent. Who wants to play a game where someone can dig a bunker and bulk up until one massive apocalyptic force rips through system after system? But, right now, certain elements don't work. Here's an example: turrets are a waste of tactical slots. You have two options: concentrate their position, which can actually become an effective deterrent, but becomes useless as a player can fly right past them, or spread around the planet minimizing weak spots but also eliminating their ability to do anything but spit peas at a Goliath. Their range needs to be extended, maybe even a slight buff to damage. Something, because, it's not working. (I also think regeneration docks' range needs to be extended). As of now, I found the most effective defense is to strictly use hanger bays. So, if that's true, why even have anything else?

More map options! I respect and acknowledge the dudes at Stardock lovingly and agonizingly crafted the original maps to give me the best player experience, but please, let me screw it up if I want. :)

Siege frigates: You're really close. But, I still think they're primarily used as guerrilla raiders rather than sieging weapons. Think medieval. Could I roll in eight unattended trebuchets against an averagely defended castle, wipe it out, and roll back out? Don't get me wrong, keep them powerful, but maybe a little bulkier, slower, weaker in the shield department. Basically, I'm trying to say these things shouldn't fly solo.

Pirates: If the opposing player has a bounty on their head, and I'm attacking one of their outposts, please don't drop a pile of Yargh's in the middle of the battle and have them attack my guys.

I know that's a list, but take it and the time and thought I put into it as evidence for how much I enjoy this game. Seriously, I haven't been this obsessed in foreverago. I love it!!!!!!!!!!!!!!!!! (<-see how many exclamations???)


Reply #329 Top
I haven't patched yet (no internet connection on my other computer at the moment) so maybe this is no longer relevant, but it bothered me so much I thought I should post about it anyway.

In the post-game stats of a recent game which lasted just over 10 hours, involving 7 AIs (me +2 medium vs 4 medium vs 1 on hard), I was surprised to find that none of the computers had built even a single trade station. They had also built only a handful of refineries among them. Myself, I made more money with trade stations than I did with taxes by the end of the game. It's a wonder the game lasted so long with them economically crippled like that!

I really like this game, I think the AI is better than many I've seen too, but little things like this must surely have a big contribution to the game's relatively low difficulty.
Reply #331 Top
I'd like to see an AI partner/s that actually work. You rarely get assistance when needed and there is no way to co-ordinate attacks when playing with an AI team mate. Quite frankly the AI teams are a total waste of space and development time and need some serious love to make them worth while otherwise there is just no incentive to play single player on the larger maps.

Diplomacy is also broken to the point of uselessness. When playing with unlocked teams, unless i'm seriously missing something (ever thought of a downloadable manual for those of us who took the digital download option?) there is no way to requesting/demanding anything from other teams/AI players yet all they do is persistantly demand everything including the shirt off your back. As if this wasn't bad enough, your AI team mate/s demand actions from you outside of your current researched abilities, for example, demanding you jump to another system to attack such and such, two minutes into the game when youu haven't even got a lab up let alone the required amounts to research the tech. This then leads to a drop in relations where upon they then demand the exact same thing next time resulting in the concept of unlocked teams as being unplayable.

Fix the AI issues, please because as things stand, it's ruining the game for people like me without the time to play lengthy online games right now.
Reply #332 Top

i would like the bounty leaderboard to be updated only when pirate fleets launch (so you cant constantly just outbid) so that while the pirates live the bounty board is only updated every time pirate fleets launch.
End of quote


I strongly disagree. The bounty is not just for pirates, it's for anyone who wants to do the job. I've used it to give an incentive to anyone (not just the pirates) to get somebody off my back.
Reply #333 Top
(ever thought of a downloadable manual for those of us who took the digital download option?)
End of quote


Did you look in your folder?
Reply #334 Top
--Ive watched an AI vs AI fight where a bunch of smaller ships had an AI capital ship down to 11 hullpoints, but then they broke off to attack a colony pod that warped in, so the 11HP capital ship slinked off to fight another day. Maybe tweek the AI a bit so that if a ship is close to dying, they keep on it.

--When watching replays you cant pause the game to get a nice screenshot if you want, thatd be nice to be able to do.

--AI needs to research more.

--Find a way to slow down the hop scotch like play the AI loves to do, while technically correct and smart, its extra annoying to warp to siege a planet, only to have the AI run your way, ignore you, and warp to the planet you just came from to siege that.
Reply #335 Top
I'd like the pirates to be able to use Wormholes, as it is right now, they just use the phaselines and attack the first planet they come to. Using wormholes they could penetrate your empire a little farther and hit a better target. This would also allow some great custom map opportunities where the pirate base isn't connected via phaseline to anything, and has a wormhole connection that keeps players from attacking the pirate base to early or even knowing where they are.

Also, could wormholes have the ability to send ships on multiple routes. I'd like to be able to make a map where everyone is split up and has wormhole connections to one wormhole that then leads to really rich worlds via phaselines. Right now, you can only take a wormhole to the first destination that you discovered.
Reply #336 Top
I'd like to see an AI partner/s that actually work. You rarely get assistance when needed and there is no way to co-ordinate attacks when playing with an AI team mate. Quite frankly the AI teams are a total waste of space and development time and need some serious love to make them worth while otherwise there is just no incentive to play single player on the larger maps.

Diplomacy is also broken to the point of uselessness. When playing with unlocked teams, unless i'm seriously missing something (ever thought of a downloadable manual for those of us who took the digital download option?) there is no way to requesting/demanding anything from other teams/AI players yet all they do is persistantly demand everything including the shirt off your back. As if this wasn't bad enough, your AI team mate/s demand actions from you outside of your current researched abilities, for example, demanding you jump to another system to attack such and such, two minutes into the game when youu haven't even got a lab up let alone the required amounts to research the tech. This then leads to a drop in relations where upon they then demand the exact same thing next time resulting in the concept of unlocked teams as being unplayable.

Fix the AI issues, please because as things stand, it's ruining the game for people like me without the time to play lengthy online games right now.
End of quote


You can give the AI ping commands using the ping button, its pretty basic though, Defend this, attack this..etc..
Reply #337 Top

1) Make capital ships more Capital. They get owned by cruisers mid game and end game like no tomorrow. Maybe this could be solved with more Capital ship only upgrades.

End of quote


I think they are good as they are...look at capital ships today, a carrier can be out of action with just one or two torpedoes.

Reply #338 Top
The thread is so long now I don't know if this has been mentioned. It's certainly been mentioned in another place. An easy-to-see clock would be appreciated. I think this is a must-have for any game that could potentially suck people in for hours.
Reply #339 Top
I agree with other posters about turrets being kinda lacking right now. I think what they really need is just more range and maybe a SMALL boost to their damage. They're all about overlapping fire, but right now it's difficult to get more than 3 or so to have overlapping arcs without spreading your defenses too thin. In my opinion, you guys need to brainstorm and figure out more distinct and well-defined roles for turrets and fighter bases. As it is right now, they accomplish the same thing... as a game designer, I've learned that this is one of the things players dislike most - units with ambiguous roles. They decide to just not bother with them at all and just use whichever one they think looks most powerful.

I don't really agree with repair yards needing a larger range - actually right now they're not being used for what I think they were intended for: ship repair. Am I wrong on this, were they really supposed to be used in clusters around one's planets to make defenses nigh-invincible?

I think the issue is, ships are already very good at repairing themselves, and the ones that need repair most probably don't survive to get it. By the nature of any intelligent person, if they see you're running from a fight, they're going to go like mad after the damaged ships first, meaning there aren't a lot of ships that actually *need* repairs because the ones that were only a little damaged repair themselves almost instantly. I understand you want to minimize micromanagement by having ships auto-repair, I totally get that, and it's a good idea. But it seems the auto-repair ability becomes so powerful even at low-tech that there's no good reason to do anything besides just go back to a safe planet and sit there. Right now, I'd sooner send my ships someplace safe and let them repair themselves; To repair an average ship from 10% health to 100% health and full shields it takes, what, 3 minutes?

(edit: I'd also suggest moving them into the logistic category... maybe. Not sure on that, probably a really bad idea actually...)

I think the solution is to reduce auto-repair significantly (~75% ?) as well as add a fair bit of extra waiting time before it starts at all. A fleet of ships should not be able to just soldier on through battle after battle and shrug off the damage so easily. Sins seems to replicate a lot of famous sci-fi titles in its style of combat, but when it comes to the aftermath of a battle, it goes back to Starcraft or something. If you don't destroy a ship entirely, you might as well have not fought it at all, since within a couple minutes it'll be like new.

This will also solve the problem I perceive with players using all-capital or nearly all-capital fleets... From what I can tell about the developers' way of thinking based on playing their game, they didn't intend for that kind of exploitation. You can send 10 capitals alone and just retreat individual ships as they cross half HP. They'll almost always survive long enough to escape the battle, and in minutes they're as good as new. It just doesn't fit with the game's otherwise semi-realistic model. You've got realistic physics without ships that turn on a dime, realistic battles with ships that aren't paper-hulled, realistic ships that are designed for function not form, realistic movement speeds, a relatively realistic resource model... but hulls that leave me expecting to see a Intel-ish "Borg Inside" logo hidden somewhere. Sorry if I'm going on too long about this, I'm not trying to be critical, just helpful.

Furthermore (*facepalm* here he goes again) the ability to inflict *lasting* damage, however minor, on an enemy's ships, gives a weaker player the ability to cause some kind of significant harm to an attacking fleet. Even if they don't make a single kill, and that happens a lot, they'll have worn down maybe a dozen ships to half HP. In the next battle, there's another dozen at half HP. And another, etc. Soon you're able to maybe, maybe fight him on even ground.
Reply #340 Top
-I think there should be an option to reduce ship HP and Shields. It is a bit unrealistic when a capitol ship and 5 or 6 scouts takes several rounds of fire to kill a single scout.
-More speed options would make more sense. Sure, real long games are interesting but when I have a window of 3 hours to play, I can't really start a multiplayer game with 100% assurance that I will be done by the time I need to go.
-Is there a reason that no form of ladder or automatic map making was made? The host/join system is a bit archaic by todays RTS standards. People want to press a button and play a competitive game for status/bragging rights/ladder position. With a ladder you remove the noob factor of people staying in a game for 15 minutes then leaving.
-Why in the heck do you need to stay in a multiplayer game and destroy all their units even when they leave? I have been the only person left in a multiplayer and I still had to play for another hour trying to find all their abandoned units to kill. This game will never be successful as a single player RTS but from what I have seen the multiplayer aspects has TONS of potential. I am looking forward to seeing a more standard and competitive system:) Thanks.
Reply #341 Top
1. Slower battle speed option
2. change pirate count down to a random time or do not show the count down. I end up watching the timer and can pretty much guarantee winning the bid as long as I have the cash.
3. basic fleet formations...battles look like a little league soccer game (everybody bunches toward the ball)


biggest area in need of help is diplomacy (pirates included) IMO so I will hold on my other suggestions when talking about a new version, add-on etc.

That's it for 1.03.
Reply #342 Top
All I can think of is a better AI diplomacy, AI replacing dropped players (You mentioned that already, just stating), and some balance fixes.
Reply #343 Top
I typed, "This game will never be successful as a single player RTS but from what I have seen the multiplayer aspects has TONS of potential" above, and after I posted I couldn't figure out how to edit it. It didn't come out right and I don't want to get accused of flaming:) I just mean to say that the longevity of the game relies heavily on the multiplayer aspect and not on the single player game. For example, WalMart still sells Starcraft 10 years after it came out and those sales are based solely on the multiplayer aspect of the game. Thanks.
Reply #344 Top
With 1.02 I have some freezes in the game that last almost long enough for me to consider the game locked up. After about 5 - 10 seconds it will unfreeze. It seems to always happen when I am zooming in/out of between planets.

Does 1.03 address this issue?
Reply #345 Top
I didn't read all of the posts, but what about engine upgrades, so you can move around faster in your gravity well.

Thanks

Reply #347 Top
I'd like to be able to play MP games without getting a minidump/crashing.
Reply #348 Top
The ability to increase or decrease the Unit caps before playing a map. I'd like to be able to play large maps with 30 to 40 capital ships. It would be nice if there were some visual indicators(i.e. different colored laser, increased intensity, increased volume) in the weapons showing the degree of their upgrade but that may be a little much for just a quick patch.
Reply #349 Top
What I would like to see is an option to specify what each side will start with in terms of money, metal, crystal, structures and space craft. I personally, like playing games starting with the two construction drones, a space port and the standard resources. I don't like playing maps where you already have a small fleet already put together.
Other than that, the game is great! Thanks for putting together this wonderful game.

Rhy
Reply #350 Top
Maybe this was already brought up, but the display driver issues as mentioned

https://forums.sinsofasolarempire.com/?forumid=408&aid=175414

there might be a nice fix for v1.03.