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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.

 

556,162 views 1,040 replies
Reply #501 Top
Change the supply cap to be related to your planetary control. e.g. if there are six players in a game, there would be potentially 12,000 population available. If you control 50% of the planets your max pop cap could be 6,000. That way one person who owns most of the galaxy won't still be outnumbered by a pair of nobodies working together from some small corner.
End of quote


I disagree and I think it would be LESS fun your way. You own 80% of the galaxy - there is no way for those nobodies to win. Now if they can match your fleet strength they still have a fighting chance.

You just need to work harder to win. Build factories on the front lines, and replenish your ships just as fast as they die. You have more resources than the nobodies and they won't be able to match you ship for ship.
Reply #502 Top
Right now the orbital structure pop-ups on the UI aren't as helpful as they could be. If it could show the current total slots used, the current slots available, and also the maximum slots available after all planetary upgrades then there wouldn't be a need to worry about how many structures you'll be able to build. As it is you need to constantly add up how many slots each structure takes and then check to see how many slots you'll get from the planetary upgrades.
Reply #503 Top
Whatever you release in the next patch please make sure that you add in 1 more character to the planet rename screen because i want to name my home planet Crimson Empire except as it is now i can't add in the last e, thats all I request(I play as red, and I'm super aggressive- they just seem like a natural fit)
Reply #504 Top
I don't know if this is possible in the current build of the game, but if it isn't, i would like to see it to be added in the next patch. It would be nice for players to give their AI allies missions to complete with specific targets to be destroyed, just like the way that allies ask players to complete missions for them in certain alloted amount of time.
Reply #505 Top
Why is it that my long post, which is still recorded as having existed in my CPlink (replies), does not show in this thread. There was a lot there...
Reply #506 Top
Aside from jump inhibitors actually being useful, another thing I'd like to see in 1.03 or an upcoming patch (and I might be the minority here) is that I'd LOVE for most frigate ships to be more mobile in combat. For them to essentially be slower-moving versions of fighters. Right now the biggest complaint that I hear about the game is that combat is pretty static looking with ships (aside from fighters) being stationary and only trading shots back and forth. I can understand that happening with cap ships and cruisers, but I think having frigates be a bit more active would provide more action and movement in battles.
Reply #507 Top
My this is a long thread. Are you really reading everything?

Anyway after playing a few more MP games I feel a domination victory condition is a must (60-70% control between you and allies). Once the % control is reached a 10 minute countdown timer starts. If in losing a planet you drop below that domination % then the countdown will start over at 10 when the proper % is reached. Games drag on a lot longer than needed and thus this will improve MP. Anything that lets us play shorter, higher quality games is good in my book!
Reply #508 Top
---- comm relay (economy/social/moral boost in connected systems)


erm... Pretty sure the TEC calls those Broadcast Towers. Intel reports indicate the Advent and Vasari have similar tech as well.
End of quote


Those are propaganda tools, seperate from what I propose.

Reply #509 Top
Excellent Ideas Guys!  We just had a big meeting for the next patch and many of your suggestions here came up!
Reply #510 Top
Excellent Ideas Guys!  We just had a big meeting for the next patch and many of your suggestions here came up!
End of quote


Thank you very very much Ironclad in being very active with the Sins community. Can't wait to see what's in store for the new v1.03 patch. XD Suggestions will continually flow. XD
Reply #511 Top
Allow Unlimited building/ship levels :)
Reply #512 Top
Hope I'm not too late.  :D 

Things I'd like to see:

-optional rule to have AI surrender on capture of homeworld (capital). You could refer to Rise of Nations--that game had this just right. This would give the game a clear-cut goal. Perhaps giving the owning player a time limit to retake his homeworld. Moving Capital planet would not be allowed with this condition (grayed out or something?). Then remaining worlds become either neutrals or pirates.

--It would be nice to diplomatically influence (bribe) or intimidate minor worlds to join your empire.

--speeding up load times for starting the game and loading up saves sure would be welcome!
Reply #514 Top
Diplomacy is my big gripe:

1) you need to be able to bribe your enemies to get your faction up. Bribery has been a tool since the beggining of time. ITs silly that i can throw a hundred thousand gold and gems at a npc and his rep doesnt move one bit.

2) maybe give us an option to accept or decline a mission, if we decline either give no negative or a minor negative. If we accept and fail give big negative , if win then current positive.

Truth is that the requests are so random that you may be on good terms with them for a long time and then all of the sudden the npcs ask you to attack someone that is completely out of your way, you cant get to it in time and your rep plumets to zero. Too brutal.
Reply #515 Top
Well, so far the game is great. I like the flavors of the three factions. My only real complaint so far is the diplomacy options..I get asked to attack other factions that I'm friendly with or really don't want to be attacking at that time..So, what I'd like is some sort of option instead of being forced to attack another..how about an option to either attack or just give resources, instead of being forced into one or the other. I mean I'd rather give support in terms of supplies over ships most of the time.

Thats my two cents.
Reply #516 Top
The best idea I've heard so far came from a friend of mine, and definitely wouldn't be available anytime soon. However, it's something that we've always wanted to see the option for in an RTS, and Sins seems a perfect environment for it.

Basically, allow two people to control one side. This game is perfect. One handles Logistics (Research, Buildings, Economy), the other handles Military (all ships and troop movements). Randomly it probably wouldn't do well, but it'd be great for two people at a LAN or online that know each other.
Reply #517 Top
Just to counter all the suggestions regarding buffing phase jump inhibitors, I DON'T want to see this happen, at least not greatly anyway. While having chokepoints get created is certainly convenient for defense, it would be good to not have it so locked up. I actually like the idea that you need to think about defense in depth, that hit and run tactics can be valid, outflanking a key but static defensive line is effectively. Anyone remember the Maginot Line? :-)

What I would like to see is a buff to the defense cannons/lasers. I almost never build these and find them insignificant to deal with, possibly due to the way the AI and I use them, but it is the case anyway. One of the great things would be to give them limited maneuoverability, so they could be re-located between battles if you want to defend something else.

Pirates. So far, these strike me as the most weird but essential aspects to the game. I think the way they are implemented is so very odd, having their own rock, vast fleets, but nothing else. The fact they have to travel around is good, but so often it means that they are wandering through your own planets to cash in on an enemies bounty. Also, if you aren't giving them any bounty, their attacks are very time consuming and almost paralyse early expansion. A quick fix would be to make early attacks weaker, but longer term I would like to see a re-design of Pirates. They have real potential and I am glad they are in, but they sure do more than just annoy me at times :-)

Are we able to adjust game speed in game? If we can already, then I don't know how yet :-) If not, I would like to see that added :-)

Signing off for now, before this post becomes too long.
Reply #518 Top
quick



STOP!!!

this post is going to outgrow anything from the beta era in a matter of days  :SNIFF!: 
curse this overly enthusiastic community and those overdedicated devs, damn...
Reply #519 Top
1) I'd like to be able to delete the startup movies to get into the game faster. Right now if the movie is renamed/deleted the game hangs at that point until you use the ESC key to get past it. Just have the game continue with the load process if it can't find the movie.

2) Minor problems with fleets.

a) If I create a fleet in a system (usually the first cap ship built) but want to add ships to it (frigates already in the starting system) I can't. I can select the ships and have them move to the fleet but they won't be added. If the fleet moves to another system they will follow and then add themselves when they reach the other system. If I select the fleet and then select the ships to add then select 'create fleet' they will get added but that's a pain. It would be nice if I could select the ships to add, have them move to the fleet, and they would get added to the fleet even in the same system.

b) It seems some ship types won't add themselves to a fleet (planet bombardment frigates, some defensive cruisers). Is this by design? Could I somehow control which ship types get added to fleets?

c) I'd like to be able to select a fleet with a key instead of a group. One would select the first fleet, two could select the second fleet, etc. At least let me map some keys to fleets like I can map keys to groups.

Thanks!
Reply #520 Top
I would like to see a pause button, and a button that temporarily removes the GUI, so I can take some good screenshots.
I would also like to see the ability to limit tech trees at game start, so if you wanted to, you could have gigantic carrier battles, or just have battleships slugging it out. Maybe even just Attack Frigates, and see them come together in a massive FPS chugging battle.
Reply #521 Top
Hope this one doesn't get lost in the shuffle.

Allow me to queue up things I cannot afford, such as the ships for a fleet I want to build, so I do not have to keep returning as I get funds. This queue could be exposed like the empire panel, and possibly re-ordered - if I have a queue for a series of ships to construct a new fleet, and I urgently need to build a new defense platform, I would drag it to the top fo the queue, and it will be the next thing built. This would reduce distractions when I must deal with battles and tight finances at the same time.
Reply #522 Top
I would like to see a pause button, and a button that temporarily removes the GUI, so I can take some good screenshots.
I would also like to see the ability to limit tech trees at game start, so if you wanted to, you could have gigantic carrier battles, or just have battleships slugging it out. Maybe even just Attack Frigates, and see them come together in a massive FPS chugging battle.
End of quote


THe pause key on the keyboard pauses the game

Cinematic mode removes GUI extras like phase lanes, gravity wells, icons, etc

ctrl+shift+z removes the Panel display, markers, pinup thingy on the left, This removes everything the Cinematic mode doesn't
Reply #523 Top
My router will not froward IP address so I have to buy a program for me to do so to host games. I would like this to be Eliminated so I can host my own games. I do not see why I have to froward my IP address to host a game I can host all my other games except this one so that is what I would like to see in the next patch.
Reply #524 Top
i think the main thing that needs focus is the minidump problem and the display driver crashing........ you know bugs need attention.....
Reply #525 Top
Not all of this is for 1.3, but here goes.


1) The Fleet Cap system is good, but can lead to some trouble on big maps. I'm known to, er, destroy the enemy fleet upon occasion and once they sold their economic souls to host a big honking fleet that gets blowd'd up, they are S-C-R-E-W-E-D. I set up a huge random map and went at 'em till I had half of the second of three stars. I saved the game and quit planning to start again the next day, but once I looked at the post game stat screens, I knew the game was over. They had built (now destroyed) huge fleets, I don't know just what their caps were, but it must have been over 60% of their economy, so the HIGHEST credit income that any of the surviving enemies had was 7 credits a second (the remaining advent empire was brining in zero/nada per second). I mena they were probably all eating cabbage soup and waiting in bread lines by this point.

I was making 30 and had enough reserves to build half my empire over again. Their metal and crystal situation was the same. Needless to say, there was no point in staying around to mop them up if they couldn't rebuild those monster fleets.

2) Related to the above point, I think the AI could do alot better with their economy. I was shocked to see that they didn't have the kind of economic reserves that I did. In fact they had nothing in the bank. It could only have been the fleet cap. They put everything into fleet cap. Even the late game TEC Capitol ships in the next system had basic bare bones armor levels.

I think they should prioratize military research. I mean, they could cut back on a few light frigates and improve the performance of that huge honking fleet a great bit. I saw in the next star system of that huge map that, finaly, the AI was building good ships with few light frigates. But they should be doing this much earlier.


I was always wondering why they build no defenses or economic planetary developments, but now i see they have no money and are going for big fleets instead.

So the question is what should they cut back on economicly in order to improve their defenses and research?

I think its.....Siege Frigates

3) Siege Frigates. I don't see these as the terror that everyone is complaining about. SOMETIMES, they make things uncomfortable, but I think they do more damage to their host economy than the target empire. They take up a full 12, (TWELVE!) Fleet cap points for each one. That is alot of resrources tied up in a squadron of those things. When you see a gaggle of those things, that represents about 10% of their entire economy! While they do sometimes get a world or two (which can be rebuilt and might not have been bringing in much money anyway), they usualy die like dogs once I have set up my mid game defenses. It depends on how many border worlds I have and how limited the acess points are to those worlds (it's hard to protect those crossroad worlds as you don't know where the back door is).

But really, I don't think these things pay off for the enemy like they should. Not only do they cost money to build, but they have to increase their fleet to host them wich is not just the purchase price of the ship, but it' also a constant penalty against their income. If they spent the money on military research, they could invade with a smaller fleet cap rather than raid with a big one.

I suggest that at a certain point, they should knock it off with these things and spend the money on, to beat a dead horse, military research or planetary development (like trade posts or refineries, they never build nearly as many of these things as I do which is really daft considering they have no resources and could just fill a world with big fat juicy refineries between a pair of ice worlds and never worry about crystal again).

4) Diplomacy. I think this needs some work. THe mission system is Ok, but i would like to see more cooperative "psst, how about 400 metal for 1200 credits?" kind of missions rather than "See that empire on the other side of the map? Yeah, well go blow up their tactical instalations, OK?". I have been turning teams to 'Locked' which I really don't want to do as the other empires are, honestly ALWAYS teaming up on me in the early game otherwise. And early game I'm not in any position to do what they want as far as missions which are way too agressive and scattershot strategicly; if I'm attcking early game its against a nearby, vulnerable empire and its to the death with victory meaning I have a nice resource nest with a obvious choke point at the other end of it. I'm definatly not going to say "Well, maybe I should divert my meager resources, which are are barely sufficient to colonize the neighboring ice world, to go blow up some green gauss turrets on a contract from the orange guys; WWAAAAYYYY over there which will lead to nothing as I can't defend their worlds even if I take it and I would be wildly over extended with a wide open flank. While I do that I could let the blue guys take that ice world I've been working twords".

But now the orange guys are PO'd and even the green guys are coming for me, and well, what are those purple guys doing getting in on the action and....ack, et tu blue guys!?!

I like that they're agressive, but it would be nice to see the squabling be a little more balanced and the means for cooperation be a little more driven by my initiative rather than their wild demands. Some of them that are attacking me are not even bordering empires and i don't think that they have finished colonizing all the worlds nearby their distant empires.

5) Don't listen to people asking for increases to static defenses!

It's called 'Sins of a Solar EMPIRE'! The Romans didn't take Greece with gauss turrets and repair bays, they did it with Cap Ships, er, Legions.

Seriously, the defenses are there to stop raids, to slow down invasions, offer a sanctuary for a fleet of your ships getting wailed on and running like little girls or to suplament an inferior fleet against a superior one. If they could just up and stop a concentrated invasion, it would kill the game.

'Sins of Solar Turtle'.

6) The Enemy running away.

Honestly, i like this. They are pretty savy. I mean, why get gunned down like dogs when you can 'discretion' out of a hopless situation?

I have seen them hop back and forth between systems and I'm trying to catch them between my battle and carrier fleets. It seems like they're a headless chicken and are just buying time and delaying and I have a plan to catch them with my carrier fleet by holding it in the rearward system rather than chasing them as I think they will continue with the chicken pattern and run back from my battle fleet in the forward system. But they pull a curve ball and rush past the battle fleet which was trying to buffer them (it can whittle them a bit, but not stop them) and go into a third, farther forward system! Hah, the cheeky bastards, I love it! They shook me and broke an impossible situation with an unperdictable move. Well of course I continued to chase them to a dead end system and they died like digs, but they tried their best.

I often see them leave an important syetm in retreat from a superior fleet and then come back once they are situated.

Honestly, they do alot of the same kind of stuff that I do and I'm impressed with their decisions as far as maunvering their fleet, although I'd like to see them attack my worlds a bit more often and also try and bypass my fortress worlds and head to my mushy underbelly instead.

Ok, well thats more than enough blathering.