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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.

 

556,208 views 1,040 replies
Reply #576 Top
The ability to ignore see messages from other players. Along the lines of typing /ignore [name of person]. This could be done through the GUI, too, appropriately, but any other multiplayer management would be appreciated, probably similar to what they have in WoW or other MMORPGs.
Reply #577 Top
Didn't want to read the last 500 or so posts (I also wouldn't want to be the person whose job it is to read all of this), but I wanted to suggest a tweak to the UI in case someone had not mentioned this.

Could there be an addition to the info screen that pops up on roll-over of the metal and crystal production numbers? Basically, I was wondering if there could be a section beside the planet name in that info screen that tells you how many asteroids have the extractors built into them.

Like for underdeveloped planets, when a planet is being a credit drain, then it's marked red and includes the amount of drain. Right now there's no way to tell quickly if all the asteroids in a planet are being utilized. It doesn't have to be an asteroid count, just maybe "current metal or crystal production/max production" per planet. The info screen could just add a list the owned planets and have 0/3 production beside it for example.

Right now, I have to click on each planet to determine if I have built extractors on all the asteroids which on huge maps is a pain with colonize auto-cast on.

Thanks.
Reply #578 Top
I know most of my whish list was prob written in here already. I didnt have a chance to read EVERYTHING. I was playihng the game this morning and new ideas were streaming into my mind. I was CRAP!!! I wish i could mod lol. But here goes:

The game is great and I know you guys DESERVE to rest after putting such a great game out. I am not sure if these could be patched soon or a few down the line but my suggestions (sorry if they were already suggested) are

1) Make Black Market prices fluctuate more in SP and MP games rather then in the begining of the game when we're already strap for cash

2) Make Diplomacy more realistic, relativistic, attainable and MAINTAINABLE

3) Make teams able to use special structures like the Tunneller.

4) Better description/Help on the Custom Map generator

5)More Maps, Map Styles and Linked Scenarios, i.e. King of the Hill map where key "Isolated planet" (travel through that phase lane takes 12 actual minutes) has beaucoup bucks, bonus stats, Artifacts (1-3?) but controlled by a smart 3rd party AI (non-pirate)

5) Make AI commit to long deadly slug matches ala US/Brittish revolution although the Fight or Flight is ok now, it is annoying to run them down

6) Enhance the cruisers, i.e. Carriers - start with 1 wing but upgradable to 3 maybe?

7) I definately know people been complaining bout the PJI so yall know it needs to be fix SERIOUSLY but i do suggest making it stronger for the Vasari since they are more attuned with phase tech and understand it better (According to you guys they had centuries to study it)

8) Hybrid ships, ship techs or whathave you (I am sure ya'll talked bout this)

9) Make phenomemons/anamolies convey bonuses/penalties depending on what it is, i.e. Ion storms cripple ships or destroy the smaller ones but cap ships take light damage, Magnetic storms slow you down considerably and takes 5 min to get from one end to the other. Things like that

10) Allow engine upgrades to increase speed in and out of phase lanes.

11) Ability to build 2 orbital platforms/research centers whatever have ya

12} Add Derelicts with scavengeable parts/resources (maybe randomly found in anamolies/debris field)

13) More debris in debris field, hampers movement significantly

14) More 3d models i.e. make the resource asteroid move all over the place maybe

Well thats all for now and like i said i didnt read everything so i am sure i was being redundant but hey thats what i think would be great for this or a subsequent patch. Notice i didnt ask for a SP 30 mission campaign lol. You guys can give us that a few/several patches later YAY.
Reply #579 Top



  1. Adding units to fleets: At the moment, unless I'm missing something (which is likely), you can't simply add units into a fleet, but instead have to select the fleet, select the units you'd like to add, and then click "Create Fleet" again, which erases your fleet settings (ex: simultaneous jump, attack range, tightness/looseness). It would be more convenient if there was a "Add to Fleet" button that simply added units not already in the fleet to it, without resetting the settings.
End of quote



Under the create fleet button is one for add to fleet, also you can select units and right click the fleet leader.



    Could there be an addition to the info screen that pops up on roll-over of the metal and crystal production numbers? Basically, I was wondering if there could be a section beside the planet name in that info screen that tells you how many asteroids have the extractors built into them.
End of quote



On the search tab there is a button Asteroids, shows all planets without resource collectors.

Cheers Rob.
Reply #580 Top
1. Vulkas (forgot name, vasari one) sometimes auto casts siege platform outside of the range of the planet.

2. Fleet upkeep depends on how much supply your are using, like warcraft 3.

3. option to be able to see time till pirate raid, and prices of black market metal and crystal on the main screen.

4. vasari LRM with the lvl 4 ability sometimes do not jump with rest of fleet.

5. Able to see allied players resources.

6. make auto placement of turrets better, like closer to repair platforms or closer to phase lanes (to defend against siege frigate hit and runs)

Reply #581 Top
I think the one single thing that most detracts from the game's attractiveness is the fact that ships, once positioned, remain stationary when fighting. This so goes against what players expect to see in a space battle that I think the biggest favor you could do yourself, Ironclad, would be to add a little maneuver action. I'm not stupid; I know the ships are stationary now for a reason--most likely a processing limitation or difficulty in programming the AI--but whatever that reason is I'd do my best to overcome it if I were you, because whether it's stated or not in the reviews, the lack of action in the space battles is a huge disappointment.
Reply #582 Top

Under the create fleet button is one for add to fleet, also you can select units and right click the fleet leader.
End of quote


Weird. I never noticed the Add to Fleet button. I'm retarded. As for the right-clicking on the fleet leader, though - does that actually add them to the fleet? It seems to me like it just makes them follow that inidividual unit.
Reply #583 Top
I find that I never use the left side of the screen (the pins) at all. What is this good for? It's usually a mess of small squares that you can barely even see. Before long, the whole side of the screen is filled with this flow chart.

Is there any use for building cruisers? Not once have I ever had to build one, or felt the need to build one. The basic frigate in large amounts seems to do the job.

I agree that the AI's constant running away gets tiresome.

Diplomacy in single player is completely useless and unneeded. Should be removed. The missions the enemy gives you to strike another enemy are also not needed and just get in the way.

AI should make an effort to retake metal and crystal outposts in the middle of nowhere. I find empty wells with nothing but asteroids, I take them, and they are mine for the rest of the game.
Reply #584 Top
1. PJI should work alittle like phase tunnelers. they should:
a. Cover the whole planet
b. Completely block jumping from a system with a PJI to another system that ALSO has a PJI.
c. If the destination/origin does NOT have a PJI then it should only add 30% or so to travel time to a from a system by enemy fleets.



2. The amount of ships should be somehow related to the amount of colonies / planets / population you have. Ideally population controlled. And it should be decreasable.
Right now you can upgrade the support and you suddenly pay a higher percentage of all your income for supporting your fleets, makes sense. But how come you are still paying exuberant supply fees for no ships if you loose them / decommission them?
Ideally it would work as such.
a. Supply should depend on population.
b. Researching logistics should increase maximum supply per population.
c. Upkeep amount should depend on amount of actual logistics used.
d. Upkeep decrease should be smoothed over time.

So if you say, 1000 population = 80 supply. researching logistics level one would increase that max to 100 suppler per 1000 population. But will NOT immediately increase upkeep to 9%. Instead, as soon as you build enough ships to take more then 80 supply but less then 100 then you will pay 9%. If ships die/decomission then you go back to paying nothing. You are unable to build MORE then 100 per 1000 pop until you research the next stage, at which point you can do so, but it increases upkeep to the next stage.
D comes into effect in that if you decommission ships you don't instantly stop paying the penalty, instead it slowly decreases by 1% every X seconds until it reaches the current level.
This also allows you to research "for later"... where you research it now, but you don't immediately pay extra upkeep, you could later build a massive fleet (without waiting for it to research) and pay upkeep when you actually build the ships.



3. Pirates make no sense right now, at all. Rather then randomly attacking with fleets worth tens of thousands of credits every 15 minutes, it would make more sense if pirates were contactable.
a. Some scenarios don't need pirates. A 1 Star, 1v1 map with 8 total steller bodies (planets/astroids/etc) doesn't need pirates, unless they are part of the scenario. (ie, kill the pirate, one planet, 10 atroid belts (uncolonizeable), 1 pirate base... they are trying to take you out, you are trying to take them out... its player vs pirates!)
b. Pirates normally attack trade ships, they use the funds gained to build defenses on their homes and more raiding fleets.
c. An empire may pay pirates them to attack a specific planet. When you pay them to attack a planet they determine the planet's strength, and give a price fitting for the amount of ships needed. Then they should build those ships (rather then the ships spawning out of thin air) using the funds provided. And when done building attack the planet. All surviving pirate ships should then go defend their home world.
This way pirate bases become stronger the more they are used.

This thread is where I discuss pirates:
https://forums.sinsofasolarempire.com/?aid=177544#1464144



4. Map editor changes:
a. Allow replication of stars in the map editor. Lets say I want to make an 8 star map... I take a star, painstakingly design it up, and then I should be able to make 8 copies of it. Right now I would have to manually recreate each star.
b. Automatically require each and every star to have at least one wormhole connecting to another star, and require them all to be connected together. I made a 4 star, 50 planets per star map with no wormholes... Little did I realise that there is absolute NO WAY TO TRAVEL BETWEEN THEM.
And when you select wormholes per star you cannot specify where it goes, it can go to another star, it can go to the same star... what if you have 4 stars, A, B, C, and D.
A and B are connected through a wormhole, C and D are connected... but there is no way to travel between them... this is a pointless map because the isolated stars should not even be considered part of the same map. Its two seperate maps, one for A and B, and one for C and D... which happen to be running at the same time...

Either that or create a technology to allow traveling to a non wormhole connected star... that way A could conquer B (and vice versa) and C could conquer D (and vice versa) using wormhole tech... but one consolidated attacking the last bastion would be significantly more difficult and expensive... (maybe an expensive gate that costs a lot of money and explodes after usage... and warps you to the sun of another star.
Reply #585 Top
Forgive me if my tone is somewhat frustraited but I think in light of the latest game I've just played, I'm entitled to it. So what do I want in 1.03? The god damn Seige Frigates nerfed or replaced with a more expensive cruiser version. Here's the scenerio:

20 Seige Frigs (AI) vs. 4 Planetary shields, 30 LRMs, 1 Carrier, 1 Battlecruiser (type that can conolise). Me TEC, them the Vasari.

Four Planetary shields did diddly squat in terms of defence and 30 LRMs and 2 Capital ships could not kill the seige frigates fast enough to save my planet. In the time it took them to eat through 4 shields and kill my connoly I killed one of their seige frigates. Cost of my fleet is 13,500 Credits. Cost of theirs is 9,000 Credits. That's 4,500 Credits more than the cost of wiping out an enemy connoly for a single loss. That's taking the piss.

Bottom line: You can kill your opponents connolies and escape before loosing any kind of significant numbers. They are game breakingly powerful. - Nerf, replace or remove them.


How about you try some strategy in this here strategy title???

One of the avenues for research is the capacity to see fleets coming along phase lanes. You can build scouts and send them in & out of planetary systems to get updated intelligence on your enemies` movements.

Possibilities:

1. Find where the Siege Frigates are mustering and destroy them with an attack by your own fleet, pre-emptively.

2. Suck back the loss of a colony and be content in the subsequent destruction of a large chunk of your enemy`s war effort, IF you were smart enough and diligent enough to Search & Destroy that Siege fleet.

3. Stop WAITING for an attack and get out there - take the initiative. Force the computer player to react to *your* maneuvers.

4. Build your own Siege fleet.

5. Distract the enemy with hit & run tactics behind his lines. Change his build priorities so he generates something to counter your own activities.


I am so very tired of reading "Siege Frigates need to be nerfed"...

If I max out my Vasari fleet capital ship limit and construct 16 (?) of the planet resource draining vessels, once they hit level 6 I guarantee I can take down any enemy planet faster than 16 Siege Frigates, and I will likely never lose a single cap ship in the process. Does this potential mean those Vasari cap ship types need to be nerfed?!?

Get a grip!

Develop some strategies!

React!

Adapt!

If you make Siege Frigates less effective, I will then need to deploy more of them to get the same use out of them. And no, I do not build a gazillion. Although I could, and if I found myself needing to, I certainly would. THESE SHIPS ARE FINE. Adjust them such that they are less useful and they shall become... less useful. Those folks who can`t grapple with strategy will no longer get deservedly arsed by such fleets, but the rest of us will no longer utilize them... precisely because they`ll be "less useful".

The Siege Frigates already are less useful - engage them with a regular warfleet and watch the lop-sided battle! In ship-to-ship combat they are quite ineffective. Hunt them down! Prioritize their destruction! BLAAAAAAAAAH...

Want to decrease the frequency with which an A.I. deploys such massive system destroying fleets? Fine. I object to crippling the assets themselves though. I don`t want to see wobbly WarCraft Catapults flying around.
End of quote


Did you actually bother to read what I said? It's fine for you to sit there in your arrogance and post all high and mighty about tactics (I've been playing strategy games for 20 years so I think I know about strategy) but this happend within the first 15 mins of the game where they came from another solar system - yet another apparent bug/AI cheat where they always appear to start the game with that technology. This has nothing to do with strategy or lack thereof, it's to do with a game breakingly powerful ship that given their strength, there's no need to ever build another ship. Just build 50 of the buggers and you'll take any planet you wish. Even if I do hunt them down, the whole point of the post is that with 42 ships (40 of of which are designed to be frigate killers) vs. 20 I was only able to kill 1 ship before they strolled in, took out my planet and phased out again.

I am not the only one who is posting about them being broken so frankly if you're unnable to post with anything other than condercension, do not bother in future.  :( 
Reply #586 Top
I DID post with something other than an opinion - 5 points of strategy wrapped around situational awareness and adjustment of fleet positions. Sounded logical to me. Btw, there are ships that have the capacity to delay Phase Jumps. There are also Phase Inhibitors in systems if you build them; and I might add, if you pause to destroy them you are not beelining for the colony. And such requires battle firepower, not Siege firepower, meaning you wouldn`t be doing so with just Siege Frigates. Combined, I have (not *can*... *HAVE*) hammered starships of ALL types as they pass through systems. On a number of occassions they never made it to their destinations i.e. stopped jumping.

Tell me this: if the Siege Frigates are, for example, nerfed to deliver 1/3 less damage so as not to take down a colony so quickly, what do you do if the computer throws 1/3 more Siege Frigates at you?

So it happened within the first 15 minutes of the game... so what? I guess the computer player put all his effort into Siege Frigates. Shouldn`t he/she/it be able to? Should human players have that freedom? I have experienced that too, and I had almost assembled a decent fleet by then. I lost a colony before I arrived with my force and destroyed them. I had to make a couple of jumps to do it, but eventually the chase ended. With my established naval superiority (moving swiftly to capitalize on the crushing) I took 2 of that player`s frontline worlds, and ultimately won the game. The computer never recovered from its commitment.

I suspect that if you reduce (for example) hits on Siege Frigates, players will begin relying upon capital ships only for colony assault - the balance between fielding a feeble Siege Frigate and a beefy versatile cap ship will no longer be appealing.

I reference your own post and the pacing of the game for this point. You are perturbed that when ***20*** Siege Frigates beeline for your colony, they take it out and lose only a single ship on the beelining jump out. I emphasize again - 20. If I take the time and expend the resources to build 20 Siege Frigates, focus on a target which is an enemy colony, I certainly expect to take it out in record time. Makes sense. If you nerf Siege Frigates, you wind up with WarCraft catapults. If you boost other ships or their combat skills versus Siege Frigates you accelerate the pace of tactical combat which does no good to Sins overall. If you boost defensive structure effectiveness, you accent such effectiveness in contrast to and at the expense of fleet roles in the game.

On a purely aesthetic and strangely a realistic level, what sense would it make to build a heavy gunship with a flimsy hull in space, where mass matters little? Perhaps this being a question of realism in a sci-fi world it is beside the point.

I have another idea - slow only the Phase Jump speed (the actual Jumplane travel speed) of Siege Frigates. You`ll have longer to prepare for that fleet as it arrives. I`m still not convinced this is necessary, but... .

Anyway, concern evinced. Carry on.
Reply #587 Top
I don't have time to read through 12 pages, so I am just going to say this: harder pirates. The pirates are great and all, and maybe they do some damage to the AI, but they are a piece of cake for me to handle.

Also, it seems to me like I don't always get notified when I'm being outbid. It seems kinda random whether or not I'll hear "the bounty against you has increased" and I lose a lot of bidding wars because of it that I would otherwise win, setting me back a good 5-8 minutes to deal with the pirates (most of that spent with my fleet waiting for them to arrive, because they take so bloody long...)
Reply #588 Top
I'd like longer capital ship names. The current limit is only long enough for single words (and not long ones). It's a shame to not be able to use the name you want because the allowable characters is too few.

For instance, 'Invincible' doesn't seem to fit, nor does anything longer like 'That Ship From Homeworld' or 'Hilarious Name From 40k'. Naming capital ships prentious names is fun, but the length allowed is too short.
Reply #589 Top
In a game that uses a random map, the ability to save that map for future use. sometimes random maps turn really well you'd like to do that one again sometimes.

the ability to set your target own priorities list for your units to attack

-Easier save of replays (added into the victory screen i would like) so you don't have to click continue to then save the name properly

-ICO filter out OTHER peoples friends only games out of your list

-ICO when your in a game room, when you change chat to the lobby it would be nice for it to add a seperate tab at the top like how firefox handles multiple windows. this way to don't miss what was said in the game room
Reply #590 Top
here are somethings i like to see in this patch or future patches

1.Binary Sun and dead planets would adds more feel to the game not every system has one star or that every planet is alive

2.space station for the gas giants and maybe asteroid fields but im not sure that the asteroid field would work like who would build a space station in a asteroid field  ;p 

thats all i have to say now im going back to play this awesome game :CONGRAT: 
Reply #591 Top


also about fleets, I don't like formations, I like my ships to beable to split up and do differnt thinks. Aka- caps bomb planet while frigates take out the refineries and such. As it is now, if the fleet leader bombs a planet, then the frigates just sit in formation and don't do anything. Also I don't like it how my carrior cruisers will join a formation, adn get caught in the middle of a battle, and then start dieing. essentully, along with "all lose," all tight" and "all normall" we need a "break formation" were there are no formations.

Also, structures that havn't begun building, should NOT be attackable. This was SUPPOSED to be fixed back in the beta, it makes me kinda angery that I can lose a thousand some credits just becouse someone knocked down the "comming soon" sign. It makes me angery that this hasn't been fixed yet.


For your problems with fleets - why not try using the autofleet feature instead? Select all the ships in a system from the little sidebar next to the planet you see when you zoom out. Then you can give those a group hotkey if you like, just like with a fleet. The thing is that the ships will behave much more in the way you say you want them to, with each ship class choosing to automatically do what they are best at. Sometimes you want to micromanage, but usually they'll do a more efficient job than a fleet that stays in formation.

For the newly-laid structures... one option might be to refund the allocated funds if the 0% structures are attacked. The catch is that might lead to the defender kiting the attacking forces all round the system chasing new defense structures - and not paying anything for the privilege.


Reply #592 Top
How about a "pursuit" mode for fleets, so that if a fleet is attacking an enemy and they run, your fleet will automatically follow them through the phase jump?
Reply #593 Top

here are somethings i like to see in this patch or future patches

1.Binary Sun and dead planets would adds more feel to the game not every system has one star or that every planet is alive

2.space station for the gas giants and maybe asteroid fields but im not sure that the asteroid field would work like who would build a space station in a asteroid field   

thats all i have to say now im going back to play this awesome game  
End of quote


Interestingly enough, If I recall the statistic is something like 70 or a 90% of stars are binary... some trinary, some single, some even more exotic... but single stars like ours are a minority.
Reply #594 Top
OOOH i also forgot to add requests for:

15) More anomolies i.e. Black Holes - which pull the fleet closer to the gravity well, reduces weapon damages, and slows phase jump out of that corridor.

16) Asteroid Fields easier to defend since there should be more debris and junk which hamper ship movement and lowers weapon damage 30% due to accuracy drop. No need to had accuracy subroutine, lowering of the dmge in the corridor is fine enuff

I am passing out so ill end it here. Again great game guys
Reply #595 Top
Hehe, it's gonna sound crazy.

But I would LOVE a metaverse :-) By that I mean a persitent online galaxy.

Sweet dream though.
Reply #596 Top
I would like to see a more romantic, spaced view of the Game. :P

1. I think the ships are looking a bit too clunky and comic-style-like. To much like Lego or something. Like Toys for Kids. I also didn't liked this in Galciv. They don't look like big bad ships. I hope you can see what i mean when you look at this:
http://www.egosoft.com/games/x3/screenshots/x3_screen_178.jpg
http://www.egosoft.com/games/x3/screenshots/x3_screen_266.jpg
http://www.egosoft.com/games/x3/screenshots/x3_screen_141.jpg
I think it's too late for it. But i hope you consider this more mature and realistic look for future games.

2. I don't completly like how you are presenting your information in the research and building part. For example you call things like this: Laser, Improved Laser. Even more improved Laser. And you combine this with a passive damage increase. I think it would add to immersion if you call this Upgrades in another way. Like: Laser -> Phaser -> Big Beam of Doom. I think it would be much better if you say: "My ships are owning your armada with my new Phaser-Beams!" then "I owned you with my Laser 2 that givese 5% damage increase". You could also give the weapons another beam color. It just feels more like a real archievement if i get a new weapon instead of "+5% Damage". I know its only a other way to express the same thing. But it feels a lot better than just the current number play. I think this number-play should be something you do internal.

It would be nice if you rename the Planet-Advancements, too. At the moment it's just something like for example "Tactics 1", "Tactics 2" or other things. It would be really nice if you could rename this things to not so abstract names. For example: "Tactics 1" could be "Planetary Defense Line Control Center" and "Tactics 2" could be "Orbital Defense Plattform Interlink". And it would be a REAL good thing if you could show this advancement on the planet and the surrounding region, too(as litte buildings on the planet surface or little orbital structures - see point 3).

3. It would be nice if we get some additional structures on and around our planet when we build them up. It would be nice to see my progress on the planets, too.

4. It would be a real good thing if you let us(and the enemy) build bigger fleets. I played a small map yesterday and were able to Build ONE capital ship(50 Fleet points) and 6 Cruisers. Its very hard to defend my planets if i am constantly under attack by loads of pirate-ships AND the enemy AI(Even if i increase the bounty to a higher value than my enemy i got hit by the pirate all the time) I just had not enough ships and it was impossible to defeat the pirate-ai because he had nearly 100 ships around his pirate station. The best thing would be to not use fleet points with your capital ship.

5. Make it possible to destroy the pirates even on smaller maps. As said above you are very limited on this map. But the pirates are not. They have about one hundred ships around their base. I have only 1 Battleship and 6 cruisers. It should be somehow possible to destroy the pirate. At least i see no chance i'm aware of.

6. It would be a nice future addition to bring in more diplomatic and even some spy-operations. Like cloaked scout ships, planetary sabotage(to turn down allegiance rating).

7. Resistances against special weapon types would be nice. For example: armor against lasers(to get only 50% damage or things like this). It would decrease the hoarding-style gameplay and bring more tactics ingame. But i think that there's a big rebalancing effort needed to implement this. Rock-Paper-Scissors...you know...

Thanks for reading! ;)

Best Regards,

Moontoon
Reply #597 Top
Okay, frogboy... There is just ONE single thing i want in 1.03, ignoring all others. I realized this after some more gaming.

I BADLY want a simple checkbox..
"Teams start together"
PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE!!

As it is now, teamgames are utterly pointless in anything with more than 1 star..
Why deny me the joy of a map with 2v2v2, where each team starts around their own star?
Few players online are willing to keep joining a game 7 times before the randomness acts in your favor.

And you know how fun it is to start alone in a starsystem with 2 teamed enemies?
The randomness has to get some reasonable limits, it just isnt fun when it comes to team play..
Reply #598 Top
I haven't read all the posts(none besides the first), so have no idea if this has been suggested or not. I also don't know if any of these can be easily implemented or not. With that out of the way.....

1. I spend most of my time at the galaxy level (max zoom), and issue orders by clicking on the ships bar to the left of the planet. Often times I'll forgo efficency, and proper tactics, giving orders to all ships in the system instead of manually selecting the fleets. I also for the most part ignore the empire bar on the left side.

- Having the ability to cycle through fleets using the ships bar, like how you would to select colony ships and strike craft would be a huge benifit. I could order my tank fleet to jump before my support/carrier/LR fleet. I know the work arounds (1-9, Empire tree, zoom in), but they are all extra steps that are un-needed.

2. I would really like to see more AI options for ships/fleets under my control.
- Being able to set which type of ships to use special abilities against.
- Being able to set a support target for a ship to use special abilities. Example: Setting my Durnov to use Shield Regen for a specific KoI.
- An Attack ship type order. Example: Issuing an order to bombers to attack LRM Frigate, when the Frigate is destroyed, the group would attack the next LRM frigate and continue to do so until all were destroyed.

Those are just a couple that would cut down on the amount of unnessisary micro. The game is in real time, so you still have to focus on the rest of your empire, no matter how important a battle is. The more ways you can figure out how to make it easier to participate and command a battle, yet still being able to focus on the entire war is a good thing.

3. Fix the Vista out of memory issue. The Microft hotfix dosesn't work. Most of the time its just annoying dumping me to desktop without closing the application. But the other half, it either crashes with a runtime error, hardlocks, or autocloses when it goes to desktop.



Reply #599 Top
Sorry if this has been suggested... can you guys add the small numbers on top of your grouped fleets for every ship in that group? ie group 1,2,3 etc.

I'm just used to seeing it in every other RTS game and I find it odd that it isnt here. Makes its a whole lot easier seeing units abit easier in the thick of battles consisting of hundreds of ships.
Reply #600 Top
I'd like to add my suggestions on the AI.

1. When the AI attempts a retreat while under the group movement option the entire fleet will stop retreating if one of the ships is interrupted. Such as, if the gravity warhead from the Vasari Evacuator is fired on a retreating ship it will cause all ships under group movement to stop retreating in order to wait for the interrupted ship. Futher, since they are under retreat orders they will not retaliate. With a warp inhibitor in the area a level 1 gravity warhead can cycle quickly enough to stop the entire AI fleet from retreating. Please fix this by having the AI switch to single move when appropriate.

2. It appears the AI doesn't recapture resource areas if taken by the player. By capturing a resource in a planet-less sector the player can then use the resource structure as a means of easy spying.

3. Diplomacy appears unfinished. Inevitably attacking trade ships will quickly eliminate any reputation gained from doing quests. This makes it difficult to maintain peace with the AI. There is too little to do in the diplomacy window. I would like to see more options available to flesh out the AI, even the option to force tribute payments from oppressed civilizations.