Mines, Torpedoes, Constructors - annoying micro
And how to fix it
One of the things I love about Sins is that micro can give you an edge but it isn't necessary. You can just send a fleet to attack and the fleet AI is smart enough that you dont necessarily have to worry about it. But you CAN - through focus firing and careful use of abilities - get an edge in combat. Such micro is fun; it's about decisions and timing as opposed to tedious, repetitive tasks.
As currently implemented, clearing and avoiding minefields and launching torpedoes are tedious, repetitive tasks.
ANNOYING MINE MICRO:
Synchonizing a scout to travel ahead of a column to "light the way" and make mines visible is necessary and looks cool but it gets old fast. It's not interesting and often the player has to spend several minutes microing his fleet and scout around the well clearing out mines. Nothing is more annoying than realizing a planet two conquests back still has a few undefused mines.
Steering your fleet into a minefield is, obviously, a bad idea. In almost no situation would anyone choose to do it. Minefields aren't about doing damage to enemies; they're about denying your enemy room to meneuver. The fleet AI will send your ships straight into a minefield, but in 99% of cases you'll take the time to go around. This means you have to micro your fleet in any well with mines present.
PROPOSALS TO FIX ANNOYING MINE MICRO:
1) Create a toggle-able ship behavior to avoid mines. This makes the area around a mine a no-man's land, like the area between the surface of a planet and the region ships can traverse. If a player really wants to ram the minefield, he can just toggle off this setting.
2) Give scouts a toggle-able minesweeper behavior, which causes them to automatically travel to reveal a mine in the local grav well when their current move orders have ended.
Implement these two suggestions, and clearing mines will take time but not necessarily player input; battles around mines will be about the battle and not about shepherding that stray frigate away from danger.
Mines would have to lose some strategic effectiveness; it shoudn't be possible to place mines right on the edge of a well so they blow up when the ships jump in. That's not strategically interesting and it makes the proposed solutions unworkable.
ANNOYING TORPEDO MICRO:
Torpedo cruisers should work as effortlessly as every other ship in Sins. But get a big group of them together, and you're forced to select the ability on each individual cruiser and then select the target. Also, because they have no main gun, they have strange pathfinding behaviors; sometimes they'll huddle around a target that everyone else is shooting at because they interpret everyone else's attack order as a move order.
The easiest way to use them seems to be to carefully meneuver the cruisers into the golden area outside the target's attack range but within the cruiser's attack range and then auto-cast the torpedoes. Such a method is not becoming of the sterling UI reputation of Ironclad.
PROPOSAL TO FIX ANNOYING TORPEDO MICRO:
I am of the opinion that torpedo cruisers should have at least some sort of main gun. Consider siege frigates like the Krosov: They fire lasers at enemy ships/structures but roll out nukes for planetary bombardment. I speak in ignorance of the coding necessary to make this happen, but is it possible to make torpedo cruisers fire lasers at ships and torpedoes at structures? The main focus should be to make use of torpedoes a non-ability function. I should be able to select all my torpedo cruisers, right click an enemy starbase, and come back in five minutes.
ANNOYING CONSTRUCTOR MICRO:
I have to order the constructor to move to where I want the starbase and then wait patiently for him to get there before issuing the build starbase order. Trying to queue the ability (so the constructor went where I wanted and then built the starbase) gave me a rude surprise.
PROPOSAL TO FIX ANNOYING CONSTRUCTOR MICRO:
Starbase constructors should work just like those tiny utility frigates: click the build starbase button, click where you want the starbase, and forget about the whole thing. This also gives you a preview of the firing range of the future base, which I miss very much in placing the base. If possible, you should be able to tell the constructor to build the base in distant gravity wells. This fix has zero balance/gameplay effect; it just makes the game friendlier and more easy to use.
Ironclad, I love you guys. You're my favorite game devs. Keep up the good work!