[Entrenchment Feedback] Day 01 -- As TEC
[Edit] By request, I numbered the entries so it would be easier to comment on them. Because I resorted them, some comments before reply #3 may have a wrong corresponding number.
I've played the beta as the TEC yesterday, and here is my feed back as them. Some of these entries are bugs, while the others are just my opinion.
Starbases: A lot to say here.
- When I first used the heavy constructor, I thought I merly had to order it to build a starbase, and it would ask me where to put it, giving me costs and stuff. It instead built itself where it was (which was in front of my frigate factory, but my ships didn't mind flying through it though). I tried later to que a series of orders, such as "Move here", and then "Move there", followed by "Build the starbase", but it would build right away instead of trying to reach its destination first.
- When you look at the stat card for a new starbase, it show the beam, laser, and missile damage it does. However, some of the upgrades you can give the TEC starbase says it gives the starbase these weapons. Could it be fixed so these installable weapons are listed as "Nil" or not at all until installed. As for the upgrade info card, could we get a listing of the weapons, base damage, and effective range for each as a preview, and later a review after being installed?
- A starbase doesn't seem to have the weapon range, or abilities needed to defend a nearby colony. The fighters don't seem the firepower needed to protect a planet if an enemy decided to avoid it. Maybe if it had a long range missile ability, and a planetary shield, it might was force the enemy to consider attacking instead of avoiding it.
- Could we get the number of upgrades possible in each category? There was like 2 upgrades for "Weapon Systems", but 3 for "Structural Integrity"? This might clear up some confusion in deploying them.
- Allow starbases to coordinate its production with the local planet with frigate factories. To have to find the starbase, select it, and tell it to build these ships adds in extra time and clicking to get things built.
- The upgrade "Auxiliry Government" doesn't work as it says in its description. You can still lose control of a planet by planet bombardment. I was expecting the planet the planet to be unconqourable (but possibly reduced to a freshly colonized state where all planet upgrades where lost). Test for prevent enemy colonization have yet to be done.
- I found I could build these starbases any where so long as I didn't have a starbase built there. I could build them around my planets, uncolonized planets, around stars, around enemy planets, even planets that my opponent had already built a starbase at.
- No easy means exists for refiting a starbase. I have to decommision the starbase, and build a new one if I don't like what the current one has.
- With 2 levels of upgrades for "Trade Facilites", I'm a bit disappointed that there isn't a refinery level.
- The upgrades "Docking Booms", doesn't list details for: Range of effect, hull repair rate, and anti-matter restore rate. It only lists details for itself.
11) Torpedo Ship: The "Ogrov Torpedo Cruiser" appears to lack any attack of its own. It instead relies on a special ability to do all of its damage (targets structures only). As such, when the cooldown is in effect, it lacks any ability to attack, so if you gave it an order during this time, like right clicking on a turret you want it to attack, it is very likely instead to fly up to the structure instead of moving into a proper attack position.
12) Mines: These don't decommision right. They seem to be treated as though each mine was built and paid for separately. As such, assuming that decommisioning gave you 1/4th of the build cost back, decommisioning the ten you get will give you 2.5 times the resources you originally paid back.
13) Defense Upgrades: Not much to say right now. Maybe after I give it some more thought.