Entrenchment - My thoughts and suggestions
I've been playing the 0.91 beta version of entrenchment and would like to offer my thoughts and feedback. Having read some of the prior forum posts I knew roughly what to expect with regards to the types of additions but had no idea how they worked during gameplay. I've played through a few sandbox games, one with each race plus a Vasari (Me) vs. TEC (AI) game. Overall I'm quite impressed. The addition of more defensive units allows for a better and more ordered expansion of your empire and allows for lines of defense to be built across the galaxy. However I have noticed a few bits which are either suggestions, bugs, inconsistencies or general feedback which I've included in this post:
Bugs:
- Some savegames created by Entrenchment cannot be loaded correctly. This causes a dump file to be created and a message to pop-up behind the Sins loading screen leaving you with the loading screen doing nothing.
- Vasari star base moves while under construction.
- When single-clicking on the left-hand bar on a planet to select all military ships all of the ships appear selected in the empire tree but if a move issue is ordered then only the fleet leader moves. This can lead to your level 8 capital ship jumping alone to a hostile planet while the rest of the fleet are doing nothing. You must zoom in and manually select the whole fleet (I haven't tried with grouping the fleet yet).
- The capital ship production button has moved on the GUI so the buttons are now Capital ships, Frigates, Cruisers instead of Frigates, Cruisers, Capital Ships.
- The autocast orders for capital ships don't work correctly:
- I've seen cases where the colonising capital ship (Akkan Battlecruiser, Progenitor Mothership or Jarrasul Evacuator) sits next to a neutral planet with colonize auto-cast enabled and 300+ units of antimatter but not actually colonize the planet until I manually order it to do so.
- When ordering a capital ship to move to a hostile planet (in this case a Jarrasul Evacuator) and monitoring it during phase jump I can see that it's already added a order to drain the planet. Surely it should work out orders pnce it arrives and so decide whether to attack defending forces before trying to drain the planet?
- Colony ships show in their orders "using colonize" if you give them a move order from their factory to a neutral planet even if they've got other planets to cross. Surely the "colonize" order should only show once they've arrived and they can actually colonise it.
- Hanger defenses show "2 unspent command points" when it actually refers to unused squadrons.
- If a large fleet phase jumps from one planet to another without using grouping, it can lead to the ships coming out of phase space pretty much in the same position. When this becomes too crowded the ships jumping in appear and then phase jump again to another position within the gravity well.
Gameplay Issues:
- Vasari star base can move but neither TEC or Advent can, surely this makes it much easier for Vasari players to defend their systems?
- Vasari Ruiner (minelayer) cruisers start with minelaying as active after being built. This causes lots of mines to be lying around your frigate factories.
- Player minefields cannot be scuttled and/or manually detonated. This would allow for friendly systems to be cleared of mines.
- Vasari don't have an equivalent of the Ogarev Missile cruiser / Solanus Adjudicator so have to resort to using the Kanrak Assailant to kill starbases.
- Advent Transcencia starbases don't have a "killer app" compared to TEC (able to produce frigates / cruisers) or Vasari (able to move).
- Vasari ruiner cruiser allows them to mine aggresively (jump into a hostile gravity well and lay a strip of mines then wait for hostile frigates to move into the minefield before phase jumping out). This makes the Vasari much more powerful then TEC mines. Advent mines suffer from the opposite (homing mines housed in the hanger leads to few mines being fielded than other races).
- There is no unit for the Vasari for building starbases, as it is an ability of the Jarun migrator, this makes it harder for TEC and Advent players to see their intentions.
Inconsistencies:
- TEC mine fields are "phased out" making them invincible. TEC don't have this technology anywhere on their tech tree so how can they use this. Surely this is a feature for the Vasari as their Antorak Marauder can perform the same thing.
Suggestions:
- If, according to the manual, the Jarrasul Evacuator contains 15,000 crew and the starbases are so much larger in scale then surely there would be enough people on board to generate tax credits by default. This would also mean that there is some sort of population present in them. Would this mean that for a player to win the game all hostile planets and starbases have to be destroyed? At the moment you just need to kill off the planets to win and can ignore starbases.
- Can mines be made so that they can be killed more easily. Either have a dedicated frigate/cruiser or allow flak frigates and strike craft to attack them once detected.
- As a nice to have it would be good to be able to capture techs from other races. Something like a marine frigate (a la Homeworld 2) could capture structures allowing TEC players to use the deliverance engine or capture labs allowing someone to research other races techs (think Advent with Phase stabilisers).
- It would be good if the Entrenchment pack also adds extra achievements to the list. Something like Starbase killer, Minelayer, Minehunter etc
Other than this I think that the beta whilst showing a few bugs is certainly a step in the right direction and can't wait to see the further add-ons. Keep up the good work Ironclad!