Okay, I've been playing a LOT of hours on the beta since the 76.018 patch came out. I've experimented/recorded battles and observed AI behavior. I've played with all capital ship fleets, mixed fleets, and fleets consisting of only frigates and cruisers. Here are my thoughts on all the problems I've seen (Warning!, this will likely be a long post).
1. Focus Fire is still the ultimate battle tactic. The shield damage mitigation effect just doesn't do enough to encourage different tactics.
Even worse, the AI doesn't seem to have been told that Focus Fire is the only viable tactic = underpowered AI competition.
**Possible Solution: Introduce a weapon accuracy effect in the game. Ships that are taking damage should get a penalty to their weapon accuracy (simulating ship vibrations from hits and explosions). This, combined with the present shield damage mitigation, should encourage somewhat more spread out firepower during combat without totally nullifying focus fire.
If this Weapon Accuracy Effect ISN'T included in the game, then the AI really needs to be taught to use Focus Fire Tactics.
2. When you finish off an opponents planet and land colonists, strong enemy culture can immediately take the planet away from you. I mean, your colonists just saw you laugh while wiping out billions of people. Would they really step out onto the ground and say "Screw You! What are you going to do about it?" to your massive fleet in orbit?
Hehe, kind of reminds me of that old game Star Wars Rebellion, where if you used the Death Star to blow up a planet, other planets become MORE likely to rebel on you....yeah, right!
**Possible Solution: When enemy culture reaches the point it can take over your planet, give the player a notification and start a 5 minute timer. If at the end of the 5 minutes, if the player hasn't built up enough Broadcast centers, give the planet to the opponent.
ALSO, planets with a friendly fleet of a certain size/power in orbit should be immune to being taken over by culture.
3. Robotic Cruiser sound effect needs to be seriously shortened. I found I didn't use this Cruiser because of the constant noise they create.
**Possible Solution: Only use the sound effect for the moment when the Cruiser activates its special ability.
4. IF I don't assign targets, sometimes bombers will 'attack' fighter craft (basically they just follow the enemy fighters around until killed). My fighters will also strafe enemy ships in spite of the enemy bombers killing my fleet. This isn't simply a matter of me assigning targets to the wrong groups. I've triple checked my orders, and sometimes wouldn't even assign targeting orders just to see who attacked who.
**Possible Solution: Fighters and Flak Frigates need to be set to attack enemy Fighters/Bombers exclusively UNLESS manually ordered to attack another target. Bombers should not even be given the choice to attack fighters since they can't even fire at them.
5. The collision mechanics need to be seriously worked on. Right now, my ships sometimes collide with other ships and have parts sink into each other until they move back into position (Is that how new Capital Ships are born Mommy?)
ALSO, weapon fire sometimes passes through friendly ships to hit enemies...this really needs to be fixed. If friendly fire hits your ships, there should either be no damage done or (my favorite) your ships take the damage instead.
**Possible Solution: Collision mechanics need to take better account of ship collisions and weapon friendly fire pass through.
6. I really would like the choice of what kind of Flag Ship I start with (without modding the game so all TEC players get the same alternative capital ship).
**Possible Solution: Give players at the start up screen a choice of Flagship for their faction. AI players can be assigned a random capital ship.
Another way might be to make the 'Flagship' an entirely different ship then what you can make in game. This special Flagship would also have different ability choices for upgrades.
What would be even cooler is if this Flagship had far more ability choices then it could ever get even at max level. This would make everybody's Flagship a truly unique vessel, as players would choose different ability paths.
7. Enemy AI still occasionally ignoring/fleeing from my forces, even when it can win easily.
For example, I took a key junction planet away from the Yellow player at some cost to my fleet. I started building up the planet infrastructure and had just assigned hangar build orders when the Yellow player showed up. He had 2 capital ships, some light carriers and a load of frigates...basically enough to kill my fleet and wreck the entire planet.
What does the Yellow player do? He continues on to the next jump point, happily ignoring the golden opportunity afforded to him. I guess he really had an important appointment elsewhere.
Another example I have is of an AI fleet and mine pounding away at each other. It was going to be a close fight, but I was likely to win but at the cost of most of my fleet. I wasn't about to try and flee though because I would lose almost as many ships to opportunity fire and leave my opponent strong enough to come after my other planets.
What does the AI do? IT decides to flee and give me its fine Volcano planet without a fight. Not only do I get the planet, the AI fleet is mostly wiped out trying to flee...at no cost to me. Because of this bonehead move, the AI couldn't rebuild its fleet fast enough to prevent me from taking the rest of its planets in a mad rush offensive.
**Possible Solution: The AI needs to stand and fight. It is better to lose and leave your opponent seriously weakened, then to lose and leave your opponent at full strength.
The AI also needs to learn to take advantage of good fortune. If it has a mission in a gravity well several jumps away, but encounters a lush barely defended planet along the way, it should stop and take out the planet.
8. There have been times I wanted to assign a guard function to some of my ships.
**Possible Solution: Guard Target command function should be included in the game. This function should do 3 things; 1. move to and attack any targets attacking the ship it is guarding, 2. fire at any enemy target in weapon range and 3. follow the ship it is guarding (both guard and guarded ships need to jump in group formation through Phase Lanes).
9. Having some trouble assigning CTRL and ALT groups. It just seems like the game doesn't acknowledge my pressing the CTRL or ALT key sometimes.
**Possible Solution: I notice that other have complained about this problem, so I imagine it is being looked into.
10. Screen Shake effect can mess with your targeting orders.
**Possible Solution: Well, I simply turned it off. Maybe it can be toned down a bit so it doesn't interfere as much with orders during battle.
11. Ships (especially Capital Ships) travel in these long looping arcs to turn 180 degrees. They usually endure huge amounts of punishment going through Gauss Gun concentrations or incoming fleets.
**Possible Solution: Ships should be able to simply turn 180 without forward motion (maneuvering thrusters only). These are suppose to be spaceships, not cars. Not only does the forward arc motion turning not make ANY sense, it also makes retreating from battle an even more suicidal option than it already is.
Actually, the AI suffers more from the long forward motion turning than a human player. Allowing turning in place would help the AI during retreats (keeping in mind that retreating is the AI's favorite tactic anyway).
12. The present system of needing more Research Facilities to achieve higher levels of tech needs some work. It really feels too forced and one dimensional.
**Possible Solution: Here is an idea that I had. ONE Research Facility can research ALL technologies. However, each additional Research Facility lowers the cost of research by a percentage amount.
So, if you decide to use only 1 research facility and rush your research, you will get an early boost to your tech at the expense of more resources wasted over the medium/long term. You will also be able to use your Logistical slots for other things.
The player that builds a few research facilities before starting research will go further on the same amount of resources though.
13. Gravity Wells still seem too small for the present ship speeds and weapon ranges.
**Possible Solution: The present size gravity wells should only apply to asteroids. Planets should have a considerably larger gravity well. Stars should have a considerable larger gravity well then planets.
14. It would be nice to force the enemy to stay and fight when you jump to his planet or to the Star's gravity well.
**Possible Solution: There should be a Phase Inhibitor Ship in the game (I've been asking for this for a while). This cruiser or capital ship should be fairly frail for balance reasons.
It should also require an antimatter cost to power the ability PLUS the ability should have a finite range. The antimatter cost and finite range would also be for balance reasons.
15. Lastly, if you need to send ships to a star several 'star jumps' away, this can take WAY too much time.
**Possible Solution: Be careful here, I personally love the present amount of time it takes to travel between 2 stars. So please don't simply reduce the travel time...that would suck.
What would work better is if ALL Stars (and only Stars) are fully/open connected in the game. That means you can travel from any star to any other star.
This would solve the length of time problem it takes to travel from star to star to star to star (and so on). It will also allow all the phase lanes between stars to be made invisible and no longer a source of confusion for players (sometimes they get visually mixed up with the inner star system Phase Lanes).
Also, Whack a Mole effect wouldn't be an issue for a 'Star to Star fully/open connection map' since stars aren't owned anyway. Also, I believe level 2 Radar would allow you to see any ships en route to your star. So there would be no complaint of surprise fleets suddenly appearing out of nowhere.
That is it. Hope this helps the developers in some way. Thanks for reading guys