Sins Beta 1 - Gameplay Feedback - *Post Here*

Put your non-bug posts here!

This thread is for non-technical feedback for Sins of a Solar Empire Beta 1. 

Please reply to this post if you'd like to comment on features you'd like to see, gameplay elements present that you like/dislike, graphics comments, etc.

If you wish to make a bug, performance, or compatibility report about Beta 1, please post it here:

https://forums.sinsofasolarempire.com/index.aspx?AID=148253

By keeping this information separate, it will go a long way towards us making Sins a better game!

Thanks!

349,422 views 482 replies
Reply #1 Top
Just a real quick note, the camera seems alittle fast for me when holding the right mouse button and doing a 360 pan, it just seems off, maybe a control on the rotation speed. Thanks for the beta guys.

ALSO, is there a follow unit button? Like the middle mouse button in homeworld 2 that will follow a unit around. thanks

Vista
X2 4200+
2gb ddr2
7800GTX 256mb
Reply #2 Top
After playing a little with the tutorial, I realized that I need the option to invert the horizontal rotation, I would like to be able to pan the camera with the middle mouse button and it would be nice if the camera would follow the centered ship while moving.

More later...
Reply #3 Top
I just found out M will toggle the camera locked on whatever you have selected.
Reply #4 Top
On the rotating thing, I don't really like the over-smoothness of it. When you release, it keep coasting on a bit long (yes i whine)

Also, when zooming in/out, the camera zooms to where the mouse is at that moment, so when you zoom, then coast, it keep following the mouse, which i find annoying. (again, opinion)

seconded on the reversing rotation thing.

I found it rather hard to tell if you have a capital ship selected. Frigates have a circle when selected, but capships have no way to tell wether you've selected them or not.

And, last point for now, It would be nice to have some kind of ETA for spooling up the jump drives and transit.
Reply #5 Top
Just played the tutorial a bit and noticed that some ship names don't fit, mostly the frigates, just saids friga en the rest is off screen and out of it's box at the resolution of 1024x768. And still out of it's box at 1600x1200. Also the mainmenu text overlaps, namely singleplayer overlaps the beginning of multiplayer a bit.
Reply #6 Top

I found it rather hard to tell if you have a capital ship selected. Frigates have a circle when selected, but capships have no way to tell wether you've selected them or not.

Capitalships should have a circle as well unless you can see the mesh. If you have a the mesh of anything visible and it is selected, the players owner icon will appear above it to indicate selection.

Basically, if the object is in icon form selection is a white circle, otherwise it is a player ownership icon above the mesh.

Reply #7 Top

Just played the tutorial a bit and noticed that some ship names don't fit, mostly the frigates, just saids friga en the rest is off screen and out of it's box at the resolution of 1024x768. And still out of it's box at 1600x1200. Also the mainmenu text overlaps, namely singleplayer overlaps the beginning of multiplayer a bit.

Any chance we could get a screenshot of this? That shouldn't be happening.

Reply #8 Top
Is there anyway to change where the ships go after they leave the construction station? They seem to always fly to the center planet or asteroid.
Reply #9 Top
...it would be nice if the camera would follow the centered ship while moving.


As an alternative to clicking 'M' you can also just click the camera toggle attached button (beside the menu button, top left UI)
Reply #10 Top
Is there anyway to change where the ships go after they leave the construction station? They seem to always fly to the center planet or asteroid.


You can set a rallypoint to wherever you like. Click on the planet, then look at the actiongrid on your bottom right. Click the yellow "Set Rally Point" button. Select any point within the gravity well and your ships will assemble there. This simple action can have serious consequences in a game

Reply #11 Top
My first 10min of gameplay was great Love the graphics and sure it will get better over time as well.

Of course preforms extremly well on my system (E6400 @ 3.0Ghz, 4Gig Ram, X1900XT, Vista 64-bit). Question though on the FPS, is that locked to the refresh rate set within the game? Not a big deal just wanted to know the real preformance of everything maxed out on the system. I'm running 1920x1200 and get a full 60FPS no problems.
Reply #12 Top

Is there anyway to change where the ships go after they leave the construction station? They seem to always fly to the center planet or asteroid.


You can set a rallypoint to wherever you like. Click on the planet, then look at the actiongrid on your bottom right. Click the yellow "Set Rally Point" button. Select any point within the gravity well and your ships will assemble there. This simple action can have serious consequences in a game




Thanks alot for the quick reply, you guys seem to have done an amazing job so far out of release. Cant stop playing, will be back with more suggestions in alittle.
Reply #13 Top
The game looks really good for Beta 1..I can't wait to see how this one evolves. A couple of things though: 1) the tutorial text box is in an awkward spot on the screen. I find myself trying to manuver around it to interact with objects. 2) asteroids have the caption "recruit" on them...not sure why. 3) camera controls seem a bit too sensitve.
Reply #14 Top
2) asteroids have the caption


The caption is actually set to the player's name. The tutorial default is 'Recruit'.
Reply #15 Top

Just played the tutorial a bit and noticed that some ship names don't fit, mostly the frigates, just saids friga en the rest is off screen and out of it's box at the resolution of 1024x768. And still out of it's box at 1600x1200. Also the mainmenu text overlaps, namely singleplayer overlaps the beginning of multiplayer a bit.


Any chance we could get a screenshot of this? That shouldn't be happening.



Offcource, here you go

WWW Link
Example of the main menu overlap
WWW Link
WWW Link
WWW Link
WWW Link
WWW Link
Names outside the box. Also the its is missing the '
Reply #16 Top
WWW Link
Example of the main menu overlap
WWW Link
WWW Link
WWW Link
WWW Link
WWW Link
Names outside the box. Also the its is missing the '


Looks like you're missing the font the game uses for some reason.
Reply #17 Top
I see you have the title font, so at least one made it through.
Reply #18 Top
been playing the beta now for a bit runs great and no problems my only complaint is that it seems strange that ships can jump through the gravity wells. What i mean is that when ships want to jump to another planet instead of moving to the edge closes to the planet it is jumping to it moves to the closest edge to the ship which could be facing in the opposite direction of the planet meaning the ship jumps through the gravity well. I found this annoying because the Ai would jump to a well defended planet and instead of having to get through my defences like i thought they simply jumped in and moved bak a few inches and jumped again towards the next planet without having to touch my defences is it possible that this will be changed
Reply #19 Top

been playing the beta now for a bit runs great and no problems my only complaint is that it seems strange that ships can jump through the gravity wells. What i mean is that when ships want to jump to another planet instead of moving to the edge closes to the planet it is jumping to it moves to the closest edge to the ship which could be facing in the opposite direction of the planet meaning the ship jumps through the gravity well. I found this annoying because the Ai would jump to a well defended planet and instead of having to get through my defences like i thought they simply jumped in and moved bak a few inches and jumped again towards the next planet without having to touch my defences is it possible that this will be changed

Yes, it may very well change. This is a regular debate we have.  Typically, we build the defenses where the jump lane ends so he gets smacked as he powers up to jump again. Later, in the game, it is very importat to build jump inhibitors at away from where he arrives. This will prevent him from jumping out and force him to deal with your defenses as you will likely use them to guard the inhibitor(s).

Reply #20 Top
I had a small issue relating to the AI that I just wished to bring up. An AI in a neighboring planet apparently wanted to explore the planets beyond the bottleneck created by my planet, so he would send scout frigates to explore those planets.

The problem with this is that I had built defenses right at the jump point were his scouts would appear and then jump away from. His ships never made it through, so he sent a constant stream of them trying to get past. It cost him a pretty penny and annoyed me with the approaching fleet message spam. Later, perhaps as a result of the wasted ships, he was behind me in terms of capital ships and tech and I just ate him up.

I don't know how it would be fixed, but it would be nice if the AI realized the futility of its actions and stopped wasting both our times. Even just sending the scout ships as a group instead of one by one as they were manufactured would have helped.
Reply #21 Top
Two things I noticed --

1) About 1/2 the time, my capital ships wouldn't jump correctly between systems the first time. They'd get to the warp circle, and then stop. Reissuing the jump command would cause them to jump correctly. When they didn't jump the first time, their fighter/bomber squads were still out when they hit the circle. When they finally jumped, the squads were still out and faded away after the capital ship had left.

2) Another vote for "don't jump through wells." This first game I experienced the same thing viper was saying - ships jumping in, waiting a few seconds, then jumping on to the next world. Now I know, and I'll use more (some) inhibitors, but it seemed to me that inhibitors were mostly a structure to prevent damaged enemy ships from retreating, not something that I'd need in every system that I'd want to mount a border defense in.
Reply #22 Top

1) About 1/2 the time, my capital ships wouldn't jump correctly between systems the first time. They'd get to the warp circle, and then stop. Reissuing the jump command would cause them to jump correctly. When they didn't jump the first time, their fighter/bomber squads were still out when they hit the circle. When they finally jumped, the squads were still out and faded away after the capital ship had left.


Poor little squads all left to die...
Reply #23 Top
1.i am also in favor of the no jumping thru wells. i corner an enemy fleet and they run away and jump past me.

2. there should be a cool down time in order to go into phase space for most ships (perhaps not scouts), The computer ends up jumping all over the place with no purpose like rabbits on crack and i can't chase them down.
Reply #24 Top
I also do not like "jumping through gravity wells".

edit: I also would like mouse control (camera) options. Specifically mouse rotation speeds, inverting horizontal/vertical rotations (seperate of course), and turning on/off "smooth" rotation (when the camera continues to rotate after letting go).
Reply #25 Top

edit: I also would like mouse control (camera) options. Specifically mouse rotation speeds, inverting horizontal/vertical rotations (seperate of course), and turning on/off "smooth" rotation (when the camera continues to rotate after letting go).

Already planned, just couldn't finish them in time for the beta