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Sins Beta 2 - Gameplay Feedback - *Post Here*

Sins Beta 2 - Gameplay Feedback - *Post Here*

Put your non-bug posts here!

This thread is for non-technical feedback for Sins of a Solar Empire Beta 2. 

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 2, please post it here:

https://forums.sinsofasolarempire.com/index.aspx?AID=155664

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

Thanks!

411,418 views 595 replies
Reply #401 Top
i have an idea. why not shake it up a bit and add a little originality to the research side of things. you have done original things to the rest it seems sad that with the research etc you went with the norm.




what i mean is why not have a more random research, make some research go bust sometimes. make it so that there is research points, so a person can't research everything in a set game.



basically get original. if you like my ideas, use them. if not, come up with your own.



adding to the replayability will just help you guys in the end.
Reply #402 Top

I hope this request gets to the developers...one thing I would like to see implemented is to be able to select all units of the same type that is currently on the screen by double left-clicking on a unit. For instance, if i double left-click on a a scout frigate, all the scout frigates that are currently on my screen will be selected. This feature has been implemented in some of the other RTS games, and I have found this feature to be extremely useful for quick selections.

This is already in the game and covered in the tutorial. I think it's Ctrl + double click a ship of the type you want to select.

Reply #403 Top
It's Alt-click, actually, I believe.
Reply #404 Top
i have an idea. why not shake it up a bit and add a little originality to the research side of things. you have done original things to the rest it seems sad that with the research etc you went with the norm.




what i mean is why not have a more random research, make some research go bust sometimes. make it so that there is research points, so a person can't research everything in a set game.



basically get original. if you like my ideas, use them. if not, come up with your own.



adding to the replayability will just help you guys in the end.


A game with a very interesting approach to research has been sword of the stars. I really enjoyed the fact that, while all races had access to 'basic' technology, the more specialized technology was randomly generated. That being said, I won't presume to say that the research isn't creative. Since it is still only beta 2 - going into beta 3 - I believe it is still too early to tell. There are two other factions yet to be put into the game, as well as their research trees.
Reply #405 Top
Some of the coolest space combat scenes I have seen (in game and in movie) has been when two battleships get broadside to each other, and fire a full-on barrage. The site of so many missles slamming into each ship, complete with smoke trails and debris chunking off the battleship to float off lazily into space really made you FEEL the power of these monsterous combat ships! I definitely would like to see that - a little spark of the old naval warfare where ships cannons were fired from the side, be they torpedo batteries, autocannons, or lasers...although I like the look of a torpedo battery much better. There is something more dramatic about it.

Reply #406 Top

It's Alt-click, actually, I believe.

I was close...   

Reply #407 Top

Some of the coolest space combat scenes I have seen (in game and in movie) has been when two battleships get broadside to each other, and fire a full-on barrage. The site of so many missles slamming into each ship, complete with smoke trails and debris chunking off the battleship to float off lazily into space really made you FEEL the power of these monsterous combat ships! I definitely would like to see that - a little spark of the old naval warfare where ships cannons were fired from the side, be they torpedo batteries, autocannons, or lasers...although I like the look of a torpedo battery much better. There is something more dramatic about it.


Ships automatically face their target with whichever side has the most firepower. So, if the side of the ship has the most firepower, then they will go broadside to their target. I believe the Akkan and the Sova do this at the moment.
Reply #408 Top

It's Alt-click, actually, I believe.


I was close...   




doesn't count
Reply #409 Top
I was close...


Close only counts in horse-shoes, hand grenades, and nuclear weapons.

./runs away from the orbital bombardment that is sent in reply

Ooops, I missed one
Reply #410 Top
Pirates, man are they too aggressive as well as much harder than the races you are fighting.
Entered a planetary area, 4 corsairs were there as well as 6 other types of ships, after defeating them, in less than 5 mins they were back with 2 corsiars and 2 siege ships. Not that I do not like a challenge but heck, had not even been able to research capital ships or use them.
Does not make the game fun to have your planet under siege in less than 5 mins game time. This was with the other races set to easy, not the pirates. Ship speed is still too slow, my light frigates were having problems keeping up with explorers or light frigates of another race.
The Pirates need an attitude adjustment IMHO


Glenn
Reply #411 Top
ok, just did the first tutorial. first impression, is there a reason for limiting travel to specific jumps (ie i can only go to one other planet from home)? this should be spelled out, ie jump gates to planets or whatever. i don't know what the reasoning was to go this way, but with 3d zoom from micro to macro it seems weird i cant just jump in any direction once out of the gravity well.
Reply #412 Top
Think of jump lanes as " paths in space that have been guaranteed free of obsticles and or danger".

You wouldn't want to just jump and end up having the entire fleet destroyed in an asteroid field...
Reply #413 Top
ok, they need to explain this in-game, whatever the reason is. as it is compared to gal civ constantly in the press, i was expecting the same freedom to move between systems. without a reason (jump gates for example) it just seems bizarre and limiting.
Reply #414 Top
OK, phase lanes represent weak points between normal space and FTL space, caused by the spacial distortion of sufficiently sized gravity wells.
Reply #415 Top

OK, phase lanes represent weak points between normal space and FTL space, caused by the spacial distortion of sufficiently sized gravity wells.


or they could be the magical trails of pink space pony droppings...
Reply #416 Top


OK, phase lanes represent weak points between normal space and FTL space, caused by the spacial distortion of sufficiently sized gravity wells.


or they could be the magical trails of pink space pony droppings...


Well, yes.
Reply #417 Top
What Ron said.  
Reply #418 Top
i don't know what the reasoning was to go this way, but with 3d zoom from micro to macro it seems weird i cant just jump in any direction once out of the gravity well.


Regardless of any technobabble sci-fi excuse or lack thereof, it boils down to an open model being much less fun (whack-a-mole defense and other issues).
Reply #419 Top
but i like playing whack-a-mole....
Reply #420 Top

but i like playing whack-a-mole....


I don't...
Reply #421 Top
well then you are a failure at life. <3
Reply #422 Top
Open star map does not mean whack-a-mole. It only becomes whack-a-mole if you make it so, for instance with no limit to the range of travel. So I don't think the devs should equate open map to no fun. They just didn't make it better with one or the other kind of fuel consumption. Be it AM or a new "resource" fuel.

There is a game (I'm not going to name it, but lordkosc hates it) that has a completely open map (for three of the four species) and there is no such thing as a whack-a-mole there.
Reply #423 Top
The problem is that adding range/fuel into the equation really slows down the game.  What happens when you can only get half-way across the solar system?  You get stranded at potentially an enemy world and destroyed. Or you end up at a neutral planet and sit there for 5 min. waiting for your antimatter to recharge. Plus it's all just loads of micro-managment which doesn't work well in a real-time game (same deal with fuel ships).
Reply #424 Top
There is a game (I'm not going to name it, but lordkosc hates it) that has a completely open map (for three of the four species) and there is no such thing as a whack-a-mole there.


Perhaps, but dealing with fuel management in the demo was more than enough to ensure I never bought it myself.
Reply #425 Top
I had at the end of the week withe some time so I played the game for few hours. These have probably already been reported, but for what is it is worth, here are some observations:

* Selecting a large number of ships to be placed into a group at the later stages of the game (with about 40 or 50 ships in the group), you sometimes have to select all of the ships twice in order to get them into the group. There appears to be a problem in handling clicks, since sometimes it works as expected and other times not.
* Is there a way to remove a group? I have wound up with ships showing up in multiple groups. Normally, when you assign ships to a new group, they are removed from the older group. This could have some advantages though, (call it a feature) since tactically it would allow you to group like ships in small groups, then subgroup them to a large group. Actually --- that probably is a cool feature if it was intended!
* Ships when they make the jump in a group, should travel at the speed of the slowest ship. Otherwise, why put ships into a fleet if they get fed into the meat grinder one at a time?    This could be added as a research item at the higher levels (say around 12 labs).   
* Is there a modifier for the number of star systems that the game will generate at the various levels? It would be nice if there was, since that would allow the user to change the size of the game based on his systems performance.  
* Its pretty cool that if you take an enemy planet or asteriod and it has a high likely hood of revolting.   What is not so good is that it does it immediately.    The only way I have been able so far to colonize enemy worlds is after the enemy is totally defeated. With no population showing, it is kinda hard to make the case that new colonists would automatically revolt, since this was an enemy who was trying to kill them just a few minutes ago.
* On generation of asteriods during creation of the game, you sometimes wind up with with asteriods at the end of a chain with no resources. That's cool, but sometimes the game lets me put structures in the asteriod grave well and sometimes it won't. Does not appear to be consistent in this.  

** This post was accidentally placed in the wrong category originally. It looks like it is more appropriate here! My bad.

Thanks.


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