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Sins Beta 4 Gameplay Feedback - *POST HERE*

Sins Beta 4 Gameplay Feedback - *POST HERE*

This thread is for non-technical feedback for Sins of a Solar Empire Beta 4. 

Beta 4 is the final gameplay test for Sins of a Solar Empire, for both single- and multiplayer modes. If you've got suggestions, praise, or tweaks you'd like us to consider, please post them here. Also note that at this point we are not able to add any additional features to the game, or to radically make changes to how things work.

If you wish to make a bug, performance, or compatibility report about Beta 4, please post it here:

https://forums.sinsofasolarempire.com/?forumid=402&aid=166573

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

Thanks!

350,827 views 579 replies
Reply #551 Top
What do you mean by "Planets don't controll fleet cap"? In the final you mean?
What controlls fleet cap then? is the upgrade fleet cap option in the planatary upgrades menu going to be replaced or just nixed completly?

And yes 5-6 could be swiched, in my mind they are happening at the same time or withing a few seconds of each other (queing fidgates while military research is building)

I think the its a good point to relate the changes being made going into the final. This is beta after all nd it seems like some issues are being/have been adressed.

Really Im glad that the tech tree is changing as it seems to be the main sorce of my confusion. Also the planatary upgrades are tough as to when to use them (like explore planet)

Theres just so much more to do then build an army..It's hard to focus on one thing or another.
Reply #552 Top
You'll find out soon. We want people to be surprised. ;)
Reply #553 Top

You'll find out soon. We want people to be surprised.


grrrr... i hate you... so many secrets! :p
Reply #554 Top
I think this is why eets relies on SDC for his romantic needs, his husband will never get the whiff of whats going on :P
Reply #556 Top
subtle yet striking, one could say :d
Reply #557 Top
subtle yet striking, one could say


I prefer..baa-ZING!
Reply #558 Top
Also hoping manual does a good job of explaining the particular uses of each ship. Late game I really get confused as what o build, Fully upgraded early ships, or un-upgraded new ones , also whats with corvettes? Why would I want them over fridgates?? How many should I have?

Whats the main differance between lasers, flak, and missles? Stuff like that?

Latly Ive just been bulding the newest ships I can afford...seems the flak guns work best but the javlis is nice too, for what though..Im not sure.
Reply #559 Top
Woah Hoe!! saw some new screens on gamespot....getttingg excited...looooks really cool...new diplomacy stuff with wanted poster type stuff and a peek of the new ships....looking good...and the new UI for the research tree...(droool) muuuuch better
(yay we all already own the game)!!!!!!!!
Reply #560 Top
Also if anyone is on GameSpot come and join the RTS union, back under new leadership things have been changed for the better. Keep up to date on the newest RTS and RTS reviews.
Reply #561 Top
hmm, i'm not sure but i misssing a feature :SURPRISED:
in the old(beta4) and NEW diplomatic screen.

Pls make a option for higher send on bounty, credits metal and krystal.

Please, please, or install a scound button with 1000 charge my mouse button on the left side will thank you that very well ;)

in sight of big games, a bounty of 80.000 credits will be a mission when done in 100 steps :(

a glorius solution will be an button by right kick the button switch from 100 to 1000 to 5000 and back to 100 for example.

greetings for the realy good way of the game and his development

Shalom_Don
Reply #562 Top
hmm, i'm not sure but i misssing a feature
in the old(beta4) and NEW diplomatic screen.

hmm Im not sure but there may be a missing feature in the beta 4 and the newer diplomatic screens


Pls make a option for higher send on bounty, credits metal and krystal.

Please make an option for higher amounts on the bounty, credits, metal, and crystal buy/sell interface


Please, please, or install a scound button with 1000 charge my mouse button on the left side will thank you that very well

Mabey install a second button that uses incrments of 1000 rather then 250, my mouse button will thank you!


in sight of big games, a bounty of 80.000 credits will be a mission when done in 100 steps

During a larger game issuing a bounty of 80K credits can be a mission in itself


a glorius solution will be an button by right kick the button switch from 100 to 1000 to 5000 and back to 100 for example.

A good solution could be having the button to be right clicked allowing larger increments to be traded/sold. Like 100-500-1000-100000


greetings for the realy good way of the game and his development
(self explanitory)
Shalom_Don



I think this is a really good idea so made it clearer just incase the devs diddnt get it (took me a bit) Any way don't take it the wong way Don as english is my first and ONLY language.
Reply #563 Top
Use "shift" to increase the amount sold / bought / what have you.
Reply #564 Top
I think this is a really good idea so made it clearer just incase the devs diddnt get it (took me a bit) Any way don't take it the wong way Don as english is my first and ONLY language.

I think this is a really good collection of ideas, so I made it clearer just in case the devs didnt get it (took me a bit). Any way don't take it the wrong way Don as english is my first and ONLY language.


I'm sorry logic, but there were simply too many errors in your post for me to resist parodying it  :LOL: 
Reply #565 Top
LOL it's cool, I laughed. I type really fast and I never go back to correct anything or spellcheck or whatever. Only if it's an official type post on the RTS union board or somthing. Its apathy really plain and simple.
Reply #566 Top
I know the feeling :P
Reply #567 Top
Sorry if these have been mentioned before, got through some pages, but just WAY to many to go through:

- Cant cancel the bombardment planetary upgrades(top row, 2nd column, forget name)
- Queue for planetary upgrades doesnt seem to work right, if i go infastructure>tactics>tactics>explore>explore>infastructure, as long as the 2nd infastructure is added, BEFORE the first one is finished, it starts on the 2nd infastructure, rather then going to tactics. Kinda anoying, when you just want the construction ship from infastructure, not the points for it....
- When some ships enter a sun gravity well, they sometimes goto a head stop even thou they have a destination, IE ship is at planet 1, planet 2 is destination, need to go through suns gravity well to get there. Once ship enters suns gravity well, ship doesnt move, however it still draws a destination line.
- Pirate bases can be taken by culture(I pointed this out in B3, as something that shouldnt happen, Pirates dont care about your movies and music, they shouldnt convert via culture)
- Pirate bases should be things, even its limited to defence platforms. Maybe they get resources/$ from everyone they kill.
- The "rebels" from the anoying TEC research(top level) that i cant remember, should be atleast the same ships the race uses, if i understand the description correctly.
- Anoying missing string error, for when a planet is almsot taken over via culture.
- Game seems to crash sometimes, when pirates enter a system(I have a save just before a crash happens, ive reproduced it a few times by just loading save). Very weird issue/problem, its not 100% clear its the pirates.
- When selecting a target for pirate attacks, they arent very smart, Ive had them choose a target with 6 level 8+ capital ships, and several defence platforms, Over a planet with 2X as many def platforms, but only 1 capital ship.
- Asari gravity torpedo seems strange, ive had it fire at a group of ships, and sometimes if the target ship is destroyed, before it impacts it does nothing, othertimes it has an effect. Also, i cant seem to get it to target empty space all the time(99% sure ive had it work atleast once)
- If you mod a game map(IE kornaks cross) to have more artifacts then there are types, game should NOT have more then 1 artifact/type in the game, IE if theres 8 types, you tell the game to have 10 artifacts, it should not duplicate/triplicate any to fill the missing 2 slots. Or if it does, have them stack a little bit. Kinda anoying to have 3 kinetic intensifiers and no change after 1st.
- EXP from kills is still divided amongst ships, even if some of them are at max level, another thing i posted in B3. I dont know if it was decided that was ok, i can see why, however it is still very anoying, when ships in at a sun are leveling faster then a single ship being escorted by 2 max level ones destroying a solar system. At the very least, decrease the % share for maxed ships, so that a bit more is divided between ships that arent max XP
- When looking at the end game screen>capital ship level, highest it says i have is levle 9, even thou i had 2 level 10s. Screen only seems to count upto level 9
- The stats on the next level of capital ship power should be shown, instead of the current ones. IE the asari battleships shield regen/ROF skill(first on left) should show the rates for level 2, when you already have level 1 and are mousing over it in the upgrade screen.
- Skills that dont show an increase in effects, but last longer each level should say so, its confusing when the shown stats on a skill dont change from level 1>2, 2>3.
Reply #568 Top
Yeah, pretty much most of that has been mentioned :P
Reply #569 Top
Ya, i figured that, unfortunatly ive been busy and such, hence why im posting so late in beta. Atleast i got a "most" not an "all", dont know if this stuff has been mentioned, doubt it thou:

- Loading a saved game, centers on your original homeworld(one at start of game) not your current homeworld, should however focus on what you were looking at when you saved the game.
- The news doesnt seem to report all events where a capital ship gains a level.
- Asari research Returning armada should NOT default to auto/active on phase gates, should be upto the player to use it.
- Better warnings for culture taking over a player's planet, right now it goes from nothing to the string error/planet is almost gone. Hard to keep track of/prevent in large games, should have a warning when enemy culture first spreads to a planet.
- Planets that are being influenced by enemy culture should have a indicator of how "far" the enemy culture has spread into the planet, IE x% of planet is taken over, shouldnt be hard since theres news events tied to how long until a planet is lost.
- Time stamps on saves(id die if this wasnt mentioned before)
- Queued research should have a number for the position in the que, even if it only say shows next 5.
Reply #570 Top

- Asari research Returning armada should NOT default to auto/active on phase gates, should be upto the player to use it.


Thats been debated to death elsewhere already :D


- Better warnings for culture taking over a player's planet, right now it goes from nothing to the string error/planet is almost gone. Hard to keep track of/prevent in large games, should have a warning when enemy culture first spreads to a planet.


Part of that is that culture speed was way increased -- so much so I called it a bug when the beta4 first came out. I'd be willing to bet its been fixed by now.

- Queued research should have a number for the position in the que, even if it only say shows next 5.


What do you mean? Do you mean they should add a number before each research item to indicate where it is? If so... why?
Reply #571 Top
Phase Gate: I no longer research that tech, because its the most anoying thing out there, atleast the TEC version doesnt waste pop cap with random ships.

Research: using current system, if i queue up enough items i get the "not everything listed, cause you cant scroll mouseover" issue. Which is really anoying, when i sometimes need to change the order of things. As to how, right now current item is glowing, add a 1-5 for the next 5 items in the queue on the actual square for the research.

Ya, culture is crazy atm, i belive i had 6 culture centres at a planet, 84 culture/sec... took no time to take over that system. It helped cause it was a foothold into the enemy home system thou lol.
Reply #572 Top
Phase Gate: I no longer research that tech, because its the most anoying thing out there, atleast the TEC version doesnt waste pop cap with random ships.


Huh? Whats wrong with the phase gate? And the tec doesn't even have a phase gate...

Reply #573 Top
he's talking about returning armada.
Reply #574 Top
My inputs relativly simple and straight forward. Dont get me wrong, I love the addition of the Vaasari minus one very small and simple detail.

The colonizer cap ship for the Vas is way too powerful. Its literaly a deathstar. Its special planet sucking ability is outrageous when you couple with it the power to colonize. With that ability alone to suck a planet dry in one go, makes the player using it get all those resources and cash, and then plants a colony, its just, too good.

A large aoe heal would be a better choice for it or tone down its planet eating beam to be 1/4th or 1/3rd of a planets infrastructure in one go,and force the player to either bring some glassing units to finish off the world for a fresh colony or force them to wait the duration it takes at a lesser rate.

Everything else I realy like other than a very easy AI to beat on any level, setting, or random build. Even 3+aligned vs me the ai is still too easy. It just needs some strategy.
Reply #575 Top
just make sure you assassinate the whale while your enemy tries to move it around. admitedly though, akkan is very weak in comparison.