Raziaar

Is Starting Position ever going to be addressed?

Is Starting Position ever going to be addressed?

This is keeping me from playing the game.

For some reason I have thought that in one of these patches the developers would have released a solution to the problem of not being able to start near your allies within the same star, or even in the same star!

In my cooperative games, where I like them to be epic with a close friend... we always start in different star systems, which completely destroys the point of playing cooperatively. When you're playing the first 5+ or even more hours alone without any actual contact with your friend, it's pretty much just like playing singleplayer, and is no fun.

I want the option to choose to start near my teammates, either in the same star system, or in the same star system as well as relatively adjacent.

Is this ever going to be addressed in a patch, or do I have to keep this game shelved?

Object all you want, but this is something that is very important for my enjoyment of the game, since I'm not big on versus matches where it doesn't matter where I start.
132,787 views 71 replies
Reply #51 Top

Bump. 

Dear Stardock, please read this forum thread and implement the ideas, especially reply #31.  Send any negative feedback else where.

Sincerely,

Addicted Sins Player

Reply #52 Top

I dont understand how the team index in forge works, can anyone explain?

Reply #53 Top

The 1.1 beta 2 update brings with it adjustments to the popular big team maps to spread the players more appropriately. Areolian Sector in particular now starts Team 1 all in one system, and Team 2 in another (not split). Not the complete overhaul some have requested, but this should help.

Reply #54 Top

teams shouldnt always be placed together... , there should be an option for it....    i see much larger problems in starting positions... sometimes,  i start with a truely horrible planet setup,  3/4 planets with maxed out militai but only 2 extractors.... then 1 and sometimes 0 neighbouing asteroids with either 2 or 3 extractors

whilst my enemy has a very nice planet setup, with 2 asteroids,  3/4 planets with minimal militia and 4 extracotrs per planet,    shouldnt something like that be fixed :/?

 

[EDIT]

i like reply #31 , tough some things are over-done,  like being able to choose fleet supply,   since it gives upkeep, it should remain at 0 standard,   if u need more supply, u can always upgrade it @ start

starting techs:  nice idea,  but every race has different researches at different tier's,  best example here is LRF ships,  vasari start at tier 1, tec at tier 2 and advent at tier 3,, i dont think this can ever be truly balanced....

disabled techs:   great idea,  finaly able to disable techs u do not want in your game (superweaopons) tough.. again racial techs interfere it'll be hard to balance and you'll always have those people that will disable a weak tech from themselfs and disable a very strong tech for the enemy (i.e games with disabled culture spreaders???   means advent have a big weakness and cannot get some seriously neat civilain technology's (culture spying etc.)... superweaopon

best way to balance this would be to only be able to disable certain techs,  like tech tier 8 = disabled, but even then it wouldnt be quite fair

so the absolute best way to balance would be superweaopons on/off   ,would be cool to implemend,,,

recource rates can already be set to low/medium/high, 

Reply #56 Top

I completely agree and wonder why this has taken so long? This is really a showstopper for competitive play.

Reply #57 Top

 

Since the game is over a year old now and it has not yet been addressed and other online multiplayer issues have not yet been addressed (such as being able to see and join regular Sins games from within Entrenchment), I'm guessing that it will never get addressed.  As I'm sure I mentioned somewhere in this thread, the solution is to have auto-download for custom maps.

One component of the problem is that it's difficult to spend 33% or so of your development budget on a feature that, very sadly, less than 1% of the purchasers will ever use (online multiplayer).

 

Reply #58 Top

Hell why not make a giant standard database in which the devs release the maps. The maps are chosen by votes on the forums.

Reply #59 Top

 

I think I've suggested something like that before--just make them part of the patches or bonus packs people can download over Impulse.  I don't think they're at all interested.

Reply #60 Top

If team don't start together or can be spread evenly what is the point of team games...   for such an good game.. it's only a small fix to make the game awesome..

 

 

Reply #61 Top

To be fair, some of the most interesting games I have played (5v5) were where people were intermixed, rather then people rushing from one side of the map to the other (I have a mental image of dodgeball here....).

Still, it would be nice to be able to know if someone is going to be totally boned, in the middle of 4 enemy.....

Reply #62 Top

Quoting Hack78, reply 11
To be fair, some of the most interesting games I have played (5v5) were where people were intermixed, rather then people rushing from one side of the map to the other (I have a mental image of dodgeball here....).

Still, it would be nice to be able to know if someone is going to be totally boned, in the middle of 4 enemy.....

I agree , the random positions makes for variety , especially if you play 2-3 games everyday.

Reply #63 Top

Quoting Hack78, reply 11
To be fair, some of the most interesting games I have played (5v5) were where people were intermixed, rather then people rushing from one side of the map to the other (I have a mental image of dodgeball here....).

Still, it would be nice to be able to know if someone is going to be totally boned, in the middle of 4 enemy.....

Sometimes getting boned between four or five opponents can make it interesting, though.  It presents different challenges and makes you use different strategies, namely that of doing whatever you have to do to stay alive.

Reply #64 Top

Quoting CenturionJixra, reply 13

Quoting Hack78, reply 11To be fair, some of the most interesting games I have played (5v5) were where people were intermixed, rather then people rushing from one side of the map to the other (I have a mental image of dodgeball here....).

Still, it would be nice to be able to know if someone is going to be totally boned, in the middle of 4 enemy.....
Sometimes getting boned between four or five opponents can make it interesting, though.  It presents different challenges and makes you use different strategies, namely that of doing whatever you have to do to stay alive.

 

And that's fine and all... as an option.  Starting by team members is kind of a must for teambased RTS.

Reply #65 Top

this REALLY is a MUST for any multiplayer strategy-game and should have been included from the start.

please add this feature!

Reply #66 Top

I dont think we should add the feature of Side v Side.

If we add the option , then nobody will "not" use the option.

Whenever I get a Side v Side game out of random , Im like Wow  cool nice this is gonna be ace . Its nice because you feel safe , or your atleast as safe as the other team and your all together.

However if every game started out Side v Side , id be bored of this game by now . I used to say we should have the option , but sometimes its better to force everyone to not have the option , because people will start to indulge and spoil themselves till they get bored. And...remember its the hosts decision , so sometimes it WILL be annoying if your bored of Side v Side , but he wants it because its his first game of the day , but you have played 3 Side v Side games already so you dont want it.

 

Reply #67 Top

I agree with P5yy. sometimes it is more fun to start inside of enemy territory, it allows more stratagy than people in the middle go econ, people on the edge go military.

 

Reply #68 Top

The other thing to note - in a side vs side game, quite often the flank guys are LESS safe then if they are intermixed - they have 2 or 3 guys coming for them, rather then just 1 (sometimes 2 depending on the map)

Reply #69 Top

I understand that its an old thread but its been about 2 years (3 years if you count the game's age), so can the devs look to adding the option of fixed starting locations instead of just random assignment? 

It really hurts the multiplayer aspect as I have been playing with a few of my friends and one of us always gets the end of the stick that it jus isnt fun. Consider that even old games like age of empires 2 have "team together" options for more cooperative teamplay. 

This option seriously needs to be in the next patch or Rebellion wont even be a buy for most of us. 

Thanks. 

Reply #70 Top

It can already be addressed in the map design.  If you design a custom map using Galaxy Forge, you can pinpoint a team's starting locations.  They just need to release multiple versions of the standard maps with different starting locations.

Reply #71 Top

Another necro post here but it's possible to ensure which player you're starting next to, even in Random maps, simply set randomizeStartingPositions to FALSE and you will start next to the player before and after you on the player list (ex: player 2 will spawn next to players 1 and 3, and so on). If you wish housea, I can do this for the map(s) of your choice, just tell me which ones you want changed (and what Sins you're on) and I'll do it for you; simply slap the new maps into the GalaxyForge folder in Sins' appdata folder.