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Sins Beta 1 - Gameplay Feedback - *Post Here*

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!

351,107 views 482 replies
Reply #277 Top
I prefer the idea of an open map where you can go anywhere.


this is what i'm yearning for in this game! i mean, it would be good to have tactical limitations too. like an asteroid belt, or a nebula that hinder movement. or planets that are too close to jump between.

anything but what we currently have now.
Reply #278 Top
I've noticed that sometimes my game really slows down during battles. The funny thing is that I never saw any slow downs before the latest patch.

Anyway, I think debris might be playing a part in the slow down.
Reply #279 Top
Just on the note of the Kol's extreme firing arc (Hint, you're looking at the lower of the two Kols):
Reply #280 Top
Pirates need to have their own bases on either Asteroid Planets or Dead Asteroids (I prefer special pirate bases on Dead Asteroids). They should attack and raid nearby players that have bounties on them.

This would both make pirates more fun and increase the usefulness of bounties.
Reply #281 Top

Just on the note of the Kol's extreme firing arc (Hint, you're looking at the lower of the two Kols):
Reply #282 Top
the kols beams are limited to front arc.

the pic rather looks like the kol passed the frigate after firing at it.
Reply #283 Top
Hey Slimpinto, just so you know, Phase Space Inhibitors stop enemy ships from leap frogging through your systems.


Doesn't the Phase Jump Immunity tech make this irrelevant?
Reply #284 Top
Pirates need to have their own bases on either Asteroid Planets or Dead Asteroids (I prefer special pirate bases on Dead Asteroids). They should attack and raid nearby players that have bounties on them.

This would both make pirates more fun and increase the usefulness of bounties.


It appears their only affect is being a minor nuisance, as a few frigs and cap ships going ahead of your colonizing frig, seems to take care of them nicely. Do they spawn randomly and/or is WYSIWYG all there are per unexplored system?
Reply #285 Top
I hope the pirates start acting on the bounties set on my head as well as the other races, I have yet to have the pirates attack me... I always have to enter a system they are already in.
Reply #286 Top
Is there an easier way to locate your LEV (building frigate) than trying to zoom in on it or clicking on each pip for each planet in the empire tree? Sorry if already asked, as I'm not only a n00b gamer but also a lazy forum searcher.
Reply #287 Top
Inhibitor immunity only applies to the scout frigate.
Reply #288 Top

Is there an easier way to locate your LEV (building frigate) than trying to zoom in on it or clicking on each pip for each planet in the empire tree? Sorry if already asked, as I'm not only a n00b gamer but also a lazy forum searcher.


why bother? just click the planet, it brings up the build options in the lower right corner....
Reply #289 Top
Pirates will soon become more menacing then you are used to
Reply #290 Top

Pirates will soon become more menacing then you are used to


a developer! they are still alive!
Reply #291 Top

Is there an easier way to locate your LEV (building frigate) than trying to zoom in on it or clicking on each pip for each planet in the empire tree? Sorry if already asked, as I'm not only a n00b gamer but also a lazy forum searcher.


why bother? just click the planet, it brings up the build options in the lower right corner....


D'oh...as Homer would say! Thanks...
Reply #292 Top
Inhibitor immunity only applies to the scout frigate.


Ahh...makes sense now. So my PJP idea still sounds viable to me. Coolio...
Reply #293 Top
i dislike the phased jump lanes too, they make the game's space seem like an Oprah marathon; from one thing to another with not possibility of independent exploration.

even I laughed at that one...

and I would appreciate an open map. just not at the expense of gameplay.
a developer! they are still alive!

catch it! put it in a zoo! we must protect their indangered species from distinction! there are too many Dev-attackers on these forums...
Reply #294 Top
Has anyone else had trouble with the Dunov's Shield Restore ability? I find that when I have it set to use automatically, it will sometimes pick a target in a different gravity well and start making phase jumps through the system trying to get at it.
Reply #295 Top

Has anyone else had trouble with the Dunov's Shield Restore ability? I find that when I have it set to use automatically, it will sometimes pick a target in a different gravity well and start making phase jumps through the system trying to get at it.


nope no issues other than it likes to use it on ships even if their shields are only down a bit.....
Reply #296 Top
There is definitely going to be a need for an improved auto management for ship special abilities. We can't manually manage 30 capital ships abilities during a battle, so we will need to trust the AI to do a decent job.

Maybe Ironclad will give us some options on auto use so ships can be trusted to not screw up too badly with their special abilities.
Reply #297 Top

There is definitely going to be a need for an improved auto management for ship special abilities. We can't manually manage 30 capital ships abilities during a battle, so we will need to trust the AI to do a decent job.

Maybe Ironclad will give us some options on auto use so ships can be trusted to not screw up too badly with their special abilities.


What? You can't micro-manage that many ships??? J/K

I probably have that many cap's in my game and who knows what they are doing during battle...not me! I only hope the captains aren't drunkards! hehe
Reply #298 Top
lol
Reply #299 Top
The tech that's supposed to decrease the cost of identical buildings doesn't, as far as I can tell. Trading stations still cost cr2000, even when I have a dozen of them.
Reply #300 Top
What is with blowing up orbital structures that don't exist? Until construction begins they should be non-targetable since they don't actually exist. I'm tired of taking a planet, queuing up a bunch of stuff for it to build, and moving my fleet on only to have 1 freaking scout frig waltz in and blow up 30,000 worth of stuff before I can get any ships back there.