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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!

414,093 views 595 replies
Reply #276 Top
Well then, simply wipe out the next planet over as well and then you'll be able to colonize the first planet.
Reply #277 Top

Well then, simply wipe out the next planet over as well and then you'll be able to colonize the first planet.


not so , you have to actually wait a few minutes 5-10 before the culture recesses back enough to be able to colonize the planet... even if you take the next one, and the one behind that one!
Reply #279 Top
i have found that sometimes when i quit a game and close sins down it uses 100% of my cpus and i cant do anythin the only way to get rid of it was restarting my pc this has only started to happen when i got the hot fix
Reply #280 Top
Basic Gameplay tutorial
I think that the pause there is right after colonizing the planet should be removed. And instead I'd suggest an "Ok" box, and when pressed it should spawn rebel scout ship immediately. It can be confusing to sit there and not realize that the Tutorial continues, and one might be lead to believe that it's concluded right there.

Also I believe prior to jumping to the rebel planet, the tutorial should teach the player that ships can prepare to jump simultaneously. Rather then teaching it in the Advanced Interface tutorial. I find that it's a very basic interface mechanic as opposed to an advanced one.

Basic Logistics tutorial
I believe that the tutorial should teach the player how to build structures without selecting the LEV construction frigate sooner on in the tutorial, instead of teaching it right at the end of the tutorial.

Advanced Interface
Something I'd like to see added is in regards to forming Fleets of ships. As it is now when you make a group of ships, you can make the same group across a wide selection of numbers.
Instead I'd like to see the game recognize that your Group 1 and 2 (for example) consists of the same ships, and merge them to whichever group you made last. This is something Company of Heroes does well I thought. To prevent duplicate Fleets.
And another thing, I find it difficulty to de-group a selection of ships.
Something the above would help with, but also I'd like to see the option where if I have a group of ships in a Fleet, and select that group through it's corresponding number and press ctrl + it's number, then it should remove the group.
Reply #281 Top
I want to thank you all for the 3.5 hours of sleep I had last night because of your game. Wow, it's great, but man am I tired today. So, if stuff in my post doesn't quite make sense, essentially, it's your fault.

Couple of feedback items:

1. I'd like to second the comment about having the mouse wheel zoom in similarly to how Supreme Commander does it's zooms (zoom focuses on the mouse cursor). It makes it way faster to zip around the galaxy. I think a previous poster mentioned that it currently is doing that, but by default it doesn't. I may have to look around for the setting and enabled it to see how well it works.

2. I've run into issues when trying to add units to a group. On a couple of instances, I had my fleet selected, then hold shift while bandboxing around the new ships I want to add, hit ctrl+1 to set group, but the new ships weren't added. Could be just that it was 2AM at the time and my hands were asleep. The second time I added them it worked fine.

3. It would be nice to be able to easily add ships at different planets to the same fleet. So, if you are currently assaulting a new area but have ships building you can add those ships to the fleet, move them to the new area and immediately join the fray with the rest of the fleet. I think I tried this and when I tried to group them up it wasn't always working correctly. Maybe related to my #2 above?

4. Feature request - what about adding Interdictor ships? So, if you are assulting an enemy base you can prevent their fleet from fleeing.

5. Feature request - the carrier cruisers are great, but how about a capital carrier. Something that carries 4-6 squadrons but only have very light armor/weapons.

Love what you guys are doing! Keep up the good work. I can't wait to get home and play some more tonight.
Reply #282 Top
about that ship retreat thing: what you guys think of a dedicated retreat button? imperium galactica had it - although of course battles were widely different, as they occured in a separate screen - but it would still be nice to get a ship to savety with just a click. if you want it do go to a special planet or site, you will have to do it manually, else, it will disengage combat and phase out to the nearest friendly system. depending on what you think of it, you can fine tune that in advance, such as only to own or also to allied systems, always to a designated system, jump to next system with xy specifications e.g. defense structures, ship yard, whatever.

something like that would make a battle quite a bit easier to command.
Reply #283 Top

I want to thank you all for the 3.5 hours of sleep I had last night because of your game. Wow, it's great, but man am I tired today. So, if stuff in my post doesn't quite make sense, essentially, it's your fault.

Couple of feedback items:

1. I'd like to second the comment about having the mouse wheel zoom in similarly to how Supreme Commander does it's zooms (zoom focuses on the mouse cursor). It makes it way faster to zip around the galaxy. I think a previous poster mentioned that it currently is doing that, but by default it doesn't. I may have to look around for the setting and enabled it to see how well it works.

2. I've run into issues when trying to add units to a group. On a couple of instances, I had my fleet selected, then hold shift while bandboxing around the new ships I want to add, hit ctrl+1 to set group, but the new ships weren't added. Could be just that it was 2AM at the time and my hands were asleep. The second time I added them it worked fine.

3. It would be nice to be able to easily add ships at different planets to the same fleet. So, if you are currently assaulting a new area but have ships building you can add those ships to the fleet, move them to the new area and immediately join the fray with the rest of the fleet. I think I tried this and when I tried to group them up it wasn't always working correctly. Maybe related to my #2 above?

4. Feature request - what about adding Interdictor ships? So, if you are assulting an enemy base you can prevent their fleet from fleeing.

5. Feature request - the carrier cruisers are great, but how about a capital carrier. Something that carries 4-6 squadrons but only have very light armor/weapons.

Love what you guys are doing! Keep up the good work. I can't wait to get home and play some more tonight.


1 = Look at the top of the screen, there's the toggle.
3 = Set the waypoint of the factory to a ship in your attacking fleet. Any new ships produced is automatically added to the fleet. (This is covered in the tutorial )
4 = It's possible in your own systems with the jump disruptor. Also one of the capital ships have a beam that nullifies all abilities on an opponent ship.
5 = The Nova Capital Ship is a carrier.

Thought I'd point that out
Reply #284 Top
I think it is easy enough, if you are watching a battle, to retreat all ships with a click or two. A "button" wouldn't add much IMO, but a large fleet could use the retreat AI like the computer does.
Suppose I have 3 large fleets, two sieging different planets and one jumping into a third, and I am actively engaged with one battle. Suppose that third fleet jumps in system to find a fleet triple the size, I would like my smaller fleet to know to retreat (perhaps after some fighting and losses) before entirely destroyed. My enemies retreat, so I know their must be some AI retreat function already in place.
Reply #285 Top
I suppose that may be true. well, what do you have in mind with what you said? some kind of stance like system where you define when your fleet retreats? after all some degree of control should remain.

don't know why, but here's another idea: illusions or skeletton crew ships, a bit like the halluzinations you could do in starcraft. the former may fit to the advent lore wise, whereas the other could be an option for the TEC, you know, ships w/o most of the expensive components. just a hull and engines. the purpose is to fool an enenmy in your rroop strengh. you could make him believe you mass your forces for an attack, while you plan to strike somewhere else, deter him from attack you and probably a good many other things.
Reply #286 Top
Hello,
after playing the game for a while, I've got two suggestions at the moment:
1. I wish there were a way to get a group of ships to attach another group or type of ship. In other strategy games this is usually achieved by right clicking and dragging, and it would help a lot when trying to get your groups to attack types of enemy ship.
2. I often found that the alerts, although useful, were coming up too fast for me to really notice them. This doesn't usually mater, but I would like to be able to set alert conditions; for example, have a prominent alarm symbol and possibly noise occur when a specified condition is met, for example an enemy fleet arriving at a key planet.

I had a load of other thoughts as well, but they seem to have slipped my mind for the time being. Anyways, this is a great game.

Richard
Reply #287 Top
We'll look into the second issue but the first is already possible as I use it all the time. I typically click the stack button in the empire tree so things are grouped by type and I then select my groups by type (either by stack or by ALT click) and then tell them to attack the enemy group by type. You can also assign enemy groups to ctrl groups to help out as well. These operations are also made a lot easier by using the new "Selection based Empire Tree" which keeps your battle as the only element shown.
Reply #288 Top
Thanks,
I just downloaded the latest Beta version (was previously on the one from a good few weeks back) and its much better.
Keep up the good work,

Richard
Reply #289 Top
What length of time constitutes a month? year? Where can I find this in game? Are there different months? I'm asking because I continue to wish to know when the next "fiscal year" begins.
Reply #290 Top
Just started to test out Beta 2 and looking great so far! Don't know if anyone posted this yet but one thing I think can be made to improve would be that in the custom setup for a map to have a slider for number of planets/stars/artifacts. Having to click to get up to one hundered just takes too long. Even though this is nitpicky a slider would accomplish this better.
Reply #291 Top

What length of time constitutes a month? year? Where can I find this in game? Are there different months? I'm asking because I continue to wish to know when the next "fiscal year" begins.

Pretty sure that's just flavor text.   The AI is just letting you down easy.

Reply #292 Top

Just started to test out Beta 2 and looking great so far! Don't know if anyone posted this yet but one thing I think can be made to improve would be that in the custom setup for a map to have a slider for number of planets/stars/artifacts. Having to click to get up to one hundered just takes too long. Even though this is nitpicky a slider would accomplish this better.

Hold down shift (works everywhere in the game as well).

Reply #293 Top
2. I often found that the alerts, although useful, were coming up too fast for me to really notice them. This doesn't usually mater, but I would like to be able to set alert conditions; for example, have a prominent alarm symbol and possibly noise occur when a specified condition is met, for example an enemy fleet arriving at a key planet.


I would love it if there were no alerts for enemy scout ships. They never attack anything anyway and it gives lots of (imho) false alarms.

It would also be nice if the alarm would state the size of the incoming fleet.

For example, fleet under 10 ships, would be called tiny fleet, 10-20 small, 20-30 normal threat, 30-40 significant, 40-60 main fleet, 60+ armada.

So, if 35 enemy ships would jump in, the alarm would sound like: "There is a significant enemy fleet incoming."

Or if 70 ships would arrive: "An enemy armada is incoming. Oh, my god. They are everywhere!" (This in an increasingly panic voice.)

Or something like this. Of course it would need to be in better grammar than mine, and it should probably also be better names, but I think you get the idea.
Reply #294 Top
2. I've run into issues when trying to add units to a group. On a couple of instances, I had my fleet selected, then hold shift while bandboxing around the new ships I want to add, hit ctrl+1 to set group, but the new ships weren't added. Could be just that it was 2AM at the time and my hands were asleep. The second time I added them it worked fine.

it wasnt your sleep (maybe it was... but still) theres an issue with that, it bugs me so I dont know why I havent noted it myself before.
Reply #295 Top
On the point of specs, I checked the stardock central minimum specs out, and it says a 128 MB graphics card, yet my laptop (onboard intel chipset) ran it perfectly well at high textures. My desktop (Mobility radeon X1600, 128 MB) ate the graphics up at maximum resolution (1600 or something, widescreen) and highest textures. Either you're planning to up the graphics sometime, or down the recommended specs
Reply #296 Top
Hi all, Played the beta for like 6 hours..1 Faction but oh well... Here is the thing that bugs me...

Culture:

Great Idea, from what I see only 1 colture facility per planet? that is functional giving only up to 10% influence? Correct me if this is wrong also it only works if the planet is a planet and not esteroid system...

Invasion/Take over of a system:
No troops Ships? Nuts!!!! So the only way is to bombard and wait for culture to go away?! Need a better way here...

Capital Ships:
Can we get 1-2 Mother Ship classes hehe...? Sorry I like big ships...

Pirates:
Always need them... But I think you need rules you can instead have "Raiders" stationed at certain systems... But if you gona have Pirates Give them a system or systems Through-out the game and have them have fortresses with shipyards like normal factions that way you dont have "magical pirates" Give them rules! I'll take a playable pirate faction as well...

Ship Issue:
Currently I got beef with a cruiser that supports 1 fighter wing... Give it 2 please and give it anti fighter/bomber weapons. Sort of similar to a flak frig.

Defense Structures:

Need a defense platform flak style vs fighters!

Need a Fortress! Give it a cost of like 6-8 with anti capital ships/fighter protection and repair drone ability make it worth 10 points if you must but would be nice... 1-2 fighter squadrons can't hurt sort of a capital ship only for defense cant move long range capability to defend system. Make for some cool fights to gain some key systems!
My 2 cents can't wait to see how the game develops!
Reply #297 Top
Pirates:
Always need them... But I think you need rules you can instead have "Raiders" stationed at certain systems... But if you gona have Pirates Give them a system or systems Through-out the game and have them have fortresses with shipyards like normal factions that way you dont have "magical pirates" Give them rules! I'll take a playable pirate faction as well...

Ship Issue:
Currently I got beef with a cruiser that supports 1 fighter wing... Give it 2 please and give it anti fighter/bomber weapons. Sort of similar to a flak frig.


I agree with you on the Pirates; in the first game I played once I'd conquered the first galaxy Pirates just started invading every planet out of no where. I ended up with my entire fleet just protecting my planets. The moment I'd killed one lot, another bunch of 30 or so ships showed up. Having a Pirate planet/base would be a good thing, and by all means make it impossible to attack until late in the game with large fleets.

On the issue of ships, I find that the javelin missile frigate and the cruiser carrier are a bit pointless; the javelin is to expensive early in the game and too weak in the middle and late portion, the cruiser carrier has too few fighters to be useful, so I just end up building capital carriers.
I reckon switch the two around, have a frigate carrier with one squadron to allow cheap bomber support early on and have a beefed up missile cruiser to really do some long range damage in the middle to late portion of the game.
Reply #298 Top
javelin missile frigate is a very deadly ship when supported correctly...
Reply #299 Top
Gameplay Issue : Kodiak Support Cost

The problem with the Kodiak is the Support Cost of 10 is too high. I think it should be lowered to 8.

The Kodiak is very difficult to get , because you need alot of research stations for it. by the time I do get it , my population cap is quite full and im also saving cap to build capships.
Reply #300 Top

On the point of specs, I checked the stardock central minimum specs out, and it says a 128 MB graphics card, yet my laptop (onboard intel chipset) ran it perfectly well at high textures.

It's important to note that the beta only contains the TEC. Once the other two races are added, you will almost certainly need to run at lower texture quality to get good results (since the required video memory will likely double).