A few thoughts on the beta

Played about 200 turns of my first beta game...overall some really nice improvements from the alpha. These are the things that particularly stood out to me at this stage. 

 

1. As far as I can tell there is currently no way to destroy/decommission shipyards? Also when trying to move shipyard I am sometimes unable to end turn as it prompts with 'shipyard orphaned' and then prompts for production.

2. When renaming stuff I should be able to type and then press enter to accept instead of having to press the done button.

3. It need to be clearer how to build the modules onto starbases. As far as I could see it does not state anywhere that they are built using more constructors, it should probably state it on the tooltip for the grayed out starbase modules (something like 'Constructor 0/1').

4. The tech tree need to be clearer...Why I am unable to currently research a tech (specifically when it is in a different age) should be stated when I click on it or something. I also feel that the tech ages need to be clearer overall and should show exactly how far from the next age/how far along in the current age I am.

5. Better fleet management options in the UI list/a specific tab listing all fleets (I assume this one is already on the way)

6. The 'dotted line' that shows the connection between planet and shipyard shows up despite there being fog of war making it easy to see where the AI/other player shipyards are located.

7. If I cancel a rushed improvement I do not receive any of the credits back (I have pressed the 'buy' button by accident before).

8. There needs to be more sorting options for planets in the planet list (list by highest production, wealth, research).

 

No doubt some of these have been mentioned elsewhere. Thanks for the fun beta :)

14,529 views 2 replies
Reply #1 Top

To build/install modules onto Starbases ;e.g. mining (had the same issue) you have to build another constructor that you then send to the intended starbase location-so that it auto docks with it. Then open up your Starbases management and you will see the modules on the right hand panel, that you can install/fit.

 

Also...can I add to your list...9. If I don't want to make a ship at the shipyard, I want the option/feature not to do so...aswell as anything else !!!

Reply #2 Top

Quoting drawnmix, reply 1

To build/install modules onto Starbases ;e.g. mining (had the same issue) you have to build another constructor that you then send to the intended starbase location-so that it auto docks with it. Then open up your Starbases management and you will see the modules on the right hand panel, that you can install/fit.

 

Also...can I add to your list...9. If I dont want to make a ship at the shipyard, I wont the option/feature not to do so...aswell as anything else !!!
End of drawnmix's quote

 

Knowing how to upgrade starbases wasn't a problem for me....I was just thinking for new players it should probably be clearer how you add the modules ^_^

 

Totally agree with you on the need to be able to set shipyards to idle though, I think it was mentioned in the last dev stream that this would be added really soon. I know you can set production from the sponsor planet to zero to get around this but it is kind of a hassle at the moment.