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Daily Feedback Roundup -- Beta 3 Edition

Daily Feedback Roundup -- Beta 3 Edition

A new roundup for a new beta....

Note: The purpose of this thread is to round up posts of note from the past day so the developers can easily find and track feedback in the chaos of the beta forum, and concentrate their time on the game. It will not be able to be replied to by non-moderators.
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Reply #26 Top
October 26

Gameplay

+ Feedback -- Pathing issues (Link)
Start with the (horrible) calculations it uses (ships will try to ram planets or buildings or other ships in trying to cross the grav well, not taking their positions into consideration, and they always turn by accelerating forward, right into the enemy's guns...), to the fact that fleets always take the "fleet center" as a position for everything... including jump sequences even if the fleet is set to jump separately. Really annoying in a retreat.
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+ Request -- Option to set facing durimg move orders (Link)
Currently the fleet takes its formation in the direction you have sent them... The problem here is you can“t rotate a formation in a close space, as the game will always take the fleet center and the target point as measurement for the new direction the fleet will take. Many other games (and they are right this way) let you decide which way your formation should be facing after they have arrived at their target location by holding down the right mouse button a little longer when issuing a move order.
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+ Request -- Option to set default auto-attack stance for newly built ships (Link)
If you could somehow set the shipyard to hold pos so anything it builds holds pos , that will remedy it. Or even set a planet to hold pos
And also make each attack stance a diferent button , not a list in one button
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+ Idea -- Symmetrical randomization for balance on maps with 'random planet' slots (Link)
I think that on some fixed maps , the closest planets should be randomised but equal for both or four players. So forexample , in one game the planet to the right is a volcano for me , and its the same for the other player , then in another game it will be terran , but it will also be terran for the other player. Any planet that is further away and contested can be randomised to whatever.
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Ongoing Discussions

+ 10.534 ships (lots of images) (Link)
+ Is this game for me? (Link)

Reply #27 Top
October 27-29

Gameplay

+ Idea -- Vendetta game mode (Link)
Number of Players 3-10 any map.
Game Room Setup - Who hates who?: In the battle room , Player 1 hates Player 2 , Player 2 hates Player 3 , Player 3 hates Player 4 , and it goes round till the last player hates Player 1. So now you have someone who hates you ,and someone you hate.
Rules of Winning: Inorder to win the game you must be first one to eliminate the player you hate.
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+ Idea -- Option to limit number of simultaneous alliances in FFA (Link)
So we just had this idea for an option with max alliances, as ppl seems to team up in huge groups in FFA games and take on the weaker and then the game ends.
To avoid this, a max alliance setting would make this stop.
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Ongoing Discussions

+ Rotating fleet formations (Link)
+ Idea: Gradually paying for stuff (Link)
+ Phase Jump Inhibitors (Link)
+ Losing a cap in a small game is too punishing. (Link)
+ Random planet allocation , bad on some maps? (Link)
+ Ships getting stuck (Link)
+ Pirates a bit too strong? (Link)
+ WHat are the fleet limits? LArgest fleet VS fleet engagement? (Link)

Reply #28 Top
October 30

Ongoing Discussions

+ Losing a cap in a small game is too punishing. (Link)
+ Idea: Gradually paying for stuff (Link)
+ Vendetta - a game mode for Sins multiplayer (Link)
+ Alternative modes of gameplay (Link)

Reply #29 Top
October 31

Ongoing Discussions

+ Alternative modes of gameplay (Link)
+ standard universe size (Link)
+ Losing a cap in a small game is too punishing. (Link)
+ Idea: Gradually paying for stuff (Link)
+ Resource balancing (Link)

Reply #30 Top
November 1 -- Frighteningly Small Post-Halloween Roundup Edition

Ongoing Discussions

+ Idea: Gradually paying for stuff (Link)
+ Losing a cap in a small game is too punishing. (Link)