Beta (3) roundup

Hi guys,
long time player, first time poster
I have played and tested the game since beta 1 and i have to say it has come a long way.
Having also collected ideas since then i want to put them out for discussion.

As for the game itself i have found relatively few bugs while playing against the AI.
Only thing that really bugs me is that while sometimes zooming out the camera completly leaves this universe and can only be restored by switching to the galaxy view and back.
No idea why this occurs, though, sorry.

Gameplay wise i have a few things to say:
I will post ideas seperately below the sum up to address the problems i have mentioned.

Overall:
The overall gamespeed is quite slowly progressing.
While i know that this game is about long planned strategies and war of attrition (which can be fun) there are often long parts where nothing really happens.
Waiting for res to build up for a new fleet can take ages especially in the beginning and middle of the game while in the late phase you usually swim with money.
A little faster paced gameplay and techrace would be more fun.

The beginning of the game:
This is where the slowness is most tedious, the game starts out always the same and in the beginning there is for the first 10 minutes not really much to do. And what you do is all the same for every game.
It takes ages to get res and your first fleet up.

Middle part:
I think this where the game really shines, you are in a full fledged techrace and have to allocate your res correctly to gain an advantage over the enemy. usually much to do here.
Try to extend this part as long as possible.

Endgame:
The game gets quite a slugfest and there is not much else to it. Since there are only limited routes a stalemate between two opponents is likely and there is often to little action going on. At least give us something to do while waiting.

About ships(note that this is only about TEC):
We have a great asset of auxiliary ships, but only very little direct combat ships (only the light attack corvette and the heavy cruiser) in the middle part of the game especially in smaller maps where you can´t max out tech easily there is a good attack vessel missing.

I think these points have been put up enough already so i tried to keep them short since you know what i´m talking about, so on to the ideas:

Adapted Fleet costs:
When you advance in tech your ships get better, but they should also get more expansive, since you have better tech build in them.
This would address the res overflow in lategame to some point and also the extreme spamming one can do at that point. Just make ships become more expansive the more upgrades they recieve (of course the benefit should outwheight the additional costs)

Automated build queues:
We need a repeat button for the factories so we can make a certain build setup (like 2x Frigate 1x light carrier) and let that be repeated over again when the res and supply is availiable.
That way destroyed fleets can be replenished faster and autonomous and one can concentrate on fighting, which will make the game more action rich and overall more fun to play.

A mid tech direct combat ship:
Nuff said i think, something that can take punishment and dish out some damage while in midgame.

Additional enviroment options(interactivity)
This is actually a double point: i like it very much that they have introduced neutral territory in the new beta (like asteorid belts), but i see huge idea here:
celestial bodies should have the chance that they have a second effect to them.
Currently its either planet or something else, why cant it be a planet with an asteorid belt in the same gravity well?
That way we could have much more imaginative and diverse terrains to fight on (if say the asteorid field damages capships) and would need much more diverse strategies to conquer than just send in the biggest fleet in the right constellation. I think you get my idea if not i´ll elaborate.
Also some more effects of the terrain on the ships would be cool, like restricting movement of certain classes or something. Everything that doesn´t make space as empty and allows for tactical options.

Faster traversing in own space:
Another point why the game is so slow currently.
Once you own a respective portion of space travel times just get huge, you can´t flank the enemy and can barely manouver if someone should get in your back. You can just hope that your fleet is in the right place at the right time.
Either make travelling through own territory faster or allow some shortcuts like errecting jumpgates between two of your system (costing points in both grav wells) to travel immediatly between the points.
(Could also be used for a high cost of energy(crystal) to jump one way into enemy territory )

Planetary defense systems:
It seems silly that i have to errect a ridicolous amount of Gauss cannons to shield a planet and that the enemy can easily go around them.
A planet upgrade for some planet based weapons or fighter bays that can only be destroyed by bombardment would be nice.

Unified defense systems:
While it is nice to have the opportunity which weapons for defense to build i find it very weird to see a system spammed with countless gauss or hangars.
Having upgradable starbases would not be more economically (gamewise) it would also be good for the engine since there are less models and stuff to render.
Just start out with a home module and the expan it with hangar bays, gauss cannons rocket launchers shield gens, whatever even thow in a trading port or something.
Modular starbases rock and Galactic civilisations 1+2 has given a very good example how they can work.
This would create a more organized and focal point oriented planetary setup instead of the orbital chaos we now face in lategame.
I know that this would probably need a huge restructurising of the game, but it would be really great!

Superweapons:
I know a controversely discussed topic, but i am all for some superships to break up the lategame stalemate. Give the players something to sink their lategame money into and something for the enemy to fear (not just "oh its wave Xyz of 500 ships all over again") to keep the players on the edge.
Inform all players if one begins to build the superweapon (like a worldwonder in many of the civ games) so that the others can form an alliance to destroy it.

More victory conditions:
Annihilation seems very puny to be the only one possible in the current scenario.
-Cultural victory: If one faction in the solar system/galaxy has x% of the overall culture generated a timer starts and after that the others submit to that factions supremacy (either that solar system or the galaxy)
-Technological victory: The Faction that first reasearches ALL Tech is from now on ruler of the Universe since it can easy swat all opposition with its supreme tech (probably also with timer to see if someone else is a close second)
-Economical victory: A certain faction has reached a certain net-worth (all assets (ships, structures ect count) above all others. It is simply futile to fight them!

I think you get the drift.

Variable game speed:
A dead horse i think

Quickstart/ Game setup options:
As said the start of each round is slow and monotonous, give is the option to cut this short here.


I am sure i have forgot quite some things, i´ll add them after i remember them.
Have fun with the discussion!
16,016 views 5 replies
Reply #1 Top
All very good ideas I think. I also think that mid-game is where it shines and your ideas for the different game types (timers and such, maybe a King of the Hill sort of game) would work great for additional options to multiplayer. I mean not everybody wants to spend 1-2 hours to just totally destroy an enemy.
Reply #2 Top
Oh, another point i forgot:

Squads instead of single ships for smaller classes / More permanent grouping:
With huge fleet battles going on, it can be hard to discern what is going on even with only icons of the ships being displayed.
I would rather prefer instead of building single small ships like cruisers and frigates if they came in small squads (like 6-8 for frigates and 2-3 for cruisers) and only shared a single icon.
Would be much better to manage and in my idea also look nicer to see these ships then engage the enemy in Formation.

Or for the permanent grouping:
Currently we can selects ships and put them into a group. We can even tell them to jump together so the attack is times, which is pretty neat.
But as soon as they spot enemies the formation breaks up and every single ship does its thing.
I´d rather have my flack frigates stay close to the rest and the capitals shield the smaller vessels.
Homeworld 2 did a very nice job with this fleet management and i think an RT4X like SINS needs such an option really bad.
A simple button that would group the units together and would also keep them in formation/close even when engaging would be really nice!
Reply #3 Top
well, concerning the grouping together of units, I found that selecting "hold position" does really help as, you ships will mostly stick together. its not perfect though, because if you tell a ship to attack a target it will of course go after it even if it means separating from the enemy fleet and running into static defenses.

so lets think of a solution. another stance would be interesting. or something of a guard function, that lets ships chase a little bit but stay at their guard object and defend it against incomings.

or you really design a number of option for fleet behavior such as "swarm out", "loose formation" "tight formation" where the leeway of ships is determined and how far they are allowed to spread out.

with the game pacing I agree, I heard it said, though, that augmenting starting ressources helps a lot. maybe combining it with slightly reduced costs for some planetary upgrades/ structures it could suffice to give a quicker start.

as for the later game ... well I guess the "problem" is that in most of the games you get the most expensive units and structures at the end and they are scaled to be only supportable with a sufficiently developped economy. in sins you effectively get them from the very start on and though expensive the can be bought even with an early economy (partly since you dont buy a lot of them and losing them is bad enough).

as for the late game, I guess thats what the allegiance penalty is for to make additional planets lets productive so that in relation you have less ressources to construct and maintain your growing fleet. furthermore, at this stage you will likely have a fairly big empire so that it is less feasible to have one big force around but rather a few medium. as a result size of battles shouldn't vary that much from midgame.

hm, the squadron approach is not that bad, depends on how feasible it is to switch it. as things stand, I wouldn't want it at the very beginning of the game, but in later stages you could switch to something like it to make unit management and purchasing a bit easier.

or how about a different form of grouping in that you select a few units and make them a group and from then on they are reduced to a single icon and unit from a management point of view and when you click on one of them you select them all?

build queues are a nice idea as well.
Reply #4 Top
The grouping should work exactly the way you described it in you last paragraph, that would be great

The thing with lategame battles is that of course ideally you have a few small fleets, but overall you got a lot more supply which results in bigger, much worse managable battles.
As for the idea of the allegiance to control lategame money flow, i think its kinda of a bad approach, since it really hampers expansion above a few planets (whichs seems really ridiculous) as you can just leave scorched earth after that.
Just makes you feel bad somehow


---->Great idea ahead

I think the idea of making endgame units more expansive considerable if you get in the higher tiers would make things much better.
But of course with this the tech bonuses would also be higher than they are currently.

Currently the tech bonuses are very slim with like 5% better per upgrade wich barely does the ting.
If the tech gap would be a bit more steep people would be forced to keep up the techrace.
This would also end games where one faction is in definite favour a bit quicker, since they would get a bigger bonus if they advance faster than the enemy, shortening the whole endgame a bit, while not affecting battles between matched opponents.

It would also make certain tech strategies more diverse, since the bonuses would be more visible (for example if you farm hull and repair upgrades you´d get ships with incredible staying power in comparison with people that research averagely)

I think this would benefit the game hugely, what do you think?
Reply #5 Top
Since there are only limited routes a stalemate between two opponents is likely and there is often to little action going on.


... How many games are you basing that on? Just AI ones, right? And only on smaller maps, right?

Once you own a respective portion of space travel times just get huge, you can´t flank the enemy and can barely manouver if someone should get in your back. You can just hope that your fleet is in the right place at the right time.


You should probably start thinking in terms of multiple fleets -- on close encounters I generally don't bother, but on anything larger multiple fleets can have a huge impact. While I hate to trot this one out (yet again), take a look at the example of the 2V2 game of me and an ally (who's name I can not for the life of me remember) Vs. Blair and an AI. I left a Sova over an one of Blair's asteroids to pound it out of existence, and sent all my cobalts to support my ally in taking Blair's newly-colonized Terran world. Blair's fleet was going to crush ours, right up until they had to turn around -- my Sova had jumped out into his home world, bypassed the gauss cannon defenses, and was destroying his precious mines while my fighters assisted his research centers in examining the behavior of high-energy transfer systems.

Moral of the story? Multiple fleets can beat single fleets hands down.


Planetary defense systems:
It seems silly that i have to errect a ridicolous amount of Gauss cannons to shield a planet and that the enemy can easily go around them.
A planet upgrade for some planet based weapons or fighter bays that can only be destroyed by bombardment would be nice.


What do you think hangar's and mobile forces are for? Build your defenses "properly" and they'll do a number on the enemy untill friendly forces can arrive -- but fixed defenses are not a substitute for proper fleets, only an assist.


Adapted Fleet costs:
When you advance in tech your ships get better, but they should also get more expansive, since you have better tech build in them.
This would address the res overflow in lategame to some point and also the extreme spamming one can do at that point. Just make ships become more expansive the more upgrades they recieve (of course the benefit should outwheight the additional costs)


What resource "overflow"? If you have more resources than you can use, then your doing something wrong to begin with!

Don't make ships more expensive as you upgrade -- they're already plenty expensive enough, even end game. (Unless there is something in the way maps scale to larger maps that changes this, but I doubt that).

Currently the tech bonuses are very slim with like 5% better per upgrade wich barely does the ting.


Those "small" bonuses are pretty darned huge in effect. Trust me on that -- practical experience beats theory craft hands down.



I think this would benefit the game hugely, what do you think?


I think that it would way overpower research. Devs have already stated that they're going to be setting things up so there's more to diplomatic / research / economy / culture based play styles (AKA: remove the military only "curse" of RTS, and find some more 4X features). I don't know what they're doing with research, but I sincerely doubt they're just increasing its already considerable strength.