Advent Beta Test Feedback (mainly opinion)

Hello!

 

Thus far, I've been enjoying the Advent rather greatly.  I have a couple of thing to mention, though, overall, none of it is massively important or bug-related.  Please keep in mind that this is primarily opinion-based, so it is more a qualitative feedback. 

 

1) Request:  Please include 2 new player options during setup: Random: Loyalist/Rebel, and Random: Race.  The reason is because I often want to face-off against opposite opponents, and I want to make certain I am against (perhaps) one of each race, or only loyalist/rebels.  Minor thing, but I thought it would be handy.

2) Pirates as slider bar.  Rather than a pirates on/off, something where we move from 0 to 1 in terms of pirate strength and upgrade speed (similar to Neutral Colonies slider in Galaxy Forge) would be nice.  Even as I type this, I am thinking back, and this may be something that was added as different steps (Off?Easy/Normal, etc... I'll have to check) 

3) Advent Rebels.  I realize that all races/factions have an equal distribution of new abilities/research, but the Rebels (I think, the ones with all their research in Civilian tech and cheaper Culture Towers) feel a little to "vanilla" Advent.  They get the resurrect tech, but the rest come online so late that it isn't all that noticeable by then.  I feel that, possibly, reducing the impact of a few to lower percentages and moving them earlier in the trees might make them feel more "new" out of the gate.  Also, giving them some War tech wouldn't hurt.  They just feel a little plain compared to the other faction (in my opinion, again, qualitatively, here)

4) Big Red Button Titan Power.  Not a fan (especially since it is a high-level power anyway) -- perhaps something that would allow a "Memories of the Fallen/Retribution" power that allows the fallen Titan to be "rebuilt" for free at the facility -- or upon death, the Titan distributes it's XP to all friendly capital ships in the gravity well (50%/100% at Level 1 or 2)?  That would be neat -- or, at least, to my mind, of more utility and still fit with the Advent theme.  I dunno, just spitballing here, but I wouldn't mind that power changing into something else.

5) Minor Nitpick. The "Beam of Destruction" power for the Loyalist Titan that increases with nearby ships... what is meant by "nearby".  Also, lacking a better definition, could ships contributing have a glow around them or other visual indication to show me what's up?  This may be a particle count issue, but it would be cool.

6) Late in the game, I keep getting Structure Build Time bonuses to a majority of my planets, but I have no idea what it is coming from.  A mouse-over infocard or other helper to help me understand where/why bonuses and penalties are occuring would be awesome (may make things way too busy, I realize).

 

Other than that, all I can say is: I'm liking it!

 

Dav

7,617 views 5 replies
Reply #1 Top

With regards to #6, the bonus is coming from an Advent t2 harmony research called Communal Labour.

This ability used to function by allowing construction drones to cooperate and build a single structure faster, but at some point it was changed to give a flat %age bonus to structure build time per contructor in the well.

I believe the rate is 16% per constructor, so on planets where you have 4 or so, it can become quite scary just how quickly you can bring defenses or temples of communion online.

Reply #2 Top


4) Big Red Button Titan Power.  Not a fan (especially since it is a high-level power anyway) -- perhaps something that would allow a "Memories of the Fallen/Retribution" power that allows the fallen Titan to be "rebuilt" for free at the facility -- or upon death, the Titan distributes it's XP to all friendly capital ships in the gravity well (50%/100% at Level 1 or 2)?  That would be neat -- or, at least, to my mind, of more utility and still fit with the Advent theme.  I dunno, just spitballing here, but I wouldn't mind that power changing into something else.
End of quote

to continue where you left off,

Since titans reset their experience towards their upcomming levels when they die you could give the rebel titan a chance to give that portion of xp (multiplied, if would be fairly lackluster otherwise. maybe 250%/500%?) away to capitals in the same gravity well. As an ult that wouldnt be very powerfull, but as a secondary effect to one like its current temporary imortality might be nice. Ofcourse, it wouldnt synergize well(killing it first would help your opponent). So maybe as a seperate research?

Other then that there have been plenty of complaints about the rebel titans current ult, so i'm sure it'll be revamped in some way.

I agree with all the other points(1-5 since 6 was already explained) sofar, 1) isnt very high priority for me but it would be neat.

Reply #3 Top

In regards to #5, currently any friendly ship within a radius of 8000km around the titan should add 50 damage to the Unity Mass blast.

Reply #4 Top

Quoting MrHaze, reply 1
With regards to #6, the bonus is coming from an Advent t2 harmony research called Communal Labour.
This ability used to function by allowing construction drones to cooperate and build a single structure faster, but at some point it was changed to give a flat %age bonus to structure build time per contructor in the well.
I believe the rate is 16% per constructor, so on planets where you have 4 or so, it can become quite scary just how quickly you can bring defenses or temples of communion online.
End of MrHaze's quote

Re #6: Yes, the bonus is coming from Communal Labor.  BUT it is NOT anywhere near "16% per constructor", it is much slower, and also much slower than represented by the info cards.  The info cards are distorted by Sin's ghetto math.  And in my opinion the tech is just not worth it, and not scary good at all!

For 2 constructors it says -33%, but its actually -25%.
For 4 constructors it says -67%, but its actually -37.5% (or 9.375%/constructor, for this level).

 

 

but the Rebels... feel a little too "vanilla" Advent. They get the resurrect tech, but the rest come online so late that it isn't all that noticeable by then. I feel that... moving them earlier in the trees might make them feel more "new" out of the gate. Also, giving them some War tech wouldn't hurt. They just feel a little plain compared to the other faction
End of quote

I agree (with #4).  The Advent Rebel techs all come too LATE, and there are NO new military techs!

Reply #5 Top




2) Pirates as slider bar.  Rather than a pirates on/off, something where we move from 0 to 1 in terms of pirate strength and upgrade speed (similar to Neutral Colonies slider in Galaxy Forge) would be nice.  Even as I type this, I am thinking back, and this may be something that was added as different steps (Off?Easy/Normal, etc... I'll have to check) 


End of quote

 

It wasn't added, but I wish a separate difficulty level of come sort for pirates would be added.