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Space battles more clear, impressive and interactive.

Space BattlesMilitaryGUI

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8 years ago
May 30, 2017, 11:20:53 AM

Aesthetically, the space fighting dont work and has several problems. Here is a compendium of small ideas to improve it visualization:


1-Some effects like the shots and the explosions are very discreet and do not emphasize when you move the camera a little (and you need to move away to understand what happens). I think the effects should be much more striking, as in endless space 1. The fighting of the game has nothing to do with those that are shown in the trailers. The background should not be as psychedelic and not be full of things, because then everything is confused and there is less contrast.


2-The camera and the interface do not work well. Is complicated move the camera because it is difficult to know the best perspective: that is, where and how you should place the camera to make the battle pleasant and informative at the same time. The auto camera is also a disaster: I usually miss the explosions and the most important things in the battle. The auto camera seems to want to focus on close-ups of the ships firing, instead of seeing where they shoot. Reversing this, you can get nicer movies.

And why is not there a tracking camera for fighters and bombers, just like in ES1?


The information of the interface in general is confusing. I do not usually understand why my fleet lose, why they move in that direction, or why they choose their objectives to shoot. I would like a simple system that clarifies the keys of each battle to better understand what has happened. Sometimes, you have to think a lot to figure out why your plasma weapons have done so much damage, and your slugs have not.

My proposal is Change the symbols and numbers of the post-battle analysis by texts. For example: "Your fleet has received a lot of damage due to the powerful enemy plasma weapons", "Two flotillas have been destroyed because the enemy weapons were at a more adequate distance", "These ships have been defenseless during the battle, because the goal was too far away ", "your fleet has achieve to dodge many projectiles because they were far from the enemy", etc.
Trying to decipher the outcome of the matches using symbols and numbers is a headache. It is a fairly unintuitive system and many times you have to use your imagination to guess what happened.


3-Some ships are very far from the enemies, due to the system of flotillas. This makes it difficult to move the camera properly and feel the tension of the battle. Perhaps the distances should be shortened to make it like the battles of the trailers

In my opinion, a rework of the trayectories of the ships can give a lot of dynamism and frenzy to combat, because now it's like: ship 1 shoot to ship 2 during two minutes, ship 2 explodes, the end.


4-The routes that follow the ships in the combat have nothing to do with the route that you have ordered them. This should be fixed and add a more intuitive and customizable system. It is difficult to know how this mechanics really works and how it affects the movement of the ships, and how the formations of two opposing fleets are combined.

My proposal is that the trajectory system be more literal. The panel should represent the battlefield, and the arrows the real travel of the ships. The battlefield should be smaller than now, to be compatible with point 3.


5-The combat is barely interactive. I don't have a concrete idea to improve it, but this is a VERY serious problem of the game, which seems to be ignored. Combat is not a small part of the game. The combat is indispensable and has not been given the attention it deserves. Maybe this point are a lost cause, but I need talk about this. 

I do not ask for a micromanagement like starcraft in the battles (Although I would like that), but the current system should be enriched with more intuitive and interesting options.

I remember when the "disharmony" expansion of the first ES came. They incorporated a system of setting objectives and formations that was quite simple but with a lot of potential. In each battle you could choose two things:

1-The order in which ships were arranged: the most resistant in front, or those with more armor, or those with less attack, etc.

2-The priority of objectives of your shots: If you concentrate the fire on the first enemy, if you distribute equally your shots between all the targets, or if you prefer to concentrate the fire on the first third of the enemy fleet.


This system made the combats more interesting, without losing the core. It was a change that I liked a lot because with very little, it improved the strategy of the fights.

The current fleet system is quite confusing in comparison, and allows much less freedom than the old system.


The combat system must be fluid. Note that in late game, it is usual to have one or more battles each turn. Right now, it's tedious to manage all that and the fight just not visually rewards you.
The combat should be fast but satisfying at the same time, and one of the ways to achieve this is to improve the visualization of battles making them more exciting and impressive improving the camera, effects, ship's trajectories and interface.


I get the impression that the combat is VERY VERY careless in the game, when it is an important component of the game. Seeing the battle should have some kind of reward, there should be a little (just a little) micromanagement: to be able to choose within the battle to what objective our ships aim, what direction they take with more freedom, if the ships with more defense are placed in front of the Weaker... etc: A SIMPLE BUT INTERACTIVE AND VISUALLY NICE system.

Updated 3 months ago.
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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

Dagart

DEV Dagart

status updated 7 years ago

The space battles are a feature we want to continue to improve but I think they will never be interactive..

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8 years ago
Jun 2, 2017, 9:50:15 PM

I agree with you, I prefer the battles from ES1. The missile made a dramatic sound when leaving their ship, and verything felt more epic. I miss the battle cards too. The whole systme seemd more simple before. 


For the record, there is something to show how much health a ship has left, etc... Just click the Scanner button at the top of the screen. You just have to be close to the ships to see the data.

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8 years ago
Jul 20, 2017, 7:36:12 AM

Some interactivity would indeed be perfect! The battle card system wouldn't have to be brought back, but at least it would be good to add an additional layer of interactivity to space battles. Though I think that the additional strategic layer is going to be added as the fighters and bombers.


Also I was slightly disappointed when I unlocked the Orichalcix missiles for example. While the colorful effects are very nice, I noticed that they certainly lacked the intimidating factor (such as sound effects). The same goes for Hyperium grade lasers, the sound feels like I'm shooting a Captain Cosmos schizmo-tech ray gun, rather than a badass lazer cannon. If I recall correctly, the hyperium lazers sounded really cool in one of the early access builds.


I agree with the battle tension situation and I think that adding more impactful explosions and disintegration animations would help it.


The ship distance from eachother is okay, but in general I agree with these statements!


EDIT: Voted

Updated 8 years ago.
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7 years ago
Nov 27, 2017, 9:59:42 PM

This isn't an idea. It just states what's wrong with the game in your opinion.

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7 years ago
Nov 27, 2017, 10:17:58 PM
Kray wrote:

This isn't an idea. It just states what's wrong with the game in your opinion.

There are several ideas here:

1-Highlight more the effects of combat and reduce the stridency of backgrounds.

2-Improve the auto camera to focus on the important things and make less foregrounds.

3-Make the flotilas more closers one from the other to make the fight seem more fierce and to see all the action on the screen.

4-Make a rework of the trayectory system of the flotilas and do more literal.

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7 years ago
Dec 19, 2017, 3:31:17 PM

I think space battles should not be interactive, that would just take to much time in multiplayer. 

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7 years ago
Dec 21, 2017, 12:01:43 PM
Higgins24 wrote:

I think space battles should not be interactive, that would just take to much time in multiplayer. 

Maybe yes, but perhaps adjusting the options that the player has available in each battle, we have a combat system something more fun.
What do you think of the other points?

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7 years ago
Feb 3, 2018, 11:47:11 PM

Specifically about the points you talked about. i think the camera need to be farther too, and better sounds and better animation for weapons. 

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7 years ago
Feb 5, 2018, 11:49:20 AM

I'm wondering that when are the fighters and bombers going to fly out of the coordinator and carrier ships. I mean, they clearly have hangars in them and the new Vaulter carrier even has a runway.

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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

Dagart

DEV Dagart

status updated 7 years ago

The space battles are a feature we want to continue to improve but I think they will never be interactive..
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