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Small annoying things...

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12 years ago
Aug 23, 2012, 10:53:18 PM
... like when building improvements on planets. The menu!!! It needs to expand and NOT re-scroll back to the top every single time you click on something.



Battles - So many fleets are attacking you - you go for a manual engagement and then another pops up and you can't do anything about it. That other battle goes straight to auto and by the time you get out of your manual battle, your other fleet is dead. Need to be able to queue battles.



The camera in battles need to somehow have a wider view of the entire battle and maybe have some better graphic effects to spice it up, explosions are too repetitive. Maybe a shockwave should emit from the larger ships pushing debris everywhere or having an effect on ballistics.



The battle screen should also give you the total amount of damage per weapon category - for example, total kinetic damage xxxx, total beam damage xxxx, total missile damage xxxx. This is so you don't have to hover over every ship to find out what they have before the timer elapses. Gives you a better idea on what card to play first.



The enemy fleet can invade your systems whilst at peace time but you can't defeat them to stop them invading you unless you go to war... WTF? Should have border policies where they can't transit through your space without cash or just open borders. Once they take your systems with your fleet in orbit, you can't move them out of the system - they're stuck because you can't go into the 'enemies space' while still at peace with them but they can go into yours... Border policy should be no entry unless you have a policy to transfer though - should be the default setting until you unlock it in the tech tree.



Why do I have to click the end turn button? Can't we bind it to the enter key or something?



The tech traits for factions - needs to tell you what it unlocks, not some story on what it does.



Maybe a small info bar at the top of the screen to tell you how many resources you have instead of going into the system manager.



When a system finishes building something, there should be an option that enables to camera to move and zoom in slightly to the system that has finished building something... or a button so you don't miss your systems not building anything for many turns. The same should go for battles, the camera should zoom to the battle location.



Maybe have a small icon/indicator next to the system name for approval? Maybe even change the lettering colour to match the approval level for that system - saves trolling through mountains of systems.



For fleet management, I personally can't remember where my planets are, they all have weird names. Perhaps have the fleet management window take up half the screen and the map takes up the other half - when you hover over a fleet in the management window, the map pans to the fleets location. Should also be able to have a drop down menu for where the hero goes in the fleet management window so you can select the hero you want for that fleet or un-assign them.



Pilgrims can evacuate systems? Kinda useless isn't it? Maybe they should have something like the ability to adapt to any climate giving a standard FIDS number (Extra Supplies and Munitions) to each system they settle for a limited time (or certain population). I know you can mod the hell out of the game but me just being the end user, I can't mod. Should be able to just pick your portrait and whatever ability you want since you can do it with traits.



When you modify a ships design while other ships are in production, the ships in production should have their construction times increased to compensate for the new plans... so you don't have to retrofit the ones that come straight off the line after you modify the design.



I know you can explore moons but why can't we colonise them? Have a small population there? Different sized moons, more anomalies and effects on the planet itself: for example, large size moon having a larger gravitational pull on the plant = high tidal flow = extra industry for the planet.



Maybe laser beams for ship battles? Or just a new weapon?



I like the game a lot but I think it's still got a long way to go. Keep up the good work.



I think that's it for now...
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12 years ago
Aug 23, 2012, 11:24:33 PM
BTW, press Enter to end your turn.



As for the rest, been mention, the horse is dead... but we still beat it because its more fun than beating a drum
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12 years ago
Aug 24, 2012, 12:40:03 AM
Lando wrote:
Battles - So many fleets are attacking you - you go for a manual engagement and then another pops up and you can't do anything about it. That other battle goes straight to auto and by the time you get out of your manual battle, your other fleet is dead. Need to be able to queue battles.




I presume this won't be an issue once auto battles are implemented.



Lando wrote:
Why do I have to click the end turn button? Can't we bind it to the enter key or something?




...it IS bound to the Enter key.



Lando wrote:
When a system finishes building something, there should be an option that enables to camera to move and zoom in slightly to the system that has finished building something... or a button so you don't miss your systems not building anything for many turns. The same should go for battles, the camera should zoom to the battle location.




Whenever your system has finished building something, you get a notification telling you so, and it tells you what the system will be building next - if it has no more scheduled production, there's a button that lets you go to the system and give it a new production.



Lando wrote:
I know you can explore moons but why can't we colonise them? Have a small population there? Different sized moons, more anomalies and effects on the planet itself: for example, large size moon having a larger gravitational pull on the plant = high tidal flow = extra industry for the planet.




I agree with colonizing them, considering you can colonize Barren planets.



Lando wrote:
Maybe laser beams for ship battles? Or just a new weapon?




There are already lasers. Adding a new laser weapon would be redundant.
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12 years ago
Aug 24, 2012, 1:07:57 AM
In my opinion we already have colonize moons in the game. It's this improvement that give +2 pop to a planet for a explored moon. There are many more improvement you can research that give bonuses for explored moons which simulates moon development.
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12 years ago
Aug 25, 2012, 1:27:05 AM
Lando wrote:


The enemy fleet can invade your systems whilst at peace time but you can't defeat them to stop them invading you unless you go to war... WTF? Should have border policies where they can't transit through your space without cash or just open borders. Once they take your systems with your fleet in orbit, you can't move them out of the system - they're stuck because you can't go into the 'enemies space' while still at peace with them but they can go into yours... Border policy should be no entry unless you have a policy to transfer though - should be the default setting until you unlock it in the tech tree.


This is already the way it works. When you start the game you start at cold war with everybody and in this way anyone can attack anyone outside the other nation's border. You can also defend and attack anything within your borders. Unless at war or with an open border policy no one can enter another nation's border.
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12 years ago
Aug 27, 2012, 1:19:56 AM
CodexDraco wrote:
This is already the way it works. When you start the game you start at cold war with everybody and in this way anyone can attack anyone outside the other nation's border. You can also defend and attack anything within your borders. Unless at war or with an open border policy no one can enter another nation's border.




Not quite, the OP is correct: If you sign a cease fire treaty enemies on your outposts aren't forced to move - they can just sit there and blockade your them and you can do absolutely nothing about it. It really is quite horrendous. The game in general has a lot of problems with borders, you can also run around inside foreign territory because you herp-a-derp 'didn't know' it was their turf (ie. you can explore inside enemy borders because the game doesn't stop you from moving to an unexplored planet even if it is controlled by the opponent). You can indeed enter another nation's borders without a treaty - unfortunately.



Anyway, the OP makes some good suggestions (amongst a bunch that I think are either bad or am indifferent towards) so I'll just highlight those:



Lando wrote:
The battle screen should also give you the total amount of damage per weapon category - for example, total kinetic damage xxxx, total beam damage xxxx, total missile damage xxxx. This is so you don't have to hover over every ship to find out what they have before the timer elapses. Gives you a better idea on what card to play first.




This one would be a very welcome feature! One might still have to look at the individual ships but this should help.



The tech traits for factions - needs to tell you what it unlocks, not some story on what it does.




Agreed, it shouldn't just say 'unlocks the technology of the same name - an actual description would be more fitting.



Maybe a small info bar at the top of the screen to tell you how many resources you have instead of going into the system manager.



When a system finishes building something, there should be an option that enables to camera to move and zoom in slightly to the system that has finished building something... or a button so you don't miss your systems not building anything for many turns. The same should go for battles, the camera should zoom to the battle location.



Maybe have a small icon/indicator next to the system name for approval? Maybe even change the lettering colour to match the approval level for that system - saves trolling through mountains of systems.




Alright, comment: No, no and no - just open your empire management screen, it has all of these at a glance.



Pilgrims can evacuate systems? Kinda useless isn't it? Maybe they should have something like the ability to adapt to any climate giving a standard FIDS number (Extra Supplies and Munitions) to each system they settle for a limited time (or certain population). I know you can mod the hell out of the game but me just being the end user, I can't mod. Should be able to just pick your portrait and whatever ability you want since you can do it with traits.




It's not useless at all, search around to find info on pilgrim fleet evac strategy.
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12 years ago
Aug 27, 2012, 3:15:21 AM
Apheirox wrote:
It's not useless at all, search around to find info on pilgrim fleet evac strategy.




Agreed. Just because the benefits of an ability aren't immediately useful, doesn't mean there aren't some clever strategies to utilize them. It's like in SoaSE when I first realized that Migrators didn't have a Capture ability, scouts did. Then I said "Well this makes no sense - now I need to juggle scouts as a liability as WELL as Migrators!" But then later on I realized that I could use Scouts and build an Evacuator as my first capital ship, which leaves the Migrators out of the situation and also makes expansion far more efficient, even if the strategy wasn't apparent at first.
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12 years ago
Aug 27, 2012, 3:18:40 AM
These are annoying, but unless you somehow fix them yourself, not too many people will.
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