Lharrs

Give some constructive thoughts based on the walk through here.

Give some constructive thoughts based on the walk through here.

Well, I have noted some mixed feelings about hte delay announcment, though we are all appreciative of hte update( of sorts) the delays is a bit unwelcome.


Given that, it was stated that part of the reason for the announcement was so that feedback could be given before hte beta was released.


My first comment on this would be to reduce the number of planets per system by a margin of 35% to 65% and increase the number of systems allowed. This comment is based soley on the fact that it appeared byt the way the information was presented that those three systems were considered a large map.

Weather or not that is a large or small map more systems with fewer planets will allow a play greater control over his/her empire and provide more of a challenge for solar assaults.

I understand your attempt to make the game seem epic by making a solar system look like a galaxy both far away and close up, but it just seems too messy to me. I know that it was stated with regards to system screens that it is a matter of artistic choice or some such, but just because a babe chooses to paint with its own fecal matter doesnt mean it is a good artistic choice.

If you wanted a grand EPICNESS( royalties paid to schem who coined the word, as far as I know) feel too it, simple, create say 10-20 systems per glaxy with each sytem containing between 1-5 habitable planets and perhaps a total of maybe 10 solar objects( ranging from belts to artifacts and brken planetoidial bodies). This would be huge.

I wil try and think on my suggestion a little bit more, but I didnt want to say that designing a solar system to look like a galaxy( and nothing liek a solar system) was bad, without at least presenting some sort of solution. Currently my idea would be to large for the game engine as it seems to be presented. If there were some esimate as to how big the game could get and still run properly, then my idea may have more weight but an idea of the scale would be needed.

If one was to overlook the solar layout of hte game, I would have no further comments at this time and will look more at teh game pics we have been presented with.
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Reply #51 Top
It is possible to disagree with some one without using profaine or beligerent words to get you point across. I didn't use any colorful metaphores when making my statement, and that you didnt't have to lower yourself by saying 'well saying that makes you look like this' to get a point across.

The thread wouldn't need cleaning if the profanity wasn't used.

All I did was paint a vivid pisture with words. There was nothing ofensive in it and if the devs thought it so, then I apologize.

However, my intent was to point out that just because they wanted to make the game look differnet or use a different means to convey what they want, doesn't mean it is the best way to go about it.

I say that because if I wasn't a Stratafy/Sci-Fi type gamer and I saw a picture of the Space map knowing that SoaSE was a RT4X (more likely a RTS), then I would be put off some. Ther reason for that is because if the game professess strategy, and they went an change the way a solar system looks and works( taking the strategy out of a realistic style of play), then whats to say they haven't changed other things.

----- another way to look at it -----

If I had to make a decision on a game to buy and both were very similar but one had a realistic solar system and the other didn't( like SoaSE) then I would be inclined to give the game with the proper solar system set-up a try first because BY APPEARANCE ALONE, it looks like the devs of that game have put more time into it, instead of just puting a map out ans saying here it is( I am sure the devs of SoaSE have put tons of time into the map and what not, I am just saying this based on appearance).

The Solar systems would both have the same number of solar objects, but one would be more realistic and the other wouldn't.


The one that looked realistic would get a trial before the one without, and if I liked it enough just to be satisfied I might not look at the other because why by another game that is essentially the same when I have one that I like already?
Reply #52 Top
From the Guided Tour, I noticed that the planets seem to be the most important things to an empire or atleast one fo them. I was thinking that it would be absolutly killer if Ironclad took a liitle tiny scrap for Imperium Galactica 2 with the planetary guns.

Pretty much, the only thing that IG2 had going for it in my book were those planetary guns. I would load out a planet with them just before an attack, and when I went into combat, seeing little points of light grow in size and in brightness then blow up and enemy ship was just... COOOOOOL   
Reply #53 Top
Let's all keep profanity to a minimum and get back to topic.
Reply #54 Top


Reply #55 Top
I must admit, I like hte pic kosc.
Reply #56 Top
but insults are not the way to differ with someone who is wrong all the time *cough* schem *cough*

quite the contrary, insults are the only way to differ with people who are right all the time (its why I'm always insulted)
Hope a moderator cleans this thread soon...

never gonna happen   
It is possible to disagree with some one without using profaine or beligerent words to get you point across

nobody here is good at it (I'm not because I'm just so damn right that I dont need it  ). but I guess thats not the point.
Reply #57 Top
Its getting deep in here, I put on my thigh high boots...
Reply #58 Top
I haven't read the entire walkthrough yet but I hope sandbox SP mode will be more flexible than multi. It would be nice to be able to scale research costs/time too so you could have truly epic games on a massive scale when playing by yourself.

Edit: Alright, I read it.

The victory point win condition sounds kind of 'meh. It should be about holding the special planets for the longest time, IMO, not being the first to get there. That way you can give these games a time-limit. Spamming and dispatching frigates to every planet just doesn't sound interesting to me.

A new multi-idea:

Race for the Uberfactory - Game can still be won by conquest but there also happens to be an artifact factory in the middle of a system with a rather nasty automated defense system. You don't want to be the player who gets his fleet wiped out just softening it up for the other guy but you sure as heck don't want anyone else getting the factory either as it produces an ultrapowerful ship class with exotic technology. It should be a good half-hour of play before a strong player can put together a fleet capable of defeating the factory's defenses. The artifact ships don't build particularly fast so you'll want to do the job with a reasonably intact fleet.

Macro Suggestions:

Please let us queue up all research in a special template file that allows us to prioritize tech targets before even starting a game so the process can be automated. Nothing is more annoying than forgetting to select your next topic for five minutes.

Similar templates with building facilities on planets would be nice.

Wasn't sure if this is what the pip stuff was about but is it possible to bundle different factory assets to work towards producing a standard fleet as if it were a single project? Can larger factories producer smaller ships at a faster rate? That would be nice because then you could create templates for fleet builds that would allow you to fill in construction time differences by having larger facilities build smaller stuff.

AI control?

Is it possible to give different elements of a fleet different behaviors? For instance, maybe I want a group of frigates to act as a picket line even if that wasn't their obvious role. Advanced conditional AI settings would be nice too, especially if we could assign our own to templates to be slapped on to groups of ships we select. Stuff, like at what level of damage to flee, whether to match vectors with rest of the fleet or charge in at the first sighting, when to launch fighters, etc.
Reply #59 Top
Perdnut:

Multi - Idea: I like the idea as something to add to a game should it be wanted, not hard to do and will add something to worry about. My only disagreement on that is that the factory should produce your ships( essentially the dif being a Human production line vs a machine production line). Side bonuses coud be that research may be done on the factory, to allow increased prod times on all you other factories in your empire(once they are upgraded). In addition the factory could be reverse engineered to produce multiple factories at a slightly increased prod time.

Macro Suggestions:

1) Agreed( couldn't really hurt to do this)

2) Agreed("...")

3) Agreed( something similar to Earth 2160 bundles), and no the pip thing was all about fleets( compostion and sizes). You see three sets of pips, 2 are red and 1 is green or something. IF you are red, then you have two fleets in that system( or area). One set has 5 pips(ships/stations) and the other has 7. The green pip set on the other hand has about 30. At a glance, this tells you the size of the fleet( I forget if the pips are different sizes to show ship types or if you can select the pips group to show the the ship types) and it compostion. THe whole purpose is to tell you at a glance what your up against.

AI Control: I whole heartedly agree with you on this question. I to would like ot see this. They have mentioned that they are going to make the AI a good one, so that other things can be managed. I would think that having options similar to what you and I have asked about here, would be in the game in some form or fashion.
Reply #60 Top
Ten minutes between stars? That sounds a bit extreme. Is it possible to make that variable? I realize a lot can go on in a single system but if you have ten players I imagine one system would get a bit cramped but then you'd have isolated groups duking it out for dominance in the systems they share with others before they'd dare sending fleets to other systems which turns it into a kind of ladder-style game rather than a ten player free-for-all.

It would be nice if at least SP had the option to drastically reduce phase jump times via high-level tech.