Suggestions

After playing around with Entrenchment for a bit I have a few suggestions to add.

1) Make starbase info cards only show damage stats for the weapons the starbase currently has.

2) Starbases should start with flak or 2 squadrons, 4 for Advent

3) Vasari needs a missile frigate. I assume the Vas starbase was supposed to be an anti-building ship as per the description of the Disintegration Rays but its simply far too difficult to get one of those up and upgraded during intense combat. Every AI ship everywhere will jump on the poor migrators.

4) All starbases should move or have range greatly increased. What would make the Vas starbase special if they could all move? How about the ability to unpack back into a migrator, upgrades and all. Setting it up in a hostile well will still be hard since the AI hates colony frigs. Other ideas? I'd like to hear them.

5) Gravity wells need a mine limit. Seriously. 75-100/player.

6) Upgrades need to be cheaper. I dont want to pay 1800 credits and a king's ransom of resources to add one jump to my trade chain. The defensive upgrades are fairly priced since they double the survivability, but some are so way out of line its laughable.

7) More info on the info cards. Debris Vortex heals my starbase. Cool. How many hull/sec? The shield generator thingey on teh Vas base negates how much damage?

8) Advent mines can be spammed far too much. A drone host can crank out far too many mines for the antimatter.

9) TEC cant lay mines outside their own gravity wells. Poor fellas.

10) If you're not going to give Vas a missile boat, how about making starbases targetable by Distortion Field or count as buildings for the Kostura.

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Bugs:

Colony pods are broken in two ways. First, bases can be upgraded before researching them. Even after properly researching them they dont work.

Ruiners seem to sync with eachother when I tell them to lay mines. I'll select three, tell them to go to the other side of the well, turn autocast on, and cafefully tell each one to lay a mine so when the cooldown expires I will have a nice string of doom. Instead, the cooldown expires and the units form pockets of mines. Not so useful given their short range.

I'll edit this post as I find more.

15,441 views 9 replies
Reply #1 Top



Bugs:

Colony pods are broken in two ways. First, bases can be upgraded before researching them. Even after properly researching them they dont work.

how do they not work? I used them myself and while I did not find any graphical change, the credit overview did show me starbase income. and quite much so. so what exactly did you find not working with vasari colony pods?

Reply #2 Top

Quoting Shadowhal, reply 1

quoting post

Bugs:

Colony pods are broken in two ways. First, bases can be upgraded before researching them. Even after properly researching them they dont work.


how do they not work? I used them myself and while I did not find any graphical change, the credit overview did show me starbase income. and quite much so. so what exactly did you find not working with vasari colony pods?
Well I moused over my starbase and the info card showed no population. I didnt see any on my credits tab either, but I may have missed it or confused it with an asteroid. I'll double check that one.

NEW BUG: Disintegrate from the Vulkoras no longer goes direct-to-hull. Is this intentional? The info card still specifically says it attacks an enemy's hull.

Reply #3 Top

Quoting Cataclysm2000, reply 2

Quoting Shadowhal, reply 1
quoting post

Bugs:

Colony pods are broken in two ways. First, bases can be upgraded before researching them. Even after properly researching them they dont work.


how do they not work? I used them myself and while I did not find any graphical change, the credit overview did show me starbase income. and quite much so. so what exactly did you find not working with vasari colony pods?Well I moused over my starbase and the info card showed no population. I didnt see any on my credits tab either, but I may have missed it or confused it with an asteroid. I'll double check that one.

they don't show population, no. they probably should. but as I said, I saw an entry in the credits tab, under 'starbase income' or sth similar.

Reply #4 Top

Is there any kind of official suggestions thread? There absolutely should be. A dev or mod needs to designate one so we can use it.

Reply #5 Top

Youre right, they colony pods DO work. They can still be built before research though

 

Reply #6 Top

All three races have some form of long-range frigate... the tec lrm boat, the assailant, and the illuminator.  What's wrong with that?

Haven't played as TEC yet (always select random), but not being able to deploy mines outside your own gravity well seems a major disadvantage.

Reply #7 Top

Quoting brad207, reply 6
All three races have some form of long-range frigate... the tec lrm boat, the assailant, and the illuminator.  What's wrong with that?

Haven't played as TEC yet (always select random), but not being able to deploy mines outside your own gravity well seems a major disadvantage.
By missile frigate I mean torpedo frigate, like the TEC Ogrev or Advent Solonus Adjuctator or whatever it is.

Reply #8 Top

 

I normally avoid forums and chat rooms like the plague but have been advised by Stardock to utilise this service and add to an existing thread so apologises if I don’t follow any rules: sorry!! Also apologise in advance for poor spelling, order and anything else you may encounter. Sorry, Sorry, Sorry.

General

Have the scuttle command act as the self destruct (similar to the overrides on the TEC Space station). Then have a scrap command which has the ship/ station scrapped for resources. Ships would have to return to an allied shipyard though.

Have the option to lay mines in uncontrolled system for all factions.

Once a space station is constructed in a system you can’t colonise (i.e. wormhole, stars) then you should be able to construct additional turrets. Stars should be able to have 2-4 stations build around them so you can dominate them completely.

TEC scout should have a switch-able speed boost.

Planetary militias should also construct mines form the beginning. This means you need a scout to locate them as you send your capital ship in to invade.

When culture overwhelms a planet then instead of the colony disappearing then it should defect to the opposing culture. This will improve the culture war as the opposition will gain a free colony.

Militias and Pirates should have capital ships. Perhaps limit it to pirates latter on in the game.

Have another Capital. I usually have control over two systems and am battling in a third. The option to purchase another capital and further reduce corruption would greatly aid my economy.

Please give us the option to name frigates please.

The Vassari should also have the option to mine the actual hyper-lanes. They are the most technologically advanced after all. That would be a nasty surprise.

The option of building outposts that have limited weapons but trade and give you sight of that system.

Planets

Give planets the option of stationing fighters and weapons on them. If a planet could attack a ship as it bombards them then it would add another layer.

Bombardments should also have the option to only target the population. TEC could have chemical weapons and the Advent a psi attack. This means that you gain all the plants infrastructure without the cost of building it.

While on the subject of bombardments I’d like to say that I like that bombarding ships are not able to engage space targets also. (I think that this is true but I’m open to correction)

Shipyards

This is one area I think could be absolutely upgraded

Vassari should have mobile shipyards.

Shipyards should also have a repair role. I often in my game have shipyards sitting idle just in the event I need to rapidly construct a fleet due to combat losses. A repair role which would naturally increase the cost of a shipyard would also make these structures more useful. If you can build something there then you can normally repair it their also.

Repair bays should therefore have a reduced cost, ¼ or a third of a shipyard as repair facilities are more common then construction  

 Logistics.

I noticed that Starbases do not draw from the ship support total (the construction ships do) and think that this is a good thing. I think Starbases should add to the total.

The total support should also reflect the size of the empire. Planets/ population should influence it. If my empire is twice the size of yours then I should be able to field twice the units. You should be able to construct support stations or recruitment centres which increase your fleet size in addition to the already existing tech upgrades.

The number of capital ships you can build should also be flexible.

Stealing.

One area that will probably appear in a sequel is the ability to capture ships and structures. The Advent rapture battle cruiser can but all races should be able to. Capital ships should be able to send in shuttles of marines to seize the ship. Additional Limpet frigates would also have this function.

Tech

You should be able to steal enemy tech and use it to your advantage. In war both sides attempt to steal the others technological secrets. The TEC would steal the Vassaris tech but they would want the TEC economical expertise.

If you were able to steal a opponents science structures then you should gain some of his research.

Diplomacy

You should be able to set missions for the other factions as well as receive them. You should also be able to request resources the same. Trading tech, planets and ships would also be a boom.

Stealth.

With the sole exception of the phase cloak this is an area which is so far ignored by SoaSE.  Active camouflage and the like should be available which reduce the range at which they are detectable. Some ships may have to travel slowly but you should be able to tip toe around the gravity well of the opposition and hit him in the rear if he has not got scouts or perhaps sensor stations.

If entrenchment is the present stage of war then stealth is as important as brute force, perhaps more so.

 

That’s my two cents and I’m sure most of it is inappropriate or will meet disagreement but if my ideas can serve as a catalyst for the guys at ironclad and Stardock then thanks. The games good. We the fans are trying to help you make it better. Keep up the good work.

You may now start with the flames.

One final suggestion – a single player campaign!!!! 'nuff said.

Reply #9 Top

hm, well, the thread IS called suggestions. what you suggest is not bad, some points have merit, it's just not really beta ie entrenchment specific. much of it is general critique on the game which may be better placed in the normal sins forum rather than under the beta subforum.

for now let me put a few remarks that deal with the portion that does concern entrenchment that is currently worked on. I might comment on the rest in the future.

I think the way tec cannot mine uncolonisable wells is a nice touch, but a big disadvantage. either way, I can't imagine mines staying the way the are. I'd like tec without that ability, but with their mines being cheaper/ more efficient as a trade-off, but we'll see in time what will be done to them.

the extra turrents once a stations is built sounds like an intriguing idea, but with the tatics system as it is I see problems. furthermore, currently turrets and hangars give you a much better cost-benefit relation and securing neutral territory should be more expensive and difficult after all. but it's an idea that has merit. maybe the starbase could act as the de facto planet, the entitiy that decides control and from where tactical structures can be build and upgraded. but I'd say it would require too much code rewriting.

now, planet militias with mines. that's a nice idea. it would slow the game down a lot, but if not overdone and if mines were easy to dispose of, I'd like to see terrans or deserts have a small complement of mines. at least sometimes. or at least the neutrally colonised ones you get in in-game map builder maps.

 

else, the culture overtake idea and tougher pirate ships later on sound good. as does some other stuff, but it's not beta, so we'll keep that for later.

and don't expect a single player campaign for entrenchment. it was not announced and I never heard it would be in there, so we will probably have to wait a bit longer. don't worry, I'll wait with you. I love good stories, so I hope they will do sth nice to the game there.

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