MasonOfSparta MasonOfSparta

Core Game Mechanic Suggestions, Long Standing Complaints, and Realistic Concerns

Core Game Mechanic Suggestions, Long Standing Complaints, and Realistic Concerns

Hey guys. We're looking at ramping into Rebellion development now that 1.2 is out, and I'm looking at core work we could do while simultaneously working on Rebellion specific features. These would be things we could look into patching into Diplomacy while we go forward with Rebellion, so this isn't a feature request thread. There are really 2 types of things I'm looking for.

1. Long standing complaints, bugs, and glitches: Anything that's existed in Diplomacy, or previous versions that we might be able to fix between major tasks. I know many of these have likely been posted or reported, but combing through all the threads seems rather daunting in addition to actually getting some programming done.

2. Realistic concerns and mechanic suggestions: I can't make the game multi-threaded or 64-bit, and I can't make the AI scriptable in Lua, python, XML, or legos, I want to get that out of the way first. What I can say is that if you think a certain part of the game is a real mire or CPU bottleneck (like say the empire tree) I can focus some attention on that and see if there are any optimizations the team might be able to make now that we have some memory to play around with. I can also see if there are design or balance concerns we might address, though these are harder to deal with as they require a certain amount of bureaucratic process to actually be implemented.

I won't guarantee we get most, many, or even any of your suggestions in, but in a perfect world I would love to give you guys as much as we can in terms of the products you want and deserve, and if I can pluck a few cherry suggestions from the community then I will certainly do so.

278,713 views 142 replies
Reply #76 Top

please, i beg you, trey and make multicorring better, i cant host a multiplayer game with more than 32 planets because my game will constantly lagg anf have mini-freezes every 3-4 seconds. it is very annoing and takes the fun out of the game and it is ashame because this game is better than that

Reply #77 Top

Quoting vyktorr, reply 76
please, i beg you, trey and make multicorring better, i cant host a multiplayer game with more than 32 planets because my game will constantly lagg anf have mini-freezes every 3-4 seconds. it is very annoing and takes the fun out of the game and it is ashame because this game is better than that

This would fall under "asking for things already denied". If you'd read the OP, then you'd realize that your asking for multithreading, which Sins does not, and as has been stated by the OP, will not support.

Reply #78 Top

More of a galaxyforge request:

I'd like a "random uncolonizable non-magnetic" option to be added.

Reply #79 Top

Quoting Darvin3, reply 5


AIs suiciding on starbases.

AIs overbuilding ineffective defenses that just get avoided.


 

2nd

Reply #80 Top

Would it be possible to have "Skip All" stop this particular popup in dev.exe?

Slot ACTION_CAPITALSHIP_OPENMANAGEINTERNALS can't be setup over ACTION_CAPITALSHIP_ABILITY_4.

Reply #81 Top

Quoting ZombiesRus5, reply 80
Would it be possible to have "Skip All" stop this particular popup in dev.exe?

Slot ACTION_CAPITALSHIP_OPENMANAGEINTERNALS can't be setup over ACTION_CAPITALSHIP_ABILITY_4.

Well if they added a 3rd button row it wouldn't happen and we could add more ships, abilities, ect... So ask for a 3rd button row. :grin:

Reply #82 Top

Quoting NovaCameron, reply 81
Well if they added a 3rd button row it wouldn't happen and we could add more ships, abilities, ect... So ask for a 3rd button row.

Except, of course, that this would unnecessarily clutter the UI. As for ships, we can already have up to eighteen frigates, and nine capital ships from the factories; if you want more, you can always script some ships to be "spawning beacons" that can then spawn more types of ships.

Reply #83 Top

Quoting NovaCameron, reply 81

Quoting ZombiesRus5, reply 80Would it be possible to have "Skip All" stop this particular popup in dev.exe?

Slot ACTION_CAPITALSHIP_OPENMANAGEINTERNALS can't be setup over ACTION_CAPITALSHIP_ABILITY_4.


Well if they added a 3rd button row it wouldn't happen and we could add more ships, abilities, ect... So ask for a 3rd button row.

I just want something that is possible now so I can fully test my mod in the dev.exe without being spammed by these popups.

Reply #84 Top

hmmm point. How about having it where you can research a replacement for a less powerful ship and then have it take it's spot in the build window. I think that would be nice. Thus we can have a more 'standard' tech tree of a sort.

Reply #85 Top

Make an option in game setup menu to select starting positions for players relative to each other. If you select them just relatively galaxy won't be visible pre-game ..... 

And make pirates attack all people that have bounty on them.

Option to reduce fleet supply would be nice as well. (Charge some money for it and once u reduced it you need to research again at normal price to get it back)

Reply #86 Top

Here's a long-standing issue.

Could we please get an option to increase the increments of the give credits, metal, or crystal buttons, because sometimes only being able to give 250 on one (Shift) click doesn't cut it.  Could we get additional buttons or options for "Give 1000/2000"?

Reply #87 Top

Quoting DirtySanchezz, reply 86
Here's a long-standing issue.

Could we please get an option to increase the increments of the give credits, metal, or crystal buttons, because sometimes only being able to give 250 on one (Shift) click doesn't cut it.  Could we get additional buttons or options for "Give 1000/2000"?

I had a similar suggestion on page 2. Hopefully MasonOfSparta see's this...

Quoting ZombiesRus5, reply 45
INTERFACE

1. Empire Tree: Capability to select auto Pin/Unpin starbases in options menu.
2. Empire Tree: Capability to Hide/Unhide phase jumps in options menu or move to bottom of empire tree.
3. Diplomacy: Give Credits/Crystal/Metal: more of a nice to have, but it would be cool if I could right click on give credits and cycle it through "Give 100"/"Give 500"/"Give 1000".

 

 

Reply #88 Top

I've found another ability that targets invulnerable neutral extractors if set to auto.  Perhaps anything invulnerable should be disqualified as a target to any combat ability.

Reply #89 Top

You want hoshikos, overseers, and dominas to continue auto-casting their heals even when under the effect of armistice, so I don't think we can say "any combat ability" without some qualifiers, unfortunately.

Reply #90 Top

Quoting Darvin3, reply 89
You want hoshikos, overseers, and dominas to continue auto-casting their heals even when under the effect of armistice, so I don't think we can say "any combat ability" without some qualifiers, unfortunately.

 

Okay, "offensive abilities".  Everybody wins.

Reply #91 Top

Here is an idea that may or may not be so good, but something nonetheless I'd appreciate seeing...

I'd like there to be a maniple system with fleets, where I can quickly and easily create maniples that all small fleets with all the right ships...

Here is an example...say I have two Halcyons, one Progenitor, 30 illuminators, 6 Iconus Guardians, 6 Domina subjugators, and 12 Aeria's...

Now, what I'd like to do is create three separate fleets...2 fleets will have a Halcyon as a flagship, and one fleet will have the prog as its flagship...each fleet gets 10 illuminators, 4 Aerias, 2 Guardians, and 2 Subjugators...

I'd think it'd be pretty nifty I could just select all those ships and hit the "Maniple" button which would automatically split the ships up into x number of fleets, putting the same number of each ship type in each fleet...

Perhaps even consider a place in the player options where you can create preset fleet formations, compositions, etc...and then you simply click the "Formation 1" or "Composition 1" button and WALLAH! you get your fleet instantly the way you want it...I know that may be a programming nightmare but just an idea...

Here's another idea (sorry if it has already been said)...what if we could have deficit spending...as in like, you que up 10 LRMs even though you only have resources to build say, 4...this would be nice because you probably will have enough resources to build LRM # 5-10 by the time the first four are built...unfortunately, you still have to go back and click the construction que button, forcing you to constantly watch your factory to make sure you use construction time as efficiently as possible...

I'd clarify that I don't want the current construction item to allow you to go into debt...rather, qued items (and let's limit it just to frigate construction) don't require the resources up front...if for whatever reason you don't have the resources at the exact moment a qued item is supposed to be built, then it simply waits until you do have enough resources...

 

Reply #92 Top

Quoting 1Tiberius1, reply 90

Quoting Darvin3, reply 89You want hoshikos, overseers, and dominas to continue auto-casting their heals even when under the effect of armistice, so I don't think we can say "any combat ability" without some qualifiers, unfortunately.

 

Okay, "offensive abilities".  Everybody wins.

Or abilities that effect enemy ships. I know its same thing.

Reply #93 Top

Have the AI have the ability to move it's capital to a better strategic position.

Reply #94 Top

Quoting NovaCameron, reply 93
Have the AI have the ability to move it's capital to a better strategic position.

How the heck is the AI supposed to determine something like that?  Proper positioning depends on many factors.  It would need many complex algorithms.  Unfortunately, if you want to play opponents that are capable of making those types of strategic assessments, your only real option is to play against other people over Ironclad Online.  If you're at the point where that sort of thing is an issue for you, then it might be time to remove the AI training wheels and come try it against real people.

Reply #95 Top

@DirtySanchezz - He wants to make his mod work better in relation to the AI and realizes that not everyone wants to deal with MP.

Reply #96 Top

How the heck is the AI supposed to determine something like that?  Proper positioning depends on many factors

The most important factor for capitals is usually safety.  Since you usually expand outward relatively evenly from your capital, this usually means your original start position is the best location for a capital, and situations where moving makes sense are extremely rare.

The only fix the AI does need in this regard is that if you do manage to kill its capital, it will often simultaneously designate two or three different planets as a new capital, which is a waste of money since each capital "upgrade" that completes just overrides the last one while draining the AI treasury.

 

Also another one:  if I accidentally click on a trade vessel / refinery vessel, don't interpret it as a "follow" order.  90% of the time I intended to click on the gravity well but accidentally hit a trade vessel that just started jumping at the moment I clicked.  Only solution currently is to turn of trade/refinery vessel display, but that's double-edged since you can often infer enemy trade-port positions by looking at where their traders are clustered.

Reply #97 Top

I do occasioally find my ships following a random trade vessel, and would uasually be amused if it didnt mean I just lost a battle because of it.

Reply #98 Top

Oh, dang.  I misread "capital" to read "capital ships".  My bad.  In my lingo "capital" means "capital ship" and I use the term "home", "home planet", or "home terran" for "capital planet".  Heh heh.  Just an example of the cultural barrier between single player types and PvP types.

Reply #99 Top

That's okay. You put it in such terms that no one noticed.

Reply #100 Top

Well, its not like many of the same concepts don't apply for both homeworlds and capital ships.