10 Things devs could fix in 5 min that would make gameplay 10x better

1. Change resource sharing values (from 100/250 to 500/1000)

Nobody likes sitting through a clickfest while trying to feed. Not only does this waste valuable time that could be spent doing something more productive, it also makes eco's float their credits and resources to absurd levels, potentially losing out on a won game. It even helps develop carpal tunnel syndrome!!! Although my best wish is for here to be a ____ value button where you just type the amount of resources to share, that would require a whole lot of coding and I would be more than happy for a fix that would make to click 4x less.

 

2. Make titans invulnerable to Repulsion

Titans getting trapped by this is bloody stupid and everyone knows it. As far as I remember, repulsion is the only non-passive ability that affects titans. Why is this? A huge investment like a ankylon (worst offender) should not be made useless by one support ship. I'm fine with it affecting caps and frigates but titans should be off the table.

 

3. Adjust the font size on groups of ships when you enable stacking

You pretty much have to enable this UI feature during late game, when one fleet takes up the entire empire tree screen, but it is annoying how big the "10" number is. Its so big I can't even distinguish one type of ship from another. 

 

4. Change Dominas so that they don't have to face target when casting Perseverence (keep channeling aspect)

Nobody uses dominas in multiplayer, and its not hard to see why. During a heated late game battle, you're going to have to constantly maneuver your caps/titans around, making it bloody impossible to get the right angle to cast the spell. It doesn't help either that ships in soase constantly overshoot the intended target while turning, wasting precious seconds as it tries to adjust. Implementing my change will fix all this.

 

5. Make competitive maps actually competitive

I'm still getting dead asteroid starts and other obscenely uneven planet placements even with these maps. There's no point in calling a map "competitive" if all it does is remove artifacts. It should be changed so that each player has an asteroid, dwarf planet, and a volcano/ice when he first starts out. 

 

6. Sticky grimm's guide on advanced multiplayer tactics in this forum

This is perhaps the most comprehensive multiplayer guide for soase ever made, straight from one of its best players. Now there will be no excuses from newbs who don't even know how to scout.

 

7. Revert change from 2 factory start back to only one

Am I the only one who thinks this eliminated a plethora of depth and strategy to this game? Before that big patch came out, each frontline player was faced with a difficult early game decision. 

 

Do I gamble and drop down two military/civic labs, hoping my opponent doesn't scout? Do I build a frigate factory on my hw, and start pumping out cobalts immediately, thereby gaining an early military advantage, or wait and build one on my asteroid, which will pay off in the long run? How will I position by factory so that it reinforces my fleet quicker?

 

All of these questions and more had to be answered by the player. Now, there is considerably less variation in any of the starts between the top players. And that is bloody boring

 

Also, it introduced an unhealthy amount of randomness to the game. Factory position is a actually a BIG factor in determining early game fights, because if your enemy has them spawn facing your hw, it is assured that you will lose out on that asteroid in the middle. This existed before the patch but now it is amplified 2x because of the two factory change.

 

8. Make replays auto-recorded by default

This is a no-brainer...

 

9. Trinity music should be toggleable

It gets boring to listen to the same soundtrack over and over again... which is why alot of players have muted the music. Plus, blizzard did it with BW soundtrack in SC2... so there's a precedent...

 

10. Allow us to rename saves and replays

How is this feature not present...

 

Bonus. Mute Huymac permanently on ICO

No explanation necessary.

 

 

Feel free to offer feedback on my suggestions and contribute other 5 min fixes to make the game better.

 
26,959 views 23 replies
Reply #1 Top

11. Nerf Flak

 

 But seriously, see below

My only true concern is 8. The AI are alot better with the dual factory start but for human players it is unnecessary.

Minor concerns:

1 - I like being able to move amounts less than 500. Perhaps a 100 and 500.

3 - I'd rather be able to easily adjust the number of ships per stack (currently changing the stack size is as difficult as enabling autorecord which is a listed change)

Reply #2 Top

1)  I'd prefer 100/500 as well...being forced to transfer no less than 500 is rather steep and a little limiting for early eco players....

2)  Lots of abilities affect titans...designate target on cielo and shield disruption on the subverter are two support ship abilities that do, and they are actually pretty serious debuffs if you manage to land them on the titan...then there's a whole host of cap abilities that affect titans as well, though probably not anything comparable to repulse...as ridiculous as repulsion may be, it is just too vital to advent's competitiveness that I don't think nerfing it would be a good idea without some compensation elsewhere...

3)  You can change the number of ships stacked together in the empire tree...you will have to manually edit your settings file, the default is 10 and can be increased as needed...I personally just set it to 1000 so all ships of a given type only take up one square when stacked...

4)  Perseverance doesn't require the ship to face its target...it used to, but that was changed a while back, I believe the same time it's other ability was made easier to use...fyi, it isn't channeling nor interruptible any more...

5)  The issue is not planet spawning, but actually phase lane spawning...your HW will always spawn with a roid, moon, and ice/volcanic...the issue maybe that your HW isn't connected to those planets or the other planets around you really suck...

6)  Concur

7)  I have mixed feelings on this...I do agree that the random location of the factory in your HW's well really is a big factor, though part of that problem is not the frigate factory but the cap factory (having it on wrong side can actually cost you the roid/moon next to your HW if opponent has good factory placement and is only 3 jumps away..however, the benefits to the AI are immense and that is vital to a large amount of the player base...this is one of the few things where MP and SP truly conflict, and I think I have to side with SP on this...perhaps it could be made so that factories spawning at start are made to be closer to the planet and not on the edge of the well...

8)  Isn't that a setting you can change?  In any case, it caused MDs for a lot of people, particularly lobby MDs....maybe it has gotten better, maybe not...

9 and 10)  Well you can't do either in game, though it'd be nice if you could...I'd rather have a UI option to make it so SBs aren't autopinned, but that's a UI addition and that means graphics work and coding...not a 5 minute job...still be nice to have though...fyi, you can put whatever music files in the game folder you want, just change their name to existing ones...won't cause any compatibility issues on ICO since music files are not part of the checksum....

 

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Reply #3 Top

Really, there should be an option to set up a continuous feed to allies. Being able to set a % tribute that automatically transfers would help a lot.

Reply #4 Top

1. Rather than putting a button with 100 or 500 or whatever the number is that you prefer, I'd like to see a small form: type the number you want to give, press the metal/crystal/credits for the right thing (or three forms: one for each, a green button for the tribute) and you're done. It's much more precise and you can immediately go ahead and give the number asked for.

I'd like the same thing for the black market.

2. More a thing for the entire UI aspect in the sidebar. I'd like the stacking number to go up to anything (then the larger font is definitely needed) and just have one icon for the carriers instead of e.g. 4. If you want to split a fleet, some buttons would be required. Perhaps a RMB click on the icon that should allow you to type the number of ships you want to select to move (just a pop-up form)

Some other UI aspect (which I notice because I play against the AI and which will probably not occur on PvP games because fleets and empires may not become that large): I'd like to see the option for starbases, hangar defences and carriers to be filled automatically in the way you'd want. So for example if you want a 2:1 ratio, a star base with 14 fighter slots would get filled with (FBF-FBF-FBF-FBF-FB) 9 Fighters and 5 Bombers. The same could go for carriers, which would allow them to automatically change their composition when fleets get split up and reformed. You'd obviously want to make up your own ratios: all fighters, all bombers, 3:1,3:2,1:1 ratios for example.

As a Vasari player, I've also noticed that when you just select "all starbases", you don't get the stabilizer upgrade visible. It's something to think about, not having to search for the right starbases to add a new phase lane, but just selecting them and then being able to get all starbases to activate their stabilizer with a few clicks (I know about the downside of this - having the stabilizer of another starbase activated now and not two minutes later when you suddenly need it).

The same goes when you add 2 bases into a group. If you then select the group, you don't get to see the stabilizer icon.

I've got no opinion about the balance things. I'm mostly concerned by the UI, which I experience as slow and extensive (I play supreme commander, so it's easy for me to say).

Reply #5 Top

Quoting Plasma_Wolf_4X, reply 4
I've got no opinion about the balance things. I'm mostly concerned by the UI, which I experience as slow and extensive (I play supreme commander, so it's easy for me to say).

Any UI changes will take more than 5 minutes. Thats why I tried to limit them in my post. 

Reply #6 Top

6. Sticky grimm's guide on advanced multiplayer tactics in this forum

This is perhaps the most comprehensive multiplayer guide for soase ever made, straight from one of its best players. Now there will be no excuses from newbs who don't even know how to scout.

Hows about sticking the guide inside the game ...

Reply #7 Top

If they fixed minidumps and lategame lag....

I cant even imagine this heaven :d

I wonder what eliminating trade ships from the game would do to helping lag issues?

Reply #8 Top

Quoting Uncrustable, reply 7
If they fixed ... lategame lag....

Not possible.

Reply #9 Top

Quoting Uncrustable, reply 7

I wonder what eliminating trade ships from the game would do to helping lag issues?

From what I've read it seems that strikecraft are the biggest issue lategame.

Reply #10 Top

Fixing lag can easily be done in 5 minutes...

Remove carriers from each player entity file...problem solved....

Reply #11 Top

so massive amounts of trade ships flying around the map do not have an effect ?

often players will have 50+ tradeports lategame, probs 100 or so tradeports total if not more for the whole map

how many trade ships fly around per port ?

Reply #12 Top

Five per port...but they really aren't the main source of late game lag...

SC by far take the cake for that...the average SC squadron has about 5-6 individual SC...unlike trade ships, each of those SC are targeting/retargeting, changing their pathfinding as the battle develops, generating weapon effects (both from firing and from being hit by enemy ships), and dying a lot more frequently (generating it's own effect)...it is not uncommon for the game to outright freeze for a bit when a large fleet jumps in solely because of the SC undocking....if tradeships were the primary cause of lag, then lag spikes wouldn't be more frequent and far worse when large battles start...

Do trade ships have an effect...well, everything has an effect...you may find a slight improvement to performance if you suddenly removed all the tradeships...might, I don't know as the mods I deal with the most either reduce both or increase both, not one or the other...

Reply #13 Top

Quoting Seleuceia, reply 10

Fixing lag can easily be done in 5 minutes...

Remove carriers from each player entity file...problem solved....

You're fairly naive if you think that strikecraft are the end all problem for lag. Eliminating carriers will only delay the inevitable.

Reply #14 Top

Most games don't last that long enough though....for vanilla, competitive MP games, removing SC would go to great lengths...at that point, a particular player's internet connection or really bad processor would be the only lag inducing thing....

SP people (especially with mods) that like the big long games would still eventually encounter it...but I don't think the OP is focusing on that group of players...

Reply #15 Top

I wonder if the feed button amounts could be modded.

Reply #16 Top

Quoting DirtySanchezz, reply 15

I wonder if the feed button amounts could be modded.

No, hardcoded.

Reply #17 Top

Auto dock s/c when no enemies in area. 

Been saying this 5 years now.

Reply #18 Top

That won't fix the strain, strike craft cause more stress in battle, when all those entities are targeting, fireing and pathfinding their way around.

Outside of battle they just follow their host.

Reply #19 Top

Large amounts of docking/undocking actually cause their own specific lag spikes...not uncommon for games to temporarily freeze when a large fleet jumps in to join a battle and all those SC have to simultaneously undock and acquire targets...

Reply #20 Top

Bonus. Mute Huymac permanently on ICO

No explanation necessary.
This should be top of list.

Next, and utmost to all other considerations is to:

#1 MAKE THE EMPIRE TREE ACTUALLY STATIONARY

The whack-a-mole bouncing effect is the single most retardational hinderment to the entire game-play experience.

Reply #21 Top

Have you guys ever experienced this where you adjust your graphics settings and the ships/buildings/planets turn to a uniform color of gray for a few seconds? I find that during that period lag is reduced considerably because the detail is reduced to minecraft-level. It would be great if we can actually get that barebones setting, because plenty of people don't care about graphics. Hell, I would still play sins if all the ships and planets were reduced to squares and cubes, as long as that got rid of lag.

 

Quoting Protoplazm, reply 20
The whack-a-mole bouncing effect is the single most retardational hinderment to the entire game-play experience.

I got around this problem by getting a bigger monitor. Plus you should rarely have more than 5 things pinned, just assign the rest to a number group.

 

Quoting Seleuceia, reply 14
SP people (especially with mods) that like the big long games would still eventually encounter it...but I don't think the OP is focusing on that group of players...

What makes you say that? 

Reply #23 Top

Quoting Sinkillr, reply 21

Have you guys ever experienced this where you adjust your graphics settings and the ships/buildings/planets turn to a uniform color of gray for a few seconds? I find that during that period lag is reduced considerably because the detail is reduced to minecraft-level. It would be great if we can actually get that barebones setting, because plenty of people don't care about graphics. Hell, I would still play sins if all the ships and planets were reduced to squares and cubes, as long as that got rid of lag.

 

Maybe someone should make a mod for Sinkillr where every ship model is the Flak Frigate