Overall I like the game. Familiar for those from original sins. Moving planets is cool tho comes very hard on top 2 diff settings. When there are too many ways of AI to run mass forces to back planets, there is easily 4 fronts going.
Few things:
- Diplomacy?
Cant really understand it and to be fair you dont have time to check out diplomacy menu or the context there.
I see a lot of AI's gang up on you and on hard -> nightmare it is truly a nightmare. But perhaps some barometer on HUD which shows your place in galaxy and if tech envoy or something is mastered perhaps and info light for race open for a discussion? I like the fact that trade routes offer some intel.
Overall the faction and minor faction menus are mess, currently only time I use them is to check if someone died.
In the end I recall Sins1 what stats screen? It gave some very good information how to do things differently compared to others.
Can we have it?
- Handling of the Empire
Any change for area governor? Highlight 2-3 nodes and set up area and give task to set defence / build ships / boost economy / boost science / mine raw materials. If they feel left our and out of resources they can come own faction on them selves (rare). Its not something on early game but in the end when you conquer side brances you really dont have time or need to take care of them.
- tech tree
For me its more like apply that and that when resources are available. I would like to have few main points on tree which effects truly on the path you are taking. Perhaps highlighting the path example to agile missile based force with good trade culture or I want big space stations. Perhaps you could highlight one end part skills and it shows the lagging main elements on screen in brief even outside the tech tree.
1500 supply limit rare materials is nice but again you should always have to option to buy the material out of market on heavy price or giving our planets or something. Again this is something that needs to be done on tech tree. Its fustrating to notice that I need to get that 1500 supply or I get run over... and then you get info on missing metal and no info on how to even get that?
Same goes to all tech tree brances. User needs the info that needs to be done to get that and set some goals in advance.
- Battles
I like the general mayhem of things. Some sort of battle reports would be nice. You have the crew they could actually tell something usefull in tactical perpective... "Enemyhave more fighters and we lag the defence". Scouts could actually report on some facts like enemy is building major force near xxxx... "Enemy A and B are massing together" Chat screen perhaps on battle reports?
Anyways looking good.
I appreciate the feedback, I've definitely seen the idea of a stat screen come up here and there, I have to ask how would you like it to be different from previous games?
Thank you for a stat screen.
additional feedback and ideas.
1. fighters and bombers
- add ammo count and forced return time to carriers. This would add some needed mecanics to fighting.
- additional bomber class, heavy bomber. More dmg, less speed and higher resupply need
- additional fighter feature. Attack which would be disabling turrrets of any ship coming from heavy factory for a period of a time. Could be different fighter class, lower resupply need.
2. environment change
- galactic barriers / nebulas
- misty area which is located example between 4-5 systems and some planet could be in it.
- blocks sonars, gives additional boost for certain weapons and blocks again some long range weponary and hided defensive or attacking force / Retreating force.
from the latest.
Unafair - 6 players match, 3x4h.
- Couldnt manage to do a single diplomatic deal.
- AI kept force pushing to max force from start with full fleet (spoilers : and they end up losing since they are too far from own home systems and they are over run behind the lines). And yes they have a lot of ships. Tho the fleet remains do serve a protection in some sense.
- to keep up with the AI I had no time to do any minor factor deals which worked well in hard. After few of the enemies extinct. 3 out of 5, you had change of creating trade routes and do empire growing but again many times there are already titans running over you on the other side of the map.
I dont know how the vasari starbases work but from attacking side the constant shield building is very annoying. Tho this might be something I dont know how to handle cause my starbases dont have 15 000 shield boost once and while. But for example having fleet supply around > 900 = one orkulus. Atleast the AI is still stupid enough to build the turrets and placing the starbase in bad places.
I still would like to see some variables in the maps (barrier, nebula, comet to add some planetary guns to it)
but for a random gamer the hard is very enjoyable level to play against AI.
We appreciate the suggestions and feedback! I personally really like the idea of having more variables on the map. Ill pass along some of your points here but im curious to see what other players think/suggest
UI needs work - you shouldn't have to scroll on, for example, the research screen to navigate it. There's far too much empty space and not enough used space.
It was done this way to support far larger research trees. Even if we compressed to fill more of that empty space, it wouldn't be long before we are back to scrolling. However, your complaint was shared internally and with the community (mostly on discord) so we added a button to compress the entire tree as much as possible. You can see it on the top left of the research screen.
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