I did a search and didn't find anything. If this thread is redundant please forgive me.
First off I am overjoyed that someone taking up this genre of space domination game.
Some features I would love to see:
- Acquiring Enemy Ship Designs for replication
----Require Planetary Ship Production specialty? once designs are found require a facility to be built that only produces that races vessels.
- Additional requirements for research? It seemed to easy to level it up, whether its recovered ship parts from trade/salvage/junkyard or biomass from dig / bio recon of a planet.
- Single command for combat for all ships in a Fleet to obey (If this is in there, I couldn't figure it out)
- Races were too willing to hand over technology, you can advance your tech too quickly.
Will post more s I think of random ideas, just putting in my 2 cents. If you do not want posts like this, or have a roadmap somewhere else I apologize.
Feature Requests?
Re: Feature Requests?
Some interesting suggestions, right now we aren't looking to add more facilities but this is something we can revisit at a later time.Jerm wrote:Acquiring Enemy Ship Designs for replication
----Require Planetary Ship Production specialty? once designs are found require a facility to be built that only produces that races vessels.
We are in the process of reviewing colony management, part of the problem is population growth and excess money generated, once those are more balanced we can take a look at how research fares.- Additional requirements for research? It seemed to easy to level it up, whether its recovered ship parts from trade/salvage/junkyard or biomass from dig / bio recon of a planet.
Yes, we are looking into adding some taskforce level orders in combat. Such as move/retreat orders and perhaps some others.- Single command for combat for all ships in a Fleet to obey (If this is in there, I couldn't figure it out)
Thanks for bringing this up. We will look at this.- Races were too willing to hand over technology, you can advance your tech too quickly.
Not at all, all constructive feedback is welcome here.Will post more s I think of random ideas, just putting in my 2 cents. If you do not want posts like this, or have a roadmap somewhere else I apologize.
Horizon - Lead Designer | a.k.a. Raf
- True_poser
- Contributor
- Posts: 165
- Location: Minsk
Re: Feature Requests?
I guess, this would be the thread for requests.
Ok, here's my list of thigs that kinda frustrate me in the current public version.
(It's sad, actually, that the positive feedback is always so much smaller in size than the negative - you can write long list of current issues, but you can write only so much about "Oh, I waited for such game for so long, you really caught that MOO2 feel!")
Planets:
- in the planets list there should be shown if the planet is surveyed/is colonizable/contains quest location/contains diggable artifacts
- if player tries to colonize a planet with an empty colonizer, game should ask, does player want the colonizer to go to nearest star base, refill colonizer pod and return or suggest building a star base
Ships:
- the supplies mechanics should be explained, in tutorial, preferrably. Player should understand, what debuffs running out of supplies gives, how much may it cost to the imperial treasury, how to build ships and fleets capable of long-range travel.
Colonies:
- it would be great to have a "Colonies" screen like in MOO or an overlay which shows current development of player's colonies (like that diagram in the battle) show their net income/losses and availability of upgrades to be built
- star bases, shipyards, jump gates - game should explain, what do they do and how much will it cost player per turn
Battle:
- zoom out is a must
- why should player move the screen by holding left mouse button and risking unwanted movements of their ships? Right button is currently unused
- available movement for the ship should be shown all the time when the ship is selected, not forcing player to pixel-hunt
- player should be able to order a ship to move beyond it's movement range - it's really frustrating to manually move each ship from a ten-strong fleet for five or six turns before the action starts
- I really don't get, why attacking reqires pressing a button. Clicking on an enemy to attack, clicking on an empty space to move seems natural for me
- "Retreat" button for the ship to flee from combat is a must
Economy:
- swimming in cash after 200 turns or so is inevitable
- cost of increasing production is the same regardless of the planet's development. With so much cash player can just spawn juggernauts even on newly colonized planets in one turn
- buying stuff in one turn creates spikes in the industry graph
Diplomacy:
- when some empire gives you a planet, the short text of a treaty is kinda startling ("Surrender system <name>? Have I misclicked? What have I done?!"). It would be better to have different texts, like "We surrender <name>", but "<Empire> gave <name> to us". BTW, giving up sovereign of a system should be a hot story for ISN, such things do not happen often
Ok, here's my list of thigs that kinda frustrate me in the current public version.
(It's sad, actually, that the positive feedback is always so much smaller in size than the negative - you can write long list of current issues, but you can write only so much about "Oh, I waited for such game for so long, you really caught that MOO2 feel!")
Planets:
- in the planets list there should be shown if the planet is surveyed/is colonizable/contains quest location/contains diggable artifacts
- if player tries to colonize a planet with an empty colonizer, game should ask, does player want the colonizer to go to nearest star base, refill colonizer pod and return or suggest building a star base
Ships:
- the supplies mechanics should be explained, in tutorial, preferrably. Player should understand, what debuffs running out of supplies gives, how much may it cost to the imperial treasury, how to build ships and fleets capable of long-range travel.
Colonies:
- it would be great to have a "Colonies" screen like in MOO or an overlay which shows current development of player's colonies (like that diagram in the battle) show their net income/losses and availability of upgrades to be built
- star bases, shipyards, jump gates - game should explain, what do they do and how much will it cost player per turn
Battle:
- zoom out is a must
- why should player move the screen by holding left mouse button and risking unwanted movements of their ships? Right button is currently unused
- available movement for the ship should be shown all the time when the ship is selected, not forcing player to pixel-hunt
- player should be able to order a ship to move beyond it's movement range - it's really frustrating to manually move each ship from a ten-strong fleet for five or six turns before the action starts
- I really don't get, why attacking reqires pressing a button. Clicking on an enemy to attack, clicking on an empty space to move seems natural for me
- "Retreat" button for the ship to flee from combat is a must
Economy:
- swimming in cash after 200 turns or so is inevitable
- cost of increasing production is the same regardless of the planet's development. With so much cash player can just spawn juggernauts even on newly colonized planets in one turn
- buying stuff in one turn creates spikes in the industry graph
Diplomacy:
- when some empire gives you a planet, the short text of a treaty is kinda startling ("Surrender system <name>? Have I misclicked? What have I done?!"). It would be better to have different texts, like "We surrender <name>", but "<Empire> gave <name> to us". BTW, giving up sovereign of a system should be a hot story for ISN, such things do not happen often
Re: Feature Requests?
Great feedback folks, thanks!
I just wanted to tackle a few here that might need further information:
I just wanted to tackle a few here that might need further information:
Unfortunately, the right click is already used for 'turning' the ship. We've tried to make the camera move relatively risk free by allowing ship movement only when the camera has not been displaced (have you had problems with this?)True_poser wrote: - why should player move the screen by holding left mouse button and risking unwanted movements of their ships? Right button is currently unused
This is already in place when you're in move context (ie. you are not in attack/scan/board mode, and you are hovering on the play area and not the UI), a green grid displays available moves.True_poser wrote: - available movement for the ship should be shown all the time when the ship is selected, not forcing player to pixel-hunt
Attacking only requires the attack button to be pressed when attempting to target a planet. Otherwise, hovering over an opponent's ship will put you in attack context. The reason planets require that button, is because you can move a ship on top of a planet (clicking on a planet will move your ship to that location by default. The game needs to be informed when the player wishes to attack it.)True_poser wrote: - I really don't get, why attacking reqires pressing a button. Clicking on an enemy to attack, clicking on an empty space to move seems natural for me
- True_poser
- Contributor
- Posts: 165
- Location: Minsk
Re: Feature Requests?
Hmm, maybe using right click to turn the ship when clicking in the immediate vicinity of the ship? Maybe inside those circling brackets around the selected ship.Grogger wrote:Unfortunately, the right click is already used for 'turning' the ship. We've tried to make the camera move relatively risk free by allowing ship movement only when the camera has not been displaced (have you had problems with this?)
No, I haven't met any problems, I was just afraid of misclicking and wasting moves.
Thank you.Grogger wrote:This is already in place when you're in move context (ie. you are not in attack/scan/board mode, and you are hovering on the play area and not the UI), a green grid displays available moves.
Just rechecked it - I've got such an impression because I tend to keep my mouse pointer on the interface bar at the bottom of the screen, and when the pointer is hovering there, allowed moves disappear.
Thank you again.Grogger wrote:Attacking only requires the attack button to be pressed when attempting to target a planet. Otherwise, hovering over an opponent's ship will put you in attack context. The reason planets require that button, is because you can move a ship on top of a planet (clicking on a planet will move your ship to that location by default. The game needs to be informed when the player wishes to attack it.)
Still, maybe it would be better to pop-up a list of available targets in case when it's not clear exactly what does the player want to attack?
Re: Feature Requests?
Well, I am not the one for making things balanced, the one thing that bothers me is the planet types, while Terran worlds are the best, like a huge terran gives the best population cap, but what surprised me the most is to find out that Arctic is a close second.
It just seems weird to me, so I am thinking that terraforming should allow you to change the planet type to terran, in order of quality of course.
It just seems weird to me, so I am thinking that terraforming should allow you to change the planet type to terran, in order of quality of course.
Re: Feature Requests?
For zoom in and out in combat maybe mouse wheel, or + -, or even up and down arrow?
A few things I would like to see:
A few things I would like to see:
- 1. Have the class mean something for ships. ie Attack means weapons and armor use less space, cargo and other use more.
2. I would like to see more variety in what the researches do, it seems to me there are too many that effect multiple important colony stats. Focusing on some early crank your research and production by fairly large amounts.
3. Terraforming seems odd to me. We should be able to build an outpost on any planet, (only way I know of is colonize) and as more Terraforming is researched we can work to alter the planet to make it habitable, and expand the colony. Getting the research and being able to instantly build a colony on a previously uninhabitable planet seems overpowered.