Comments on first impression

After playing almost 5 hours ...

Good alpha... didn't crash once... even when I had multiple open windows on the other screen/monitor (I had to support a call I had to take while playing)...

Faithful to the franchise...

Like some of the touches - such as the turn button that automatically shows what is 'unfinished' on the turn and when pressed, directly opens the appropriate window... this could be augmented with some visual (and maybe auditory) indicator on the map(s) and/or list(s)... when I had multiple planetary build queues empty, it was sometimes confusing which one I was responding to...

Biggest 'hate'... the single build queue!!!

If you are going to have only one queue, you got to give me at least the ability to change the priority of the (sub) queues - i.e. when I'm at war I'd like to be able to give the starport high priority, so that I can use the quick build feature and not have to micromanage the ships to the head of the queue...

The other 'don't like' is the lack of automation, I kept on forgetting to 'eject' my ships, I had to scour through my improvements to manually set upgrades, and if you are going to have multiple versions of the same improvement (such as colony farms and xeno farms) it would be nice to have a 'replace with' option...

Finally I have some interface issues... I'd like more touch friendly and a lot more consistent (comparable actions, took one click in some windows and took a double click or 'select and click on button' in other windows)... On the quick build, I'd like a separate 'done' button even though 'cancel' has the same functionality (if for nothing else, for the semantic difference)... I'd like floating (drop down, pop up, overlay, whatever) context sensitive controls (better for touch)...

Overall was worth the money!

-David S.

P.S. I made a post similar to this on steam

2,788 views 4 replies
Reply #1 Top

I agree with your view on the single build queue. Whilst I like the circular slider on the 'Govern Planet' screen an additional linear slider to adjust bias between a planetary and starport build queues would be preferable.

Reply #2 Top

The ships shouldnt Move at the first click on the star map - i usually do click just to make the path visible and to plan ahead with multiple fleets and so on. But i dont actually want the ship to move right then so a doubleclick for move and single click to "plan" the path would be nice.

 

AND please add a ctrl+click waypoint system ^^

 

And a way to scrap old ships (i know this will come soon but i really want to get rid of my scout ships when i dont need them anymore)

 

Oh and switch the "pan camera" and "drag main map" buttons on the mouse - they are the exact opposites of most games with a global map and it does confuse me greatly (am i the only one experiencing this?)

Reply #3 Top

Quoting Sognar, reply 2
Oh and switch the "pan camera" and "drag main map" buttons on the mouse - they are the exact opposites of most games with a global map and it does confuse me greatly (am i the only one experiencing this?)
End of Sognar's quote

I get confused by this as well, but I don't think there is a viable compromise. Each game has their own way of managing their human factors and each of us users get used to certain patterns of key usage. This non-standardization creates factions of users that prefer the behavior of one game over another, which leaves any change a case of satisfying some and angering some others.

Reply #4 Top

Well the easiest way to solve is to make all userinput freely configureable - not just the keyboard, or even less :)