My Beta Feedback

[General]

Still no tool tips/explination on global game options

[Game Setup]

I would still like to see a preview to show people the difference between a clustered/spiral/etc galaxy. For clarity, this would not be the galaxy used in the actual game session but a typical example.

[Star Map]

Duplicate star name instances can appear in the map, so you have more than one Eula IV (not sure who named a start after the End-User License Agreement). As with the alpha, you lose the star graphics when you reload.

I think it should be possible to fully zoom out on large monitors, even if it means removing grid lines for larger galaxies.

[AI]

Even on higher settings, the AI seems fairly limited. It tends to just stack ships of all sorts. It builds colony ships when there are no planets to colonize. It builds constructor ships but not star bases. It builds transports but will not invade. It does seem a little bit territorial, but that is about it and it does not attack much outside of its zone. It doesn't build things next to each other in a sensible way. 

[Mining]

Mining seems to be enabled but doesn't do anything. You would think it would at least generate revenue.  It should be more clear in the UI a mining starbase can not be used for other economic or military purposes. 

[Tech]

It should be easier to navigate from the tree to the chooser.

Description for Energy Phasing should probably be "this is nasty stuff" rather than "nasty staff".

Logistics should probably be called combat coordination. 

Discovering an artifact near the end of a cycle should maybe give credit to the next cycle.

[Combat]

It seems like transports always win and defensive capability is not useful, even if the AI builds planetary defenses. This should probably be balanced in some way. 

When you engage in combat, it should take you to a FPS game where you aim your cannons and try and shoot the AI ship. 

When a race is killed off, there starport stays in the same place inactive and can't be destroyed or recycled. Also, it could take several turns after all the races are killed to recognize victory. 

Since there are so many stacked ships, this should probably be handled better - maybe you try and choose one to attack and they choose one to try and defend. I've seen large stacks disappear at times after attacking only a few fleets, at other times you have to kill them all individually. 

[Ships]

It should be easier to modify a ship slightly, it takes a lot of clicks to say, OK make one of these with the newer drive or cannon instead of missiles. 

When decommissioning a ship, maybe there should be a recycle option, particularly if you are out of money to upgrade. It might make sense to allow an in progress ship to adapt to new technology, obviously there would be a bigger cost to a major change like hull type. 

It would be helpful to know in advance how much building a starbase will cost. They seem to get very expensive for no (in game) reason. It should be possible to eject a constructor.

There should be a way to toggle star trek naming back on after using some non star-trek names. It should be possible/easier to name starbases and shipyards. For that matter, it should be easier to rename ships/fleets generally. 

It should be possible to suspend a shipyard without taking production to zero. It should be easier to sort on such status in the UI.

Fleet range (remaining) should be shown in the top level UI.

[Economics]

It should be made clear you can build more than one research capital and such. The AI seems to build one on every planet. 

It is hard to move the 3d slider sometimes, and you can get negative values (i.e -1% research) at times. Some military/local spending values are always skipped over in that control. There are also a lot of -0 values in the results or +values that just denote costs which is confusing.

I still don't like the model where you have to chose a tile, then an improvement, and then double click.

It may make sense to have recycling for non-linear improvements, especially related ones like a bank and mall. You could put a bank in a mall. 

[Ideology] 

It doesn't seem to be possible to get very far in the tree. Also, some of the benevolent options are also pragmatic etc. 

[Charts]

Power graph is odd, if it gives destroyed races positive values.

2,584 views 2 replies
Reply #1 Top

I have seen invasion AI on AI and had them take back planets that turned before I was able to protect it.

Mining generates resources for advanced weapons and protection.

 

Reply #2 Top


[General]

Still no tool tips/explination on global game options

[Game Setup]

I would still like to see a preview to show people the difference between a clustered/spiral/etc galaxy. For clarity, this would not be the galaxy used in the actual game session but a typical example.

End of quote

agree


[Star Map]

Duplicate star name instances can appear in the map, so you have more than one Eula IV (not sure who named a start after the End-User License Agreement). As with the alpha, you lose the star graphics when you reload.

End of quote

both reported bugs although I thought the star loading was fixed


[AI]

Even on higher settings, the AI seems fairly limited. It tends to just stack ships of all sorts. It builds colony ships when there are no planets to colonize. It builds constructor ships but not star bases. It builds transports but will not invade. It does seem a little bit territorial, but that is about it and it does not attack much outside of its zone. It doesn't build things next to each other in a sensible way. 

End of quote

The ai does not exist aside from some basic attack pew pew 

the higher levels just give it resource bonus's as far as I'm aware


[Mining]

Mining seems to be enabled but doesn't do anything. You would think it would at least generate revenue.  It should be more clear in the UI a mining starbase can not be used for other economic or military purposes. 

End of quote

As far as I know mining can be used for antimatter and elerium and similar resources these allow you to build special ship parts whose benefit is up for debate


[Tech]

Logistics should probably be called combat coordination. 

End of quote

Except logistics does not solely deal with combat it relates to fleet size which could be a fleet of constructors or( trade ships in the future ) also in gc2 logistics dealt with the number of star bases you could have before having to pay exorbitant fees


[Combat]

It seems like transports always win and defensive capability is not useful, even if the AI builds planetary defenses. This should probably be balanced in some way. 

End of quote

Much like the ai combat is not in the game yet and won't be till at least beta 3 I believe that was October 


When you engage in combat, it should take you to a FPS game where you aim your cannons and try and shoot the AI ship. 

End of quote

NOPE this game is not an fps or tactical or rts the devs have said this won't happen and much of the community is strongly against it


It would be helpful to know in advance how much building a starbase will cost. They seem to get very expensive for no (in game) reason. It should be possible to eject a constructor.

End of quote

I agree about knowing the cost ATM I believe after a certain amount (possibly tied to logistics) each additional star base costs 100 credits more than the previous 


There should be a way to toggle star trek naming back on after using some non star-trek names. It should be possible/easier to name starbases and shipyards. For that matter, it should be easier to rename ships/fleets generally. 

End of quote

Im not sure what you mean by Star Trek naming


It should be possible to suspend a shipyard without taking production to zero. It should be easier to sort on such status in the UI.

End of quote

this should have been fixed are you running the .41 patch?




[Economics]

It should be made clear you can build more than one research capital and such. The AI seems to build one on every planet. 

End of quote

it should not be possible I believe this is a glitch where you can start building multiple capitals until you actually complete one if you've started then currently you can finish it I believe they are working to fix this


I still don't like the model where you have to chose a tile, then an improvement, and then double click.

End of quote

Try choosing the improvement then double clicking the tile you should be able to build multiple without having to click an improvement every time