1.0.16/1.5 Feedingback

I will try to focus on the negatives. When all works as intended, I do not see a problem. After some time, you get used to new good mechanics, but the negatives start popping up.

I will start with the UI. You are reworking it, the alpha preview thing is like in half-working, missing features, so I will just say that I miss some things.

I asked on Steam years ago, why do logistics work in x4 format. No Civilian building takes 1,2,3,5 slots. All take 4. Sure it takes serious brainpower, calculating how many slots you have when it says 24, or why does a planet get +10 logistics slots research (development mandate I believe) when you will have unused 2 in terran or desert planets.

Impossibility to deconstruct planet buildings like space buildings. Just like space builds, you should be able to either queue/scuttle previous slot, while having queued the new one. Seems a bit much if you cant abandon planet like capital.

UI when selecting planet does not show the number of empty slots, so it needs manual checking, a feature in the old. Queued stuff seems a bit invisible, that construction is in progress.

Repair/Refit stations either seem not not have auto-cast repair for non-capitals. On buildings it seems it works though.

Nondescription of armor and mitigation mechanics. DPS statistic and pen is nice, but it says nowhere - like in the old game, how does it work. Shield mitigation, 1-4, 8-12 Or future 16. How does it work. Is damage per shot important for armor / damage calculation, and so on. I am actually very interested because I was proposing some of those fancy ideas years ago :P At least I figured back then it was not something very simple to look and feel realistic. If single damage is important, then dps is nice,but damage per damage throw would be a good thing imo. Yes, I do not know how it works and I do not want to propose any changes if I do not understand it tbh. Because it might be working well, except my impression wasnt right.

Music, I like the style so far, perhaps too fast action, a few more loops before the main part is delivered. This is not a fast paced game by any means, so the loud and fast should not come within first 20 seconds imo, the drumming is nice and all, I do love professional military music, so it is not something like the newest and coolest, newest and coolest is largely 70-150 years old :) 

Unit design, Cobalt seems to have gone through a pretty large change. Meaning no trace of the old, except for 2 points from which it looses its guns, changed from lasers.

In the meantime, I think it is good, that you have changed weaponry to focus more on fewer, but of generally the same theme. Logistics make sense.

Garda seems pretty good, with those 4 turnable turrets. And that Mk 2 makes cobalt pretty much worthless in supply, survivability, except for the huge cost difference.

Kodiak T-34-76 Into Harka T-80 hull with those turrets on multiple axis does look great :) Driver periscopes remind me of that tank series. (72 is straight) I think the design of this one is really great. I'm quite sure that fire effects and bullet sizes will be changed, so point defense, light auto and 'medium' autocannon do look different. I do not mean that I want to kill performance on my pc. Bigger gun, lower visible rate of fire, larger caliber, smaller one higher visual density.

I was thinking if it would not be cooler, to have a Kol with single barrel Gauss cannons. To more signify that it is big. With titans, you can make even a Triple like on an Iowa Battleship.

While you are at it, do fix cap ship exp system. Soase:R, it take 7800 Exp to max out a Lv1 ship. Because 200 Exp was to lv 2, Not sure about other levels. But it was TOTAL 7800 exp.(currently, 7800 exp from lv 9 to 10) Due to now previous exp disappearing when reaching a new level, you are required to reach all previous exp plus the required on top of that to reach next. That means, currently it takes much more exp to level up a capship than a titan in the old game. The exp grind is huge. Yes, I could just as well build 40 capships and not bother with levels currently. Except when I met Kol lv 7 and it Finest Hour-ed my large kobalt group. And suddenly the ship was hard to take down, though previously capships felt like paper.

I didnt use hochikos, carriers, but I did LRM cruisers and the Ogrov as well. Also, I was sorta forced to use Krosovs, not that I ever did previously in Soase:R. (I wanted to level up, not distrubute it too much) LRM feels great with saturation attack, overkill is extra easy, and if you select the missiles and control them, push to attack another target, it says it lacks a weapon. Intended for a manual retarget ?

200 pen and 300 pen on the ogrov implies that fortresses might have much more armor, while ogrov with some proper support might work as an anti-titan ship even though the 270 damage might not look too great at 12 pop cost. Damage per salvo on the LRM cruiser was over 200 as well. There is a Dps stat but itis not the whole story. So, while showing all stats might take away from a bit of say immersion, I would propose something like a detailed tech tree that shows all stats like in the main menu, akin to an AoE 2. That would contain those armor and mitigation and damage per hit and so on.

Bombers and the missiles in general being interceptable, also having a bit of the proportional nagigation, not following, but meeting a target, bleeding energy while not really, is a good tough :) It looks awesome, if it its the target, sure no guarantee, but that is fine imo.

There are some problems with akkan firing arc, sometimes it faces the target just wont fire. Not sure why or when but it does happen.

Gauss turret, double barreled says it is 1 weapon, while 4-barreled autocannon defense 4x a weapon. Defenses should be able to be turned in a direction or a slow engine with weapon turned off, to move/based on changed travel lanes.

I would like the option to turn any face of any person faction or anything off, because those things look unpleasing to the eyes. It was similar in the first game, but the faces including the minor factions ... to me they are just ... 'omg', why do I have to see/look at that. I do not want to.

Planet development and planets having something on surface is something I wanted and you added something, so while not much, there is already a sort of specialization, no planetary ion cannons or anything, hypervelocity guns, perhaps antinuke defense that would try to make them boom in the space.

These are so far my impressions, looks very good apart from some issues.

9,577 views 8 replies
Reply #1 Top

I got something to say about capital ship EXP point, if i may... This one, if possible please make it that there are some gain aside from acquiring ultimate ability like increased weapon cooldown, higher hull restoration point, faster shield restore point, greater shield mitigation, physical damage reduction, chance to hit, chance to dodge and so ON & ON

This temporary buff can only be acquired on the level i dubbed it MAXED (11), not level 10 classic max if we are following the changing era... + there are basically everchanging gauge which it can raise exp point faster or do any of the active buff gained from external ability like being fixed during engagement increase its hull repair rate from say, 20.0/sec to 25.0/sec for at least 5seconds longer than usual for level 1 to 6 UPTO 15 seconds longer for MAXED level while having 35.0/sec hull repair rate.. 

This feat only useful during battle, not the peacetime as it was temporary SO if the ship is being repaired after 5 minute the battle ended, it will be returned to usual rate in order to remind players to only DO SO when they ABSOLUTELY have to take the initiative in the short time, otherwise it could cause negative buff in the long term in order to balance it out eventually

BASICALLY... such buff only works for a short time and when players HAVE no choice BUT to retreat, with some exception though like temporary suicide buff and so on related

FYI... Once the ship passed through intense battle long enough, in order to temporarily gain it again it would have to get in the middle of the intense battle and survive during the fight as gaining such buff permanently might make the game quite boring eventually,

ALSO any of the buff i mentioned is basically random at times and some are only work on some ship, for example, Chance to dodge only works for ship with strike craft and this buff won't apply to Kol Battleship and Akkan Battlecruiser since they don't have strike craft anymore & SO ON..

Just saying... no offense guys... There are more addition BUT i'll wait til IRONCLAD have mentioned Ragnarok Titan for further details on this part.... in summary of upcoming mentioned, its about adding more firepower.

That's all...

Reply #2 Top

You could have lv0 capship start to have those 10 upgrades instead of 9. I think that they are not trying to add RNG mechanics. Like that Space Pony achiev :)

Reply #3 Top

Quoting TomaSkTemplar, reply 2

You could have lv0 capship start to have those 10 upgrades instead of 9. I think that they are not trying to add RNG mechanics. Like that Space Pony achiev :)

Why i mentioned level 11 as MAXED is because i took the possibility that they retains SINS 1 levelling EXPs way from level 1 to 10... BUT Level 0 to level 10 as MAXED is also welcoming point as it means the same to me..

By the way, The last leveling abilities enhances all chosen abilities that are not chosen by 25% boost if player choose ultimate abilities which gains 50% increase.. Example:

Using Marza Dreadnought-type capital ship's ultimate abilities from SINS 1, Missile Barrage for example:

Antimatter Cost: 150 > 113 >> 75 for 50% reduction 

Cooldown Time: 240 > 180 >> 120 for 50% reduction

Range: 8000 > 10000 > > 12000 for 50% increase

Wave: 25 > > 50 for 50% increase

Effects: Damage 120 > 150  >> 180 for 50% increase + (( -10% damage reduction for affected target ))

UNLESS player choose any of the 3 abilities, the ultimate abilities only gains partial boost like either antimatter cost or Cooldown time or Range or Duration or Wave or Effects or even gain upgraded ability type depending on the existing one...

FYI... MAXED level part is where these RNG mechanics only works temporary basis depending on situation in the field as some of those BUFF only works on certain condition if there are no conflicting abilities LIKE:

--- Hull repair rate: 25.0/sec abilities casted on the ship while under enemy attack that gives 20.0/sec damage means that only 5.0/sec hull repair rate works best UNLESS the damage overwhelms the repair rate...

RNG mechanics part that i mentioned are just a unique, one-of-a-kind way of having an intense battle since there are abilities that mostly debuff others more than BUFFING it up... 

Reply #4 Top

Well, the numbers you give if there is just 1 capital ship would work. Have 5 or more of these and it gets over the top.

So, I do agree that there could be a boost lf sort for reaching max level. Even to skills, but I would be more like in 15-20% not 50.

Lv 6/8 skills are not weak by any means. It risks that the power balloons too much. If there would be no ion cannon and other disabilities, to stop the barrage, it was op only against the backdrop of its not good survivability.

Reply #5 Top

Quoting TomaSkTemplar, reply 4

Well, the numbers you give if there is just 1 capital ship would work. Have 5 or more of these and it gets over the top.

So, I do agree that there could be a boost lf sort for reaching max level. Even to skills, but I would be more like in 15-20% not 50.

Lv 6/8 skills are not weak by any means. It risks that the power balloons too much. If there would be no ion cannon and other disabilities, to stop the barrage, it was op only against the backdrop of its not good survivability.

That was just an example... IRONCLAD could work something out that equals such buff since i am just a fan who loves unique one-of-a-kind version improvement...

Pretty sure that IRONCLAD would add ability-disabled function on all factions someday either getting knockback or the missile+torpedo launcher got damaged badly or such...

5 of those or more using such buff against over 50 heavy cruiser that have over 50 armor each is quite fair though... unless the heaviest armored cruiser only gain under 80 with all upgrades, research, pact and artifact and limited ability boost included

++ I DID SAY that hopefully IRONCLAD adds new warship aka Dreadnought-class and experimental capital ship which some of it takes 2 fleet command and 200 fleet supply while lower limit are 1 fleet command and 100 fleet supply... 

+++ Hopefully Hero Unit from E4X got nice attention for SINS 2 completion although i doubt it would be the same way E4X mod version...

In summary of what i expect.. I wanna see parts of Maelstrom Mod's Dreadnought warship version, crazy pirate combat style and additional different faction akin to minor faction but non-playable major version, Distant Star Mod's new strike craft + AA defense on starbase and capital-level ship upto titan and combined flagship version, Crazy Mod's unique firepower, massive pirate fleet assault on maxed threat level & some unique abilities not seen on any other game mod i've ever seen + capturable legend-class Derelict Warship on par with Titan in small numbers ++ OF COURSE the most powerful flagship firepower using existing abilities related to their ship model, E4X Mod's artifact + ancient structure, hero unit, unique research, bonuses, unique minor faction addition and Star Wars Interregnum Mod multiple legend-class planet with its own fleet, bases and capturable factories that produces Capital Ships & Titan.. + some units are multi-role like anti-structure cruiser now can also seriously damage Titans as well..

Fleet Command limit suggestion is upped from 16 for most factions to 24 highest while lowest one are at least 18 w/out artifact, research and pact benefits..

Fleet Supply are almost tripled than usual one for a factions with lower command while maxed out supply via artifact, research and pact benefits increase it from almost tripled to almost quintuple even for Vasari Vorastra factions supply research included..

Starbase now able to fit their superweapon onto their upgrade module BUT it require less planetary limitation as it was only 1/3 powerful at best which means that its also important to make too many of them as to hamper their other important upgrade in certain places

Reply #6 Top

Thanks so much for your thorough feedback. I will make sure this is seen. Have a great weekend!

Reply #7 Top

That is nice, but a lot of the feedback is lets say, not as relevant. In the 2.0 or 1.0.20 version so far, that changed a lot. Sure if changes would be bad, I guess there would be some reversion  and so on :) Have a nice weekend too, though here its already AM :)

Reply #8 Top

In summary of what i expect.. I wanna see parts of Maelstrom Mod's Dreadnought warship version, crazy pirate combat style and additional different faction akin to minor faction but non-playable major version, Distant Star Mod's new strike craft + AA defense on starbase and capital-level ship upto titan and combined flagship version, Crazy Mod's unique firepower, massive pirate fleet assault on maxed threat level & some unique abilities not seen on any other game mod i've ever seen + capturable legend-class Derelict Warship on par with Titan in small numbers ++ OF COURSE the most powerful flagship firepower using existing abilities related to their ship model, E4X Mod's artifact + ancient structure, hero unit, unique research, bonuses, unique minor faction addition and Star Wars Interregnum Mod multiple legend-class planet with its own fleet, bases and capturable factories that produces Capital Ships & Titan.. + some units are multi-role like anti-structure cruiser now can also seriously damage Titans as well..
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Next part after related to Starbase is the ability to utilize existing technology onto starbase like expanding the factory to be able to build capital ships although doing so would disrupt some of its functionality at times OR expand trading port to be allowing refinery ship to dock onto it OR even something else relatively similar BUT at the very least is 

---- Starbase in all factions have at least either 1/3 of module upgrade OR 1 hangar module upgrade OR even special traits like repair/restore and stuff module but 1 thing in common IS all factions have decent numbers of Anti-strike craft defense turret w/out module upgrade and a part of their faction's structural specialty like either hull OR shield OR armor gain 10% increase w/out structural module upgrade

---- Relics and/or Artifact should have some equivalent usage in battle other than just some boost in certain field as it was spectacularly made in E4X + Interregnum BUT 1 or 2 of it is quite missing which related to ship-based artifact and pact-based artifact.. Gotta figure out the needed part to spice up SINS 2 experience for veteran players and new one as well..

---- Pirate factions should be expanded to allow radical advent and mercenaries vasari into the fray alongside rogue trader.. take malestrom mod, crazy mod and interregnum mandalorian pirate as reference for newest challenge of anti-piracy defense and gameplay.. and please add an Dreadnought-class warship if titan are not permissible and make it 3 of them including a flagship of their own kind per system, not based on planet made into map designer as its full limit..

Example: player made 11 star with 4 pirate homeworld alone each BUT only 1 of them have flagship as destroying it and its planet will weaken any pirate attempt on you either by bounty or mission paid.. IF player/ai pays pirate a mission against player who destroys its homeworld and its flagship, its max bounty will exponentially increase upto 10x cost just to raise a danger level and upto 50x total cost to raise it to ultimate danger level WHICH is black-coloured gauge, not red.. FYI.. normally only 10x cost would make an ultimate danger level for pirate warfare against targeted player/ai..

---- Least likely BUT not the last of all IS pact part.. Existing one only allows 2-way stereotypical benefit which seems no real gain in the long fight even with allied victory mode.. SO please make a 3-way alliance and 3-way non-aggression pact

Using E4X and Interregnum as reference... Triple Alliance comprise of TEC, Ascended & VIR make a good combination while if possible, HTS, Orthodox & VCC make a decent temporary non-aggression alliance

--- Non-aggression alliance only works when 3 unlikely factions made a truce to fight off a common enemy which is far superior like 4th faction, a non-playable one or 5th faction, the one made Vasari faction migrate by force to the brink of extinction... these non-aggression pact only last until it either run away from unexpected losses and massive destruction 

----- 4th faction part could use reference from Interregnum mod and Maelstrom mod which is similar yet massive different one overall BUT still have related one, not total conversion faction mod...

----- Triple Alliance in full effect gives access to 1 overall structural research boost, 1 overall weapon research and 1 joint ventured research capital ship WHILE non-aggression alliance gives either 1 partial structural boost like hull/shield/armor, 1 partial weapon research boost like laser/beam/weapon cooldown/range but they have access to built their own experimental capital ship & dreadnought-class when either structural/weaponry research have been completed AS long as their non-aggression alliance last til it either go to war or reaches its time limit

That's all for now BUT til then.. I can't wait to hear about Titan ship major upgrade next