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EA2 Pinpoint suggested improvements

nathanebht's Photo nathanebht 08 Apr 2016

Have the planet build queue show from the start. Remove the one at a time option.

 

Let us add the pollution cleanup build item to the queue even if there is no pollution present currently. After building this 20 turn item, I know there will be pollution to cleanup before building this other item.

 

Make all weapon stats view able in game and taken directly from game files. Don't setup the situation where we see one set of stats and the game actually is using something different.

 

Remove the ship upgrade window that appears after researching new tech. Its unneeded and does a terrible job. Instead just auto-upgrade all of the non-combat ships and tell us that you did this. Why would you not want to add faster engines to your colonizers?

 

The empire management window still does funny things when you change the planet sorting by clicking at the top of a column. It would also be nice to sort by pollution level, happiness and population. Defense level should also be added and sort-able. Currently I have to hunt around a lot to see which planets have at least 4 marines for a troop transport.

 

Large fleets with many ships should be visibly apparent in the universe window. Fleets containing 1 or 2 ships should not look the same as ships containing 10 or 20 ships.

 

Race preference for high, normal, low gravity is currently confusing. Psilon's prefer low gravity. In game the planets they populate are labeled normal gravity and show no productivity reduction. I capture another race that prefers normal gravity. Now are do these different planets actually have the same gravity or not? It would be better to display 0.9, 1.0, 1.1 g in the game and specify what exact level each race prefers.


Edited by nathanebht, 08 April 2016 - 03:50 PM.
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Bl4ckh0g's Photo Bl4ckh0g 09 Apr 2016

View Postnathanebht, on 08 April 2016 - 03:31 PM, said:

Have the planet build queue show from the start. Remove the one at a time option.

I think the current toggleable option is good, queues are nice, but I personally prefer them being optional.

Let us add the pollution cleanup build item to the queue even if there is no pollution present currently. After building this 20 turn item, I know there will be pollution to cleanup before building this other item.

That just goes against common sense really, How do you remove pollution before it even exists?

Make all weapon stats view able in game and taken directly from game files. Don't setup the situation where we see one set of stats and the game actually is using something different.

More information about weapons and equipment would be welcomed, yes.

Remove the ship upgrade window that appears after researching new tech. Its unneeded and does a terrible job. Instead just auto-upgrade all of the non-combat ships and tell us that you did this. Why would you not want to add faster engines to your colonizers?

I'm with you partially, Civilian ships could be excluded from the upgrade window, but for the rest, I'd love them If They would just improve it so Its usable, I'ts a pain having to constantly upgrade each one of Your ship designs after You get a new tech. 

The empire management window still does funny things when you change the planet sorting by clicking at the top of a column. It would also be nice to sort by pollution level, happiness and population. Defense level should also be added and sort-able. Currently I have to hunt around a lot to see which planets have at least 4 marines for a troop transport.

Agreed.

Large fleets with many ships should be visibly apparent in the universe window. Fleets containing 1 or 2 ships should not look the same as ships containing 10 or 20 ships.

Agreed.

Race preference for high, normal, low gravity is currently confusing. Psilon's prefer low gravity. In game the planets they populate are labeled normal gravity and show no productivity reduction. I capture another race that prefers normal gravity. Now are do these different planets actually have the same gravity or not? It would be better to display 0.9, 1.0, 1.1 g in the game and specify what exact level each race prefers.

It is not a preference, It is more of a tolerance. The Psilon can tolerate low gravity worlds and the Bulrathi can tolerate high gravity ones. I think we are talking here 4-6-8 G differences, 10% lower or higher gravity wouldn't affect anyone really. 

 


Edited by Bl4ckh0g, 09 April 2016 - 09:54 AM.
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Anthony_Skinner's Photo Anthony_Skinner 09 Apr 2016

View PostBl4ckh0g, on 09 April 2016 - 09:53 AM, said:

Have the planet build queue show from the start. Remove the one at a time option.

I think the current toggleable option is good, queues are nice, but I personally prefer them being optional.

I prefer the option, some players might like it, costs nothing to players who don't - I just activate the queue system on turn 1 every time. Being able to create pre-set queues would be great and I believe they said this is in the pipeline already

 

Let us add the pollution cleanup build item to the queue even if there is no pollution present currently. After building this 20 turn item, I know there will be pollution to cleanup before building this other item.

That just goes against common sense really, How do you remove pollution before it even exists?

I believe you can do that now? I am pretty sure, I have had it build something and put the pollution cleanup 2nd in the queue. That could leave you with wasted production turns if there is no pollution when its place in the queue turns up. I would prefer that you can specify how many turns of pollution cleanup you want to do and put it in the queue. They are implementing this for ships (select number) so it may be possible. If they were really clever they could make it so that Pollution cleanup ceases as soon as pollution = 0%?

 

Make all weapon stats view able in game and taken directly from game files. Don't setup the situation where we see one set of stats and the game actually is using something different.

More information about weapons and equipment would be welcomed, yes.

Totally agree, it is not clear what the weapon ranges are, what damage they do. Why are Fusion beams more expensive but listed as doing 1/4 of the damage of Neutron Blasters? 

 

Remove the ship upgrade window that appears after researching new tech. Its unneeded and does a terrible job. Instead just auto-upgrade all of the non-combat ships and tell us that you did this. Why would you not want to add faster engines to your colonizers?

I'm with you partially, Civilian ships could be excluded from the upgrade window, but for the rest, I'd love them If They would just improve it so Its usable, I'ts a pain having to constantly upgrade each one of Your ship designs after You get a new tech. 

How about only have it so it only upgrades, Shields, Computer, Engines, Armour and does not mess with any of the systems or weapons configurations? Expanding it, you could make it so for example, Gauss Cannons are the evolved form of Mass Drivers, Plasma Cannons are the evolution of Fusion Beam and then it upgrades these on discover this tech. My preference would be the option of none, partial or full auto-upgrades. With partial only upgrading items that are classed as obsolete by the new tech. I would probably play with it on partial most of the time as I like designing ships, though I know others do not. 

 

The empire management window still does funny things when you change the planet sorting by clicking at the top of a column. It would also be nice to sort by pollution level, happiness and population. Defense level should also be added and sort-able. Currently I have to hunt around a lot to see which planets have at least 4 marines for a troop transport.

Agreed.

Also agree, it does not filter as expected. It makes searching for things, like highest production world and pollution clean up more difficult. If they wanted to add more information I would like to see the maximum production, research and farming the world can theoretically do in brackets somewhere and this to be filterable. For example, if I am looking to rush out my new Titan, I usually pick my highest production world, but it might not be the fastest I can do it, as I may have another world that has more farmers and scientists. 

 

Large fleets with many ships should be visibly apparent in the universe window. Fleets containing 1 or 2 ships should not look the same as ships containing 10 or 20 ships.

Agreed.

Doubly Agreed. Maybe have a military rank like symbol next to the fleet icon, it gets more stars and stripes the higher the value is. I would also like it clearer from fleet summary icons what ships are in the fleet, although maybe I am reading it wrong. Would also like to be able to tell if planets have Starbase, Missile Base, Ground Batteries from the Galaxy Map. (if you have sensor range)]

 

Race preference for high, normal, low gravity is currently confusing. Psilon's prefer low gravity. In game the planets they populate are labeled normal gravity and show no productivity reduction. I capture another race that prefers normal gravity. Now are do these different planets actually have the same gravity or not? It would be better to display 0.9, 1.0, 1.1 g in the game and specify what exact level each race prefers.

It is not a preference, It is more of a tolerance. The Psilon can tolerate low gravity worlds and the Bulrathi can tolerate high gravity ones. I think we are talking here 4-6-8 G differences, 10% lower or higher gravity wouldn't affect anyone really. 

I agree with Bl4ckh0g they get a bonus of tolerating this gravity 

 

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Bl4ckh0g's Photo Bl4ckh0g 09 Apr 2016

View PostAnthony_Skinner, on 09 April 2016 - 02:44 PM, said:

 

 

Pollution clean-up actually stops when the pollution level drops to zero. 

Other than that I noticed on the beam weapons that They do smaller damage, but in bursts of 6(I believe) So their maximum damage in one burst is higher than the standard energy weapon's.

You can also figure out what kind of weapon category that particular weapon falls in by looking at the symbol.

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nathanebht's Photo nathanebht 16 Apr 2016

Thanks for the feedback.

 

Who does not use the build queue? Think it would just be something new players would fail to know about and end up building the aggravating way.

 

If there is no pollution currently, you cannot queue cleanup. This is what I suggest removing. If the developers make this change and you queue it while there is no pollution, then you just wasted a turn. I like to fill the build queue, sometimes I'll be forced to not do this as I know the pollution will get too great and I won't be able to queue cleanup.

 

So all races prefer normal gravity and some can tolerate high and low too? Ok, that makes more sense then.

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Bl4ckh0g's Photo Bl4ckh0g 16 Apr 2016

View Postnathanebht, on 16 April 2016 - 02:09 AM, said:

Thanks for the feedback.

 

Who does not use the build queue? Think it would just be something new players would fail to know about and end up building the aggravating way.

 

If there is no pollution currently, you cannot queue cleanup. This is what I suggest removing. If the developers make this change and you queue it while there is no pollution, then you just wasted a turn. I like to fill the build queue, sometimes I'll be forced to not do this as I know the pollution will get too great and I won't be able to queue cleanup.

 

So all races prefer normal gravity and some can tolerate high and low too? Ok, that makes more sense then.

 

As far as I know there are some plans to slow down expansion and research, or at least I saw many, many stuff asking for this, in that case, in the early whatever turns when you only have 2-3 planets and barely anything to build, because You haven't researched them, and/or for example you are playing with marathon setting( stuff takes way more time to do --longer games, planned feature), And You do not have an optional queue...

You know what I'm talking about, You set the scouts for auto-explore, set the queues for the planets, and stare at your screen for 50 turns before anything happens.

Of course in the late game I use queues when I have to manage 10+ colonies as well. I just prefer them being optional.

 

I never really noticed the need to be able to add the clean-up when there is no pollution.

Of course I usually set a rather high priority getting the processors Atmospheric/Toxic/Pollution, so There is only 1-2-3% pollution accumulating on my planets each turn.

I also saw devs mention that there'll be morale penalties for higher pollution, for as low as 40%

 


Edited by Bl4ckh0g, 16 April 2016 - 07:56 AM.
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Battledragon's Photo Battledragon 17 Apr 2016

While more detaileed weapon stats would be useful, don't get me wrong.  I don't think their stats will ever be exactly the same as in game figures because in game dps depends on what you're shooting AT, not just what you're firing.  Missile dps for example will be reduced if your oponent has strong point defenses and jammers on their ships.
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