Greymoran wrote:There is currently no way to select which kind of colonists you want to embark onto a transport ship.
Greymoran wrote: Failing to click "defend" or "attack" simply causes you to automatically lose the battle; players should not be able to move fleets that are engaged in combat and if a player fails to click "defend" or "attack," the player should be dumped to the battle screen anyways.
sven wrote: [...] I think a UI more like Freelancer's ship outfit screen (where selecting a slot to fill on the left-list automatically populates the right list with all possible options) is probably a cleaner way of handling things.
icekatze wrote:I recently played through another game and I came across a couple of oddities that I'm curious about. First off, I was trying out the newly functional torpedoes with the Yoral, and I noticed that when I put missiles and torpedoes on the same ship, firing a torpedo would reduce the number of missiles I had available to fire. Intuitively, I feel like this shouldn't happen. If torpedoes and missiles are interchangeable, why use different launchers? It also feels like it is a waste of firepower to put both missiles and torpedoes on a single ship, especially since they tend to split apart and get engaged by point defenses separately.
icekatze wrote:The second oddity I noticed was a system held by Gremak Marauders, who were apparently keeping a planet that was held by a Human population. When I selected the option to attack the planet, the Marauders engaged me in space combat, but once I defeated them, I found that I could not invade the planet. I'm not sure if they were two different factions, but I would still think that if you attack a planet and it is defended by a separate faction, you should be able to invade the planet regardless.
Mezmorki wrote:Hello all
Still downloading + installing - but I have one feature request that has to do with the beta forums. Has there been thought to having a beta sub-forum for "bugs + technical" issues and another for "gameplay + feature requests" and another for "UI + graphics" and so on .... There are a lot of big long threads and would be simpler to track things if each item was it's own thread in an appropriate sub-forum. The devs/moderators can add a [TAG] to the start of the thread name for whether the issue is FIXED, WIP, DISCUSS, etc ...
Just a thought
sven wrote:That said, the boards are probably overdue for a bit of curation.
luciderous wrote:My immediate suggestion instead, would be to provide another highly specific sticky locked thread with short discussion/decision summaries and implementation ETA. It can be in form of FAQ or a kind of implementation timeline - anything that makes sense to you, as a developer. Something like "SiS design FAQ" or "Accepted improvement suggestions" or whatever. This will help both newcomers and veterans keep an eye on everything that has been already discussed without the need to read each and every painfully long debate topic from start if they don't feel like it.
Arioch wrote:I think that would require a lot of documentation work that I doubt we really have time for. I don't know of any other developers, even AAA ones, that put that much effort into managing suggestion feedback. I suspect that even if such a list existed, a large percentage of the time people would post comments before reading it or without realizing that it exists. Also, we change our minds about things, so a design idea isn't fully "accepted" until it's actually put into the game. We welcome and encourage suggestions, but the design process is not by committee.
Gyrfalcon wrote:When a planet completes a construction project, the notification tells me what it will build next. It would be nice if the notification for research would do the same: Our researchers have discovered Lasers and will work on Advanced Metallurgy next or choose next research project.
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