Feedback after the first week
Posted: Tue Dec 22, 2015 7:55 pm
Hello,
I bought the game recently and I would like to share some thoughts and suggestions. Overall I really like the game but there is still quite a bit to improve.
I did not have time to properly sort my thoughts so excuse my incoherence (and my Paint skills ).
The biggest problem I have right now is general lagginess in the very late game (starting with a huge galaxy and so many races was possibly a mistake). I am getting 10-15 fps.
UI
The UI needs a lot of polish.
Battlescreen:
Economy
Research and Technology
Misc
I think that is most of it. Thanks for the game, I have a lot of fun with it, and happy holidays!
Physicaque
I bought the game recently and I would like to share some thoughts and suggestions. Overall I really like the game but there is still quite a bit to improve.
I did not have time to properly sort my thoughts so excuse my incoherence (and my Paint skills ).
The biggest problem I have right now is general lagginess in the very late game (starting with a huge galaxy and so many races was possibly a mistake). I am getting 10-15 fps.
UI
The UI needs a lot of polish.
- The biggest issue is that inputs (clicks) are often not registering. This is made worse by the lagginess. Sometimes I need to click three times before the game responds. Very frustrating.
- It is not easy to tell what is clickable and what it not. Using highlights more would help. It took me many hours before I realized that I can click on the big production window in the colony screen to get to the possible production items (I was double clicking the Queue button before.)
- Clicking on planet's panel in the System view should bring you directly to the production screen.
- Clicking on an item in the production screen should put in the queue.
- There should be information about the planet on the icon that offers building the colony from an already colonized planet in the system:
- The maximum planet population should be displayed on the Production list as well as on the colony screen under the colonists' races.
- The Production list should not be 'transparent' to clicking. I accidentally selected fleets behind the list.
- The Production list could have icons of the production. Like this:
- Production list should be sortable by production/research/population/money etc.
- Uncolonized planets do not show the correct max population (it does not take the technology bonus into account).
- Blockaded planets should be displayed in the Production list.
- Easier way to move colonists.
- The ownership of a planet is not clear. I cannot see the name of the empire/the name of the races.
- The size of the fleets should have some sort of indication on the galaxy map.
- Add discovered planet's list for planning colonization.
- Ships prevent system selection on the galaxy map when they are travelling past it.
- Add an option to refit a ship according to a design. Manually refitting every ship in the editor is painful.
- Tech tree is hard to visualize.
- Indication where a ship component can be placed (turret, system etc.).
Battlescreen:
- Add information about enemy ship's systems into the bottom panel:
- Highlight selected enemy ships.
- Is the selected ship highlighted on the minimap somehow? I could not tell.
- Indicator that a ship is retreating.
- Display ship's facing in some way, you could copy MOO 2:
- Interceptors and missiles should display their trajectory or at least their target.
Economy
- I have not played enough yet so only the first impressions.
- The markets seem useless. I have never build one and never have had money issues.
- Metal prices seem too low. One mine is enough for a Dread Star because of the slow production.
- There are too many good planets. It makes terraforming not so good since you get all you need by exploration/conquest.
- The star systems are too close. There are multiple instances when the enemy jumped from his system to my colony in a single turn. I did not have time to react.
Research and Technology
- Antimissiles should not be a prerequisite for a higher tier of missiles. It should be a separate tech option. This way you get better weapons and their counter in one package.
- Terraforming is confusing. The technologies need a better description and the mechanic needs to be explained better. Is the size of the planet a factor? Because I could not terraform certain planets.
- Armor seems weak in comparion to shields.
- Power generator technology does not scale well with research. You need at least two generators per ship no matter their tech level.
- There should be more ship components that synergize with a certain weapon type (like already implemented aditional missile storage). This way empires can specialize in one field even further. Right now it feels like you should be simply using the best weapon available for the slot.
Misc
- AI is really bad at coordinating attacks.
- Fighters/interceptors are faster than missiles?
- Carriers can be rendered useless by destroing the interceptors. I witnessed a great battle between AIs (I have the game save if interested) where carries killed two enemy battleships immediately at the start only to get destroyed later because they run out of interceptors. I guess you could use hit and retreat tactic but that would suck at defending your planets. So maybe add a ship component with spare interceptors or the ability to manufacture more?
- The attacking player should be able to deploy his ships before the battle or at least specify a formation. This should even out the defenders advantage in going first.
- Why does Stellar Surge cannon have AC mod? It says it always hits.
- Default ship designs do not use weapon mods even when there is enough power to do so.
- Estimated time to complete a research does not take into account leader's discount.
- Orthin should not have eyes since they evolved in the lack of light (priority fix pls ).
I think that is most of it. Thanks for the game, I have a lot of fun with it, and happy holidays!
Physicaque