News

Alpha 0.0.2.0 Feedback and Suggestions

Posted on Saturday, April 12, 2014

Hi to the Stardock team, to all the founders and others

So here are my first impressions after 2 hours of play, and some suggestions.

All the numbers and names used are for explanation only.


A) Image 001.

Link: http://img823.imageshack.us/img823/9805/f7dc.png



"Information Planet Bar": bottom left bar.

"Planet Tooltip": mouse cursor over planet.

"Planets List": planets list on the right.

"Planet Icons": Icons around planet.


1) Information Planet Bar.
Add arrows to cycle planets. ( 1/16 ): planets are cycled relative to the time of colonization, 1 corresponds to the first planet colonized and the current position in the cycle, 16 is the total number of colonized planets.

2) Information Planet Bar, Planet Tooltip, Planets List.
Add the number of tiles available on planet. 3 in green (green tiles), 1 in yellow (yellow tiles).

3) Information Planet Bar, Planet Tooltip, Planets List.
Add the max population on planet (16) and growth on planet (+0.250). Numbers are color coded. Orange: last turn before full population, Red: full population reached. Add the full info in Planets List (Production , Research, Gross Income, Influence, Population, Pop growth).

4) Information Planet Bar, Planet Tooltip, Planets List.
Add the turns to complete the task (8).

5) Information Planet Bar, Planets List.
Show directly the bc needed to buy the ship or improvement (574 bc). Add the "buy button" and the bc needed in the Planets List. Add a confirmation window (Ok - Cancel) when clicking the "buy button", show the window can be optional.

6) Add directly the turns remaining to complete the research.

7) Add directly the Global Income (+174) and the Global Growth (+4.12).

8) Information Planet Bar, Planet Icons, Planets List.
Add the shield icon to the Information Planet Bar. Shields are color coded. Orange: defending ships without weapons, Green: defending ships with weapons.

9) Planets List.
Add the total colonized planets.

10) Information Planet Bar, Planet Icons, Planets List.
Add the "Bonus Icon" when a planet has bonus (ex: Wobble, +50% Wealth, +25% Total Research).

11) Planets List.
Show the Planet Tooltip when the mouse cursor is over the planet sprite in the Planets List.

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B ) Image 002.

Link: http://img829.imageshack.us/img829/103/jmdd.png



1) Show directly the bonus when a planet has bonus (ex: Wobble, +50% Wealth, +25% Total Research). Planet bonus from "colonization events" are also displayed directly.

2) Show directly the bonus tile with an icon (ex: Mountainous, +1 Level To Wealth Improvements). It's insane to click on every tile on every planet to know the bonus, and try to remember the bonus tiles next time you go to the planet.

3) Show directly the "adjacent improvements bonus". It's the only way to see them all at the same time.

4) Add the Planet Class with the number of tiles available on planet. 10 in green (green tiles), 1 in yellow (yellow tiles). Much more efficient and instant that to count the tiles "manually".

5) Add info about number of planets. ( 3/16 ): planets are cycled relative to the time of colonization, 3 corresponds to the third planet colonized and the current position in the cycle, 16 is the total number of colonized planets.

6) Add these infos to this screen, i need them. They are updated if i buy some improvement or if i adjust planet production.

7) Show directly the GLOBAL production levels and the Local production levels, i need them (the Local production levels are displayed only if they are different from the GLOBAL production levels).

8) Add the Influence growth, the Population growth and the number of tiles available on planet. 10 in green (green tiles), 1 in yellow (yellow tiles).

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C) Image 003.

Link: http://img197.imageshack.us/img197/5585/u8vt.png



1) Show directly the GLOBAL production levels and the Local production levels.

2) Add arrows to cycle planets directly in the Gouvern planet window. No need to close the Gouvern planet window, change planet, open the Gouvern planet window, make change, close the Gouvern planet window, etc.
Info about number of planets in the planet window ( 3/16 ) are updated accordingly (see point 5 paragraphe B ).

3) Double click on the wheel cursor set the Local production levels to the center of the wheel 34% Wealth, 33% Manufacturing, 33% Research). Yes I tried

4) Click on one Icon to lock the value, another click to unlock the value (ex: click on the Research Icon to lock the Research level to 20%, move the wheel cursor adjusts only the Manufacturing and the Wealth levels). Yes I also tried

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D) Image 004.

Link: http://img607.imageshack.us/img607/8261/6u2t.png



1) When zooming out, the icons around the planet are not displayed. In GC2 they were always displayed.

2) The mini map toolips are displayed over the mini map, display them outside the mini map.

3) The mouse wheel works when the mouse cursor is over the planets sprites zone and the window scroll bar zone (green rectangles) but don't works over the central zone (red rectangle).

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E) Image 005.

Link: http://img191.imageshack.us/img191/2930/2oe2.png



1) A lot of infos about ship are missing compared to GC2, add at least Logistic value, Maintenance Cost value and Capacity value (colonists, troops).

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F) Image 006.

Link: http://img89.imageshack.us/img89/8881/m0fl.png



1) Add a "Remember Value" checkbox in the Load Ship window. If the box is checked, next time i launch a ship, the value is already set. Each type of ship may have a different value (Colony ship, Troop ship).

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Tooltips.

Tooltips are great to provide additional information (ex: production details etc.), also one can display only one at a time. So it's better to directly display information.

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Général Map.

Starbase Effect Zone was much more visible in CG2 (colored zone with circle animation).

Possible displacement area of selected ship is not visible enough.

Nebula and Dust Cloud are great ideas, but their area are too small. It will be too easy to get around them. Their areas should be much larger to have a real strategic impact. Some another additional areas could also give damage to the crossing ships. Why not some planets in this areas (Nebula and Dust Cloud or other) with very harsh conditions (Special Tech (colonization, farming, manufacturing, etc.), malus for Wealth, Manufacturing, Research, Growth, Influence, Maintenance, etc.) but with strategic position.

I don't like the "blup blup" sound when it's my turn, i should prefer a window with a ok button.

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Planet screen.

The planets appear too cramped. I would have hoped more tiles that GC2 not less (even if we can not use them all), and the improvements take too much space, they are everywhere on the planet. By dividing the scale by half (height and width), it would be possible to have 180 tiles, now this is a planet (even if only some forty tiles can be built up). But 80 tiles would be enough.

Bring back the full GC2 infos (displayed directly) when i click on a tile, info on the tile (Prairie, etc.) and info on the improvement at the same time, and then the tooltip when i mouse over a different tile than the selected tile. In this case the tooltip is usefull but only with the full info for the selected tile.

Now we have Planet Bonus (ex: Wobble, +50% Wealth, +25% Total Research), Planet bonus from "colonization events" (ex: +50% Research), Tile Bonus (ex: Mountainous, +1 Level To Wealth Improvements), Planetary feature bonus (ex: Natural Wonder, +3 Level To Influence Improvements or +2 Level To Tourism Improvements), Adjacent Improvements Bonus (ex: Basic Factory, +1 Level to Manufacturing, +1 Level to Military).
This is a lot of possibility, and a headache to optimize the planet, and very time consuming. In CG2 it was simple, you have a research bonus (100% to research on the tile), you build a research improvement on it (or not), done.

So analyze the situation.

Planet Bonus (ex: Wobble, +50% Wealth, +25% Total Research): it affect the whole planet, good.
Planet bonus from "colonization events" (ex: +50% Research): it affect the whole planet, good.

So a good planet to make Research or Wealth or both at the same time.

Tile Bonus (ex: Mountainous, +1 Level To Wealth Improvements)
Planetary feature bonus (ex: Natural Wonder, +3 Level To Influence Improvements or +2 Level To Tourism Improvements)
Adjacent Improvements Bonus (ex: Basic Factory, +1 Level to Manufacturing, +1 Level to Military)

All these bonus are tile based bonus, and sometime a Tile Bonus (ex: Mountainous) get also a Planetary feature bonus (ex: Natural Wonder) this can make the choice even harder. And imagine if you have 2 (or more) adjacent Tile Bonus with each of them with a Planetary feature bonus, you can pass a day to make your choice for a single planet

So, it's necessary to improve things a bit. I think a tile should have only one possible bonus. If the tile has a Tile Bonus (ex: Mountainous), it can not have a Planetary feature bonus (ex: Natural Wonder). Perhaps except if it is the same type of bonus (ex: Tile Bonus with research bonus, Planetary feature bonus with research bonus).

Also, a Planetary feature bonus has exclusive bonus (ex: Natural Wonder, +3 Level To Influence Improvements OR +2 Level To Tourism Improvements). I personally do not like exclusive choices in a game, I find it frustrating.
So, I think the Planetary feature bonus, should give only one bonus, to avoid exclusif choice. Or, the Planetary feature bonus instead to be a tile based bonus can affect the whole planet (ex: Natural Wonder, +3 Level To all Influence Improvements build on the planet AND +2 Level To all Tourism Improvements build on the planet).

With the Adjacent Improvements Bonus (ex: Basic Factory next to a Basic Factory), i think it's necessary that a Tile Bonus (ex: Mountainous) can only have a same type of Tile Bonus in her adjacent tiles (ex: Mountainous near another Mountainous: yes, Mountainous near Grass Land: never happens).

If the Planetary feature bonus (ex: Natural Wonder) remains tile based bonus, they should also can have only a same type of Planetary feature bonus in his adjacent tiles (ex: Natural Wonder near another Natural Wonder: yes, Natural Wonder near Wild Grain: never happens).

This would limit a lot of too complicated possibilities.


On the planet screen, allow the player to adjust the size of the manufacturing queue so he can see all the tasks when there are more tasks than the bar can show.


I read somewhere the idea to position the Colony Capital when colonizing a planet. With the Adjacent Improvements Bonus now in the game, this is a must have feature. I am all for this idea.

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Some bugs.

The Usable Planet Class number system is full of bugs (it show 14 when it's 13 etc.) no need for a save, just play the game, colonise a lot and count the tiles, you will be amazed ...someone said just like in GC2?...
Sometimes it's even different between the Planet, the Tooltip Planet and the Planet List.

When i adjusts the Planet Production Wheel in the Govern Planet window, the Planetary Statistics Bar (bottom left) is updated but the numbers of turns for the improvements in The Available Projects List are not updated nor is the Manufacturing Queue List (Colony Ship, Basic Factory etc.).

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Some suggestions.

A) Tech - Tech Trading.

Each technology is composed of 2 parts. Part A and part B. Each part has the same value, so if a tech cost 100 research points, each part cost 50 research points.

When you buy/sell a tech, you only get/give Part A.

To be able to sell/use a tech, you must have the complete tech, Part A and Part B.

To be able to research a tech, you must have all the precedent complete techs.

Ex: You have Laser_1 Part A, Laser_2 Part A, Laser_3 Part A. You must first research Laser_1 Part B before you can research Laser_2 Part B.

Ex: You have Laser_1 Part A, Laser_2 Part A, Laser_3 Part A and Part B. You must first research Laser_1 Part B before you can research Laser_2 Part B, you can sell/use Laser_3, You must first research Laser_1 Part B, Laser_2 Part B before you can research Laser_4.


On technology trees, I am for completely different tech trees for each race.

Some anomalies can give a tech, and it adds a new separate branch to the tech tree of the player.

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B ) Constructor.

When a constructor is selected, the mouse cursor changes and shows an area of effect just like a constructor. When I move the mouse cursor on the map, I can see the area of effect of the constructor BEFORE i move the constructor.

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C) Ship Designer - Ships/Fleets/Starbases construction on the map.

In the Ship Designer, i can design ships

I would also be able to design fleets and starbases.

Say, i design 4 ships, Ship-A, Ship-B, Ship-C and Ship-D.

I would be able to design models of fleets. I select 3 Ship-A, 1 Ship-B, and 2 Ship-D, create a model fleet, name it (ex: Fleet-AAA) and save it.
The same for starbases. I select the components, Comp-A, Comp-D, Comp-H, create a model starbase, name it (ex: Starbase-BBB) and save it.

The saves can be used in future games.

I would to be able to add "labels" to the planets. Each planet can have several labels (ex: Factory World, Military 112, Ship Abg, what i want). Labels are used for research (in the planets list, etc.) and for assignments.

On the map, nothing selected, I right-click on a hexagon and a menu is displayed. From this menu, i can select Build Ships or Build Fleets or Build Starbase.
Say, i choose build Fleets, a window is displayed where i can choose a model fleet (ex: Fleet-AAA) , the number of fleets (ex: 3 fleets), by default the construction is linked to the nearest planet/shipyard and i can also select the planet(s)/shipyard/planet(s) with one or more labels (the player choose which) from where the fleets will be built. I, can also first select a planet/shipyard then right-click on a hexagon and choose a model fleet. Then, all is automatic (the ships are build and send to the destination, (cost Bc and turns)), and when the task is terminated, a window is dispayed to inform me that it's done.

For the Starbase, i can choose a model starbase even if i don't have all the components yet, and as soon as i have researched a tech with a needed component, the starbase is automaticaly upgraded (cost Bc and turns).
On the map, i can right-click on an already build starbase, choose a model starbase and the starbase will be automaticaly upgraded (cost Bc and turns).

Add a Build Gouvernor Window, so that i can change the priority when there are more than one task assigned to a planet/shipyard (ex: Task 01 -> Task 02 -> Task 03 -> Task 04 becomes Task 01 -> Task 04 -> Task 02 -> Task 03).

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D) Asteroids mining.

I think an automatic asteroid mining system should be in GC3.

How it works. As soon as the player colonizes a planet in a solar system the mining bases are automaticaly slowly built (ex: each mining base every 4 turns).

The mining bases give benefits to all the player colonized planets in this solar system. The mining bases are automaticaly updated when the player has researched a better mining tech (cost Bc and turns). When all the asteroids in the solar system are built, the mining bases inside the player influence zone are automaticaly built, the nearest first.

I think it's necessary to get out of CG3 all the hassle from the constructors and space miners. In CG2 this was really so much boring and time consuming that it was easier not to build starbases or space miners.

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E) Birth Control and Population transfert between colonies.

In the planet screen, the player can adjust a Birth Control Cursor.
Say a planet can have 12B max population cap. The player can set the Birth Control Cursor to 10B and the population is now limited to 10B instead of 12B on this planet.

In the planet screen, the player can adjust a Population Transfert Cursor.
Say a planet can have 16B max population cap. The player can set the Population Transfert Cursor to 14B and now the overflow population is automaticaly transfered to other planets.
The player can set the destination for the overflow population (ex: less populated planets first, more populated planets first, nearest planets first, planet(s) with one or more labels (the player choose which), etc.).
This has a cost, Bc for the number of population and number of turns depending on the distance. The cost in Bc and number of turns are displayed to the player.

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F) Ship Path.

I would to be able to set waypoints for the ship path. Select a ship, on the keyboard press and hold the Ctrl key and right-click on a hexagon to set a waypoint, you can set several waypoints. You can also drag and move waypoints already created. You can also select a ship, right-click on a hexagon to set the final destination, on the keyboard press and hold the Ctrl key, and by right-clicking on the displayed path in a hexagon, you set a new waypoint, you can grab it and move it.

 

Done

 

Greetings.