Polaris Sector

Polaris Sector

Ufnv  [developer] Jun 15, 2016 @ 7:07am
A list of features for the next patch or DLC
Hi!

I am starting a new big patch (or even a DLC), need your help with defining the most important things to do.

Currently in my list (only the big ones):
1. Automation of building/replenishment of small ships.
2. Rally-points for fleets.
3. More FTL types
4. Battle arena
5. New race (with completely different properties, type of planets required, etc)
6. Tactical combat-related features (more weapon types, capital ships formations, more commands, etc)
7. Bigger diversity of planets and their characteristics
8. More technologies, especially "civil" ones

How do you rate these change, what are the most important ones?
< >
Showing 1-15 of 190 comments
Percopius Jun 15, 2016 @ 3:30pm 
3. and 8.
NihilRex Jun 15, 2016 @ 4:29pm 
Rally points, and multi-colonize from the economics window.
Slitherine_Iain  [developer] Jun 16, 2016 @ 2:05am 
Please also add any other suggestions you might have. If you can think of something not listed here you think would improve the game please do let us know!
YSX Jun 16, 2016 @ 2:26am 
Badly need a function to automate work of science and workerk ships.
DevildogFF Jun 16, 2016 @ 2:46am 
3, 5, and 8! No doubt!
Someone Else Jun 16, 2016 @ 3:01am 
8, 7, 6, 3, 2 In that order!

Three things for me that I feel would be important (and nice to have) would be:

along with #8 (new techs) the ability to have a.) random breakthroughs & b.) re researchable techs (the point being that the more you research some basic techs, the better % bonus you get from it).

the second big thing for me would be if we could get some way to choose and easily set the basic shape of the different ship types in our fleets (as it is sometimes depressing to be the leader of an empire but then be so restricted when trying to stuff modules on a ship that don't fit because of odd angles and such. I know this is done for balancing but maybe that would be better reflected in the time and cost to produce and weight vs speed values).

the third thing would be expanding the solar systems (I wish there was the possibility of more planets, ie like in real life, 1-10 planets per system. Also, maybe things like gas giants give fuel bonus and moons can give production bonus).

ANYWAY, JUST MY .02 AND i AM THRILLED JUST TO HEAR YOU ARE WORKING ON AN UPDATE AND ALREADY HAVE GOOD IDEAS IN MIND!!!

KEEP UP THE GOOD WORK, i REALLY LOVE THIS GAME!
Last edited by Someone Else; Jun 16, 2016 @ 11:46am
GermanDad Jun 16, 2016 @ 4:01am 
7, 5 and 8 would be my favourites.

also the retrofit should be reworked ot be more clear in it's description.
currently you give the order for a retrofit but if you chancle the order the objects (ships, satellites, etc) are destroyed.
that should be more clear or reworked.

thanks
GermanDad
Last edited by GermanDad; Jun 16, 2016 @ 4:02am
Mihsan Jun 16, 2016 @ 4:16am 
Make all 8 and I will buy that DLC without questions.
VDmitry Jun 16, 2016 @ 5:15am 
3, 4, 8
-210 Jun 16, 2016 @ 6:32am 
I think 6. Tactics scene makes Strategy scene. It's root of Strategic game I believe. I don't need 8. I love your simple planet management system. That makes this game original. plz ignore civilization players.
becephalus Jun 16, 2016 @ 7:40am 
Originally posted by Ufnv:
Hi!

I am starting a new big patch (or even a DLC), need your help with defining the most important things to do.

Currently in my list (only the big ones):
1. Automation of building/replenishment of small ships.
2. Rally-points for fleets.
3. More FTL types
4. Battle arena
5. New race (with completely different properties, type of planets required, etc)
6. Tactical combat-related features (more weapon types, capital ships formations, more commands, etc)
7. Bigger diversity of planets and their characteristics
8. More technologies, especially "civil" ones

How do you rate these change, what are the most important ones?


A great list. Thsi is a solid game with a lot of nice elements. As far as the biggest needed improvmenet, IMO that is some way to accelerate/smooth the later stages of the game.

Maybe make queueing and transporting land armies easier? Once you are in the big final wars on a satndard size map, it is a very long grind of queuing up a bunch of ground forces, moving transports, loading them, moving them back, all while you have a bunch of other fleets going around. It is fine for the first 20 planets you invade, but by planet 60 it gets pretty tedious.

So for me in addition to the great ideas you listed I would love something to make that late game conquering processs more smooth.

You might be able to do it through diplomacy tinkering too. I would think if you had been methodically taking a couple planets a cycle for many many cycles the AI might be willing to cede a lot of planets to make it stop. Of course the player might be able to abuse that system so it would be hard to balance.
w@ke_ Jun 16, 2016 @ 8:28am 
4, 6, 8 for me. 4 means removing a lot of the frustrating/overwhelming parts of tech/design experimentation. Plus, the combat system is really good, so it could even make for a fun minigame like in StarDrive 2.

6 means a lot more fine control and tactical opportunities in combat. I really like the bones of space combat in Polaris Sector, and I think greater (or easier) control of ships would go farther than anything else to make it even better.

8 just gives players things to do and ways to develop outside of combat. As much as I enjoy the combat, the mid-to-lategame empire management is almost nonexistant. For players like me who don't like the pure wargame style, being given new inflection points and new ways to develop as the game progresses would be a major plus.
Fenix345 Jun 16, 2016 @ 9:12am 
5, 6, 7, 8.
Last edited by Fenix345; Jun 16, 2016 @ 9:13am
Sohei Jun 16, 2016 @ 9:13am 
For me the least fun part was fighting the AI to manage build queues more efficiently. Manual control was a bother. The automatic managment could use some tweaking. For example, for races with slow population growth let them push close to or even beyond pop limits.
Telfram Jun 16, 2016 @ 9:16am 
6 & 8.
Also would like more work for plantery combat, just a numbers game currently, no skill involved. Varying levels of skill for the troops/exp, and the ability to upgrade with different weapons systems.At the minute a tank is worth a enemy tank, etc. Surely higher levels of tech would allow better weapons systems or at least different. At the very least, tactical formations to set?

Edit:typos
Last edited by Telfram; Jun 16, 2016 @ 9:22am
< >
Showing 1-15 of 190 comments
Per page: 15 30 50