riley2504 Jan 11, 2013 @ 6:00pm
A year later and.....
It Still sucks. Now its not because its an incomplete game anymore. Its because its a crappy game. The graphics look worse then SOS1, the interface is so clunky. It requires way to much micro-management, and all the micro-management is incredibly clunk. Nothing is user friendly or intuitive. The mission system is a disaster. The admiral system is one of the dumbest things I've ever seen done in a 4x game. And where SOS1 was excellent in combat with a few minor glitches, ie whichever ship went below the other one won, SOS2 didn't fix those glitches just kind of applied a half ♥♥♥♥♥ patch by letting you try to get you ships to move up or down layers. LAYERS IN SPACE!
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Overread Jan 12, 2013 @ 6:55am 
Layers in space is actualy better than any other 4* game set in space in combat, where they have generally stuck to a 2D battle map (actually I can only think of maybe 4 strategy space games with a full 3D interface - Homeworld, Project Earth, Nexus and Heagemonia).

I do agree that some elements do need some adjustments, but I like the concept of the admiral and mission system, its there to try and counter what many 4* games can have as a big weakness which is the formation of "god" or super fleets where a player spams out masses of ships into a single force which, on its own, can't be countered unles the other opponents also produce a god fleet. It saps tactically whils having fleets of limited count and size foces the player to be more selective in how they use their fleets and how fast they expand their empire.

I do fully agree that they need to spend more time refining this section of the game, shifting some elements of the mission system so that fleets will stay at their target instead of moving back and adjusting the appearances of admirals for some factions - but overall I think they made a bold and right move in this direction. Hopefully once they get over most of the technical glitches (from what I can tell they got over many and then introduced some new ones with the enhanced content - plus balancing the new faction slowed things up a bit). I'd also say that supporting a "fail" game from launch for over a year with almost weekly updates the whole time is far from a sign that the game is a fully flawed concept and also shows that we've a good chance of getting a very polished game at the end.
Commodore Dannerson Jan 12, 2013 @ 8:27am 
mayby just include the ability to queue multiple missions in one turn so you can tell a fleet to colonize planet a then planet b, or survey system a then system b without returning to base between missions and only diverting to be resuplyed.

in short the mission system is to simple for what its trying to do.
Overread Jan 14, 2013 @ 10:29am 
I think the game is a bit too complex to allow for easy multimission setups - you'd end up with your fleet doing things automatically when its the wrong time so you'd always be having to change the multi mission setups.

I think the best change would be to have fleets not auto return at the end of a mission, instead the player should have the option of allowing a fleet to remain stationed at their new destination instead of returning to home base.

The auto home base return should only ping if the fleet runs out of supplies (even then it should be an optional warning that the fleet needs to return otherwise retain trapped and then become lost to the player once it runs out of supplies).

That at least means you could potentially attack one world and then follow through that attack to another site straight after - at present you waste turns inbetween as the fleet returns home.
Commodore Dannerson Jan 14, 2013 @ 10:33am 
its not to complex. as long as the mission shows accurate timings for completion you should be able to plan ahead. of course the ability to edit mission sequences, subject to drive tech limitations, would have to be added but otherwise i see no problem with the concept.

as for the fleet returning home after attacking an enemy system that makes complete sense when you take into account stuff like battle damage and crew loss and of course supplys. personally if find it quite helpful.
Overread Jan 14, 2013 @ 3:03pm 
True, though I wish it were something you could have as an option. Say pack more supply ships and repair ships with the fleet when it heads out so that it could spend longer in the field before returning to resupply. Also if you've just taken over a whole planet a fleet should have the option to remain in orbit and resupply from the planet (and at the very least any occupying force normally has to remain to consolidate their hold upon new territories).
CaffeineOD Jan 14, 2013 @ 6:47pm 
>e. The graphics look worse then SOS1
HAHAHA
stop smoking so much opium m8
Sirian 03 Jan 14, 2013 @ 10:06pm 
"I think the best change would be to have fleets not auto return at the end of a mission, instead the player should have the option of allowing a fleet to remain stationed at their new destination instead of returning to home base."

has been in the game for months guys... it's called "rebase target" and when you are sending a fleet on a mission it's a button in the upper right hand of the screen. same answer to you as well Overread. the only thing that stops you from doing that is if the system can't handle your fleet size, ie the default ships a system can have in orbit with 1 planet and no naval base is 6.
Last edited by Sirian 03; Jan 14, 2013 @ 10:08pm
Sirian 03 Jan 14, 2013 @ 10:12pm 
as for Riley, I will agree their interface needs basically an overhaul for ease of use, however basically everything else you said is simply an opinion, not based on fact, so you didn't like the design Kerberos went with, that's your problem, it doesn't make it a bad game, I've clocked in 400 hours into Sots 2 and am still in love with it. If I didn't like the open world RPG genre and preferred the platform RPG genre like the FF series, would I say the Elderscrolls series was simply bad? No... cuz that's a bit ignorant... it would simply be that the games weren't my style.
Last edited by Sirian 03; Jan 14, 2013 @ 10:12pm
Commodore Dannerson Jan 15, 2013 @ 2:50am 
Originally posted by Overread:
True, though I wish it were something you could have as an option. Say pack more supply ships and repair ships with the fleet when it heads out so that it could spend longer in the field before returning to resupply. Also if you've just taken over a whole planet a fleet should have the option to remain in orbit and resupply from the planet (and at the very least any occupying force normally has to remain to consolidate their hold upon new territories).

ah but who in their right mind trusts supplys from a reacently conquered planet.
Overread Jan 15, 2013 @ 1:29pm 
Sirian 03 - oh thanks for that I'll experiment with that feature - though I thought it could only work for planets you owned so you couldn't rebase to a hostile world - take it over and then have the fleet remain in orbit.
Zane Jan 15, 2013 @ 2:13pm 
Originally posted by Overread:
Sirian 03 - oh thanks for that I'll experiment with that feature - though I thought it could only work for planets you owned so you couldn't rebase to a hostile world - take it over and then have the fleet remain in orbit.

No, you can't. You can only rebase to worlds with enough CE/CP to support your fleet. The starting amount it 6 and you can increase that by buiding naval starbases. If you research a certain tech you can build bases in systems you don't own and use those to rebase as well.
Commodore Dannerson Jan 16, 2013 @ 3:15am 
the tech being deep space construction
The_Mess Jan 16, 2013 @ 3:29am 
Originally posted by CaffeineOD:
>e. The graphics look worse then SOS1
HAHAHA
stop smoking so much opium m8
THIS

Disable bloom and that focal thing ('Mess playing Firefall beta and X3:TC-Xtended Mod at present) and it looks even better :3
Overread Jan 16, 2013 @ 12:57pm 
I still don't quite understand why they put the focal length blurring feature into the game! (then again at least they haven't got to putting lens dust on the screen or something like that - but its only a matter of time before games try :P)
Commodore Dannerson Jan 17, 2013 @ 4:37am 
Originally posted by Overread:
I still don't quite understand why they put the focal length blurring feature into the game! (then again at least they haven't got to putting lens dust on the screen or something like that - but its only a matter of time before games try :P)

theres already a game that does that and much more. i think its called life or something like that. stupid name in my opinion.
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Date Posted: Jan 11, 2013 @ 6:00pm
Posts: 28