Beta Feedback on 1.08.03
Posted: Thu Mar 18, 2021 11:49 pm
First of all, I'm loving the new changes. Especially to the vehicle recruit amounts. The game is starting to feel like we are entering a polishing phase now rather than having such sweeping changes like we have seen in the past.
- Not sure why we don't just have the final amount for the troops rather than needing to have the old full amount (eg, buying a buggy shows 500 recruits required yet only uses 200). I do like that with armoured cars you get about 4 turns worth of food now so if changing the recruit cost means reducing the food capacity then I'd prefer to have the less-intuitive recruit cost but with the food benefit.
- When units get energy weapons, if they have status messages they appear off the screen. Such as 'Pick up issue' etc.
- When you have two SHQs and they need to transfer goods across the network, the amounts are only listed for the road and not the total of road and rail. If you use all the road points available then it will show the rail amount and you can transfer that way afterwards. But it is a little disconcerting when you see low numbers.
- In the tech screen, it would be great to have an indicator next to whichever tech is currently being researched rather than needing to open up the Reports to see what the current techs are.
- I've asked for this before but please add the planet summary page to the Help reports as well as the Auxilliary Info on the life-forms. Would be great to eventually have a bestiary of what is on the planet - even if it only shows what you've come across.
- I think it is being addressed but I feel it is important to have more options on how the factions (particularly the majors) are setup at the start of the game. Eg: Clustered together. Spread equally. Etc.
- I struggle to see the benefit of many of the OOBs. It seems to me it would be better to either have tangible benefits for having the combined arms or just drop the more convoluted forms and allow the player to manage the combined arms attacks on the field.
- I can't remember seeing an anti-tank gun/infantry OOB but I feel that one would be useful.
- Maybe also considering allowing a smaller number of AT guns in the smaller indie types. Say 2 rather than 5. That way they could be better spread across the front to support units.
- I'm finding I pretty much exclusively go for Brigade size formations and rarely opt for Corp size and never Army size. I'd suggest re-thinking the troop amounts across the board and have a smaller size option. -- EDIT TO CLARIFY: -- So a Battalion formation would be say 40% the size they are currently, Regiment units would be the same as the current Battalion units, and Division units would the size of the current Regiment units.
So when that extrapolates across to the formations with OHQ's, the overall troop and equipment components would be much smaller and individually they wouldn't be able to push back the extra hexes (so more like how Sentinels work in the game). Smaller formations of AT guns or AA guns may be able to be spread more easily to defend larger areas but with weaker effect.
Where this would break-down is with the more convoluted OOBs where there are small numbers of different units but if the OOBs were streamlined then that should still be able to work
Cheers
Das
- Not sure why we don't just have the final amount for the troops rather than needing to have the old full amount (eg, buying a buggy shows 500 recruits required yet only uses 200). I do like that with armoured cars you get about 4 turns worth of food now so if changing the recruit cost means reducing the food capacity then I'd prefer to have the less-intuitive recruit cost but with the food benefit.
- When units get energy weapons, if they have status messages they appear off the screen. Such as 'Pick up issue' etc.
- When you have two SHQs and they need to transfer goods across the network, the amounts are only listed for the road and not the total of road and rail. If you use all the road points available then it will show the rail amount and you can transfer that way afterwards. But it is a little disconcerting when you see low numbers.
- In the tech screen, it would be great to have an indicator next to whichever tech is currently being researched rather than needing to open up the Reports to see what the current techs are.
- I've asked for this before but please add the planet summary page to the Help reports as well as the Auxilliary Info on the life-forms. Would be great to eventually have a bestiary of what is on the planet - even if it only shows what you've come across.
- I think it is being addressed but I feel it is important to have more options on how the factions (particularly the majors) are setup at the start of the game. Eg: Clustered together. Spread equally. Etc.
- I struggle to see the benefit of many of the OOBs. It seems to me it would be better to either have tangible benefits for having the combined arms or just drop the more convoluted forms and allow the player to manage the combined arms attacks on the field.
- I can't remember seeing an anti-tank gun/infantry OOB but I feel that one would be useful.
- Maybe also considering allowing a smaller number of AT guns in the smaller indie types. Say 2 rather than 5. That way they could be better spread across the front to support units.
- I'm finding I pretty much exclusively go for Brigade size formations and rarely opt for Corp size and never Army size. I'd suggest re-thinking the troop amounts across the board and have a smaller size option. -- EDIT TO CLARIFY: -- So a Battalion formation would be say 40% the size they are currently, Regiment units would be the same as the current Battalion units, and Division units would the size of the current Regiment units.
So when that extrapolates across to the formations with OHQ's, the overall troop and equipment components would be much smaller and individually they wouldn't be able to push back the extra hexes (so more like how Sentinels work in the game). Smaller formations of AT guns or AA guns may be able to be spread more easily to defend larger areas but with weaker effect.
Where this would break-down is with the more convoluted OOBs where there are small numbers of different units but if the OOBs were streamlined then that should still be able to work
Cheers
Das