void2258

void2258

Joined Member # 3109917
0 Posts 0 Replies 734 Reputation

When orbiting your structures, it would be nice to be able to do it individually. If the phase lanes move around, you might want to rearrange your defenses ENTIRELY (ie if a system had one lane and you stacked by it, but suddenly gets two, rotating EVERYTHING together might not let you effectively protect things). As it is you either move everything and get some kind of OK positioning, or scrap and rebuild to change the arrangement of structures. This is a big issue especially beca

0 Replies 2,828 Views

Right now, all the fleet screen shows is capital ships (in order of production). There is no good way to tell which capital ship is with what fleet, or even to see the health or damage output without mouseover. There is also no good way to see the fleets entire. The pinned fleets at the upper right only give you rough size info, and the system display at the left only shows things in one gravity well, neither of which let's you have a good handle on the entire fleet unless they are

0 Replies 3,608 Views

The empire screen is just a list of planets by order of conquest, with no way to arrange or mark them in any way. It's just memorization right now, which means you have to keep leaving the dropdown to confirm that yes, this is the planet you meant to build at. If you lose and recapture a planet, it even goes to the bottom of the order, further making it hard to remember which is which. We need to be able to rearrange planets so we can keep track of things, and ideally even create labe

0 Replies 2,428 Views

When you make a new fleet, it always autobuilds at your homeworld. If there are no ships IN THE FLEET YET, then there is no location for the fleet and it builds at the home planet. We need to be able to designate a location for the new empty fleet so that when we use the fleet menu to build ships, they are built based on and rally at the location we want them to go to. This let's you make fleets at the specific system you want (ie at the edges of your empire), rather than them building f

0 Replies 2,283 Views

After some more review, the build queue system in total has issues with overemphasizing closeness (even if it means slower building/waiting for facilities to build when there are free facilities slightly farther), and inability to adapt to changes after queuing (sending reinforcements through recently captured systems), and inability o register when a system is not safe to go through (active fighting and just moves a ship right through the enemy fleet), in addition to the Phase Gate issue.</p

3 Replies 4,649 Views

I am not looking to change anything fancy. i just want to be able to make a bigger map, or enable start or wormholes, etc. The settings greyed out on the right should all be things you can change when not on a premade map. Otherwise the random map is just another premade map.

3 Replies 2,794 Views

I built phase gates connecting my major factory systems, in order to let those further back help the front lines. However, when queuing from my fleets, it still only uses the closest systems, ignoring the phase gates that should let the factories all the way in the back immediately send ships forward. This drastically reduces my reinforcement rate as instead of 12 factory systems helping, only the 3 closest are. It seems phase gates only get used for manual ship movement and is ignored by que

3 Replies 4,649 Views

Sometimes in a long game you need to tab out and handle IRL before coming back. The game keeps playing all sound even when tabbed out, meaning you either need to silence master manually before you tab out, or just outright close to silence things. We a toggle for "silence on minimize" or something.

0 Replies 2,299 Views

Thank you. More formation options would be nice (and also fix the issues with carriers, colonizers, and siege ships continuing to the last move command alone if the rest of the fleet responds to an attack command), but to start with a good change would be not having to manually do this for every new fleet.

2 Replies 3,842 Views

Carriers and siege vessels will just keep going to the previous destination if the fleet they are in gets an attack command. They lack ship weapons themselves, but what they should be doing is getting to just inside launch range and deploying strike craft, or just staying with the fleet. Instead they ignore the battle and proceed to the last set destination even in another system. This requires the player to stand around microing the them ships.

0 Replies 1,294 Views

When you have new ships arriving to a system, even if in a fleet set to engage close or hold (to avoid aggroing artifact guards and such) these ships will move to attack anyway by themselves (even if the artifact circle is beyond engage close), requiring you to sit there and micro every ship as it arrives. If engagement is set to shorter range, ships need to obey this on system arrival to allow players to do something else.

0 Replies 949 Views

When retreating, your fleet can end up in multiple systems. If you then try to move the fleet it will not all gather, but each system will stay together and the fleet jumps separately instead of gathering at the ships closest to the target, then jumping together. This results in the fleet tricking in to the next target system. The logic here is probably treating ships in other systems as just built so ignoring them for gathering, but this is a case where there needs to be a distinction. After

0 Replies 1,213 Views

There are a number of control options, default settings, and missing UI info. In no particular order: Option to snap to top down view (a keybind and default). Top down is the best view angle for combat, but there is no snap to keybind or option, so you have to slowly pan to it. Turn off panning on right click option. Too often I mean to move, attack, etc. and pan instead. I cannot see my available capacity numbers for civilian or military building in the pla

0 Replies 2,119 Views

The more I hear I haven't got resources, the more I want a streaming economy. All the auto-queuing improvements in the world can't resolve needing to sit there waiting for the resources to already be collected to queue.

0 Replies 1,873 Views

Is there a way to change the default movement to fleet together instead of independent? I almost never use independent unless I am running away, but since it's the default I have to remember to change it to fleet together every single time I make a new fleet. I have lost lots of units to them running in one unit type at a time due to this.

2 Replies 3,842 Views

Is there a way to designate a start point for a fleet and have it optimally build it up? The only way I have found to make a fleet is to manually build the first ship and add it to the fleet to establish where the fleet is, and only then does auto queue do its best. Otherwise things all seem to build at my homeworld.

3 Replies 4,278 Views

Sins 1 can become a bit of a zoom yoyo. You have to zoom in to select, zoom out to move, zoom in to target... Just lots of up and down. The problem is things rapidly become too small to select accurately well before max zoom out, even before you can have the entirety of one area on the screen at once. Could we get iconography to help out ala Supreme Commander at the farther zoom levels? I think this would be a huge improvement in controls. You can zoom in when you want to see all the pretty s

59 Replies 274,089 Views

The current version is very obviously just a placeholder. I do hope they do something like they did but make it more readable this time. Hovering to find the right tech in PVP was a lethal apm loss.

12 Replies 58,136 Views

Sins 1 had much better zoomed out readability. We need that back, plus we can improve ship handling and large scale battle control by adding strategic zoom with icons alal Supreme Commander to avoid the yoyo zooming that was needed to manage ships in sins 1

3 Replies 7,851 Views

Something I have wanted since Sins 1, and hope they still can add to 2, is iconography at zoom out. Basically, zoomed in you see models. Zoom out and the models get replaced by icons so you can still see what is happening and select and everything

0 Replies 7,002 Views

Patent licensing should also be a mechanic. Let another side use your patent for a certain amount of time for money or resources. Make other companies existing an advantage for yourself.

2 Replies 8,559 Views