MindlessMe

MindlessMe

Joined Last seen Member # 4546765
16 Posts 52 Replies 13,680 Reputation

I definitely agree that the AI could be improved in the game. This is the alpha though, so I can overlook a lot of the issues like this for now. If they still act like this moving closer to 1.0 then I will have issues. The area I would love to see immediate improvement is unit pathing and the hilarious bounce the units have when hitting. I literally had a capital unit bounce over the mountaintop into another region after hitting another capital next to it. I know each unit needs its own perso

3 Replies 5,246 Views

[quote who="Shadow00000000" reply="19" id="3566894"] My problem with the unit bar is that it currently doesn't split units up by location. If I need an engineer I can click on the side bar (assuming scrolling is enabled) and then I still have to figure out where that engineer is and whether or not they have tasks already assigned to them (maybe add a task bar for the engineer?). Splitting up the unit bar based on which power generator section it's in could help a lot for this

26 Replies 642 Views

This is a similar to what Command and Conquer did. You essentially set a primary factory on production and the others "assist it" allowing the factory to build faster depending on how many you had. Of course with C&C you could only have a single building of a certain type building at any given time. I don't really know how I feel about factories assisting each other while building, but I could see it becoming extremely overpowered if not balanced out. Maybe only the factories not prod

4 Replies 17,277 Views

[quote who="Andre_B" reply="21" id="3566863"] I guess theres time to test, at least we know they are aware of our concerns overall. [/quote] Yep. It will all of us more once we get our hands on the huge maps. Then we can play each map size and see if it all balances out.

32 Replies 127,302 Views

I would rather stick with 1 tier of engineer. If they want advanced ones then I would rather see them upgradable. I hated having mutiple tiers in other games because it made the T1 and T2 variants useless once you got to T3. If you make them where each tier of engineer can only build the corresponding tier of building it will become a convoluted mess. You think they are hard to keep track of now, try using that system and you will want to commit suicide. Let's just keep a single tier engi

26 Replies 642 Views

Yea, after playing all the RTS games that I have it's normal practice to build forward bases and things of that nature. If the slower pace is what the devs invision for the game I can get behind it, but I still wonder if there will be options for traversing the map faster or if we are suppose to rely on forward bases to compensate for the large maps. Maybe even have special buildings on huge maps that allow teleporting or a bonus to the forces that control the region. Would

32 Replies 127,302 Views

[quote who="atmorell" reply="11" id="3566643"] Engineers could be changed to "Combat Engineers" that would only be used for repairs, reclaiming and capturing. Imagine playing the game and placing buildings and defenses without the old school Engineers driving around the map. Nothing would change besides letting the player focus on resources, expanding, defending, attacking etc. - fun stuff. Keeping track of engineers is really annoying on bigger maps. You could still ra

26 Replies 642 Views

[quote who="Kollok" reply="8" id="3566504"] Quoting MindlessMe, reply 1 I would have to agree with most of what you are saying about the speed affecting a lot of the normal battle tactics used in warfare. The actual movement rate of units is on the fast side for land based attack, IIRC, unit s

32 Replies 127,302 Views

@atmorell Like Andre said, engineers add the ability to repair structures and speed up production so removing them would actually hurt more than help. They really just need a movement speed buff right now. I mean they could allow construction on reactive nodes and regions other than the seed starting area, but to balance it out it would have to be expensive and slow building. @No_Menace They already have 2 tiers of engineers in the game, with th

26 Replies 642 Views

[quote who="ASADDF" reply="7" id="3566237"] Ok let me start by saying This is so wrong!!!! like really wrong! everything is wrong! - First: we are talking about 1 thousands (1000) units minimum per side right? it means that we have to build 100+ logistics buildings?? are you kidding me? this is the first mistake you Dev's are doing, no one have the time or resources or space to build 100+ logist

34 Replies 64,860 Views

[quote who="tatsujb" reply="5" id="3565953"] I just think the unit picture window is frekin useless, it's just a copy of what starcraft did made really evident by the fact that it was already useless when statecraft did it. then everything (well I think it's only important in the case of the economy) is TINY! I mean how am I supposed to KNOW that I'm missing reactives, mass, or logistics if I can't SEE them? plus appart from the fact it's tiny, it's tea

8 Replies 23,608 Views

[quote who="greenedr00l" reply="4" id="3566122"] I'd suggest tying the unit cap (which can be viewed as a resource) to regions rather than buildings. Having engineer units set aside for the express purpose of building unit cap buildings the entire game felt kind of goofy/pointless to me. Alternately, the buildings could be limited to x per region (maybe 2?) so they couldn't all be clustered in more or less safe areas of the map. [/quote] Please no on t

34 Replies 64,860 Views

[quote who="Derringer2k8" reply="5" id="3565935"] I actually prefer right-mouse to move the map around. I'm probably in the minority though. [/quote] I'd say you would be surprised. Everyone has their preference, and with the ability to map keys we can really tailor the game to our own style of play. As long as the foundation is there we will all be able to play the way we want. That is why it's so important for everyone to provide feedback to the

40 Replies 40,484 Views

[quote who="Shadow00000000" reply="3" id="3565929"] I just thought of some other things that the research area needs: time to finish research, a number which corresponds to the order of the item in the research que (a feature I hope will be added), and a percent completion (not as important as the other two). I didn't see your pictures before MindlessMe. I like the layout that you show, but I think that coloring just the object and not the entire square might look nicer. I

8 Replies 23,608 Views

[quote who="Shadow00000000" reply="1" id="3565907"] I'll add my thoughts to this. I really liked the layout and gameplay of Sins (of a Solar Empire) so most of my preferences come from that game. I agree that the building menu is very cluttered. I've always liked how it was done in Sins where you had a button (using the QWERASDF keys for selection as hotkeys) that would bring you to a menu where you could then pick what you wanted to build. I also liked the little rese

8 Replies 23,608 Views