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Community Feedback Thread | The Galaxy Map


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Tasunke82 #61 Posted 05 March 2016 - 04:51 PM

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When you set a fleet waypoint on the map the popup for the waypoint often overlaps with the text how many turns it will take to reach the waypoint, Need to improve the UI here.

Marverick_ #62 Posted 05 March 2016 - 04:55 PM

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PLANET DIVERSITY

In Moo1 and Moo2 an important part of the discovery of the galaxy is the hunting for the "UBER" Planet. There were a few planets in the galaxy that were MUCH better than the standart planet. Single planets could turn the tide of the whole game. In Moo, this is not the case! Planets are very much the same.

 

ULTRA-RICH

In early MOOs, Ultra-Rich were the planets to have. These planets would produce 200-300% of a standard planet. They would build ALL available buildings in little time, and then build the fleet. These were the "interesting" planets that players cared about. These were the planets you attacked and captured from your enemy.

 

In Moo, Ultra-Rich isn't worth a dime! Its just the same as Planet-Size! Its nothing special any more...

Example from actual game, endgame with all buildings:

- Huge, Gaia, Ultra-Rich: 10 (max) workers produce 50 production (this is Orion!) 70 with Deep Core Mining

- Huge, Gaia, Abundant: 10 (max) workers produce 43 production. 63 with Deep Core Mining

- Medium, Gaia, Ultra-Rich: 6 (max) workers produce 37 production. 49 with Deep Core Mining

 

My ABUNDAND-Standard-Colony out-produces my ULTRA-RICH one, just because its HUGE! - And you get lots HUGE and LARGE planets once you get planetology (gas-giant-terraforming).

 

In Moo2, one worker would produce: Standard-3, Rich-5, Ultra-Rich-8 Units! (And on top of that, leaders would enhance your Ulra-Rich colonies even more, (+30% to +75%)...)

 

1) Rich and Ultra Rich Colonies need to produce MUCH more than your usual colony.

- Adjust single worker output. (Unmodified, a worker should produce 2-3 times as much on Ultra-Rich than on Abundant!)

- Adjust possible work-spots. (On Ultra-Rich, ALL my workers get spots at production. I dont want researchers there!)

 

2) There are more RICH and ULTRA-RICH colonies than POOR and ULTRA-POOR! (At least in my games). - Make less RICH and more POOR planets. (But the remaining RICH planets should be better!)

 

 

PLANET SPECIALS

I just saw your poll on twitter, "which special do you look for most?" - You were missing an option: "Specials? I dont care, they're nearly useless!"

 

Specials are just flat +2 boni. Well, they're kind of nice on your first 3-4 colonies. In your first 50 turns.  But after that, you dont really care. And more important: You DONT change anything in your colony because of the special. Its just there. No one cares.

 

1) Make the special "+2 per worker spot". - This way, the special matters all along till endgame. - Imagine a artifact colony with +3 research-spots (1 base +2 special) from the start! THAT would be awesome, seeing all the blue numbers there on the empty workplaces! You would actually want to place scientists there from the very start... And you would want them fast! Perhaps some Population-Transports? So much more exiting and interactive than a flat +2 tech wich is "just there"...

 

2) If thats to strong on the whole picture, make LESS specials. LESS but BETTER.

 

 

SPACE MONSTERS

Of course, these ULTRA-RICH, artifact-riddled planets would be rightfully guarded by space-monsters! The planets these poor monsters guard right now are hardly worth any guarding at allt...

 

 

 

 


Edited by Marverick_, 05 March 2016 - 04:58 PM.


Zenicetus #63 Posted 05 March 2016 - 05:36 PM

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View PostVivian_Lavigne, on 04 March 2016 - 11:12 PM, said:

I played for one hour now and what is shoking me is that solar systems only have 1 2 or 3 planets and this is a SHAME !
We ALL want the game to be immersive, and when we see things irrealistic like that the immersion is broken
Plus the fact that the texture for the earth is a random generated texture and not the real earth.

 

I think there should be systems with NO planet at all up to system with 9 planets like in real life ! And there should be sometimes double suns like in real life too.

 

I wondered about the small number of planets in each star system too. On the other hand... the waiting time between turns scales up with the number of colonies the AI has to crunch between turns (among other things). Adding more planets per star system would increase the number crunching in the late game, as all possible colonies are developed. And  we haven't even seen the larger map sizes yet. 

 

So we may be seeing either a limitation of the game engine -- i.e. how many potential colonies the game can handle. Or, maybe the devs are keeping the number of potential colonies low as a stress test during the Early Access period, to see what the game can handle. I know some other 4X games like GalCiv3 can run immense galaxy sizes and huge numbers of colonies, but there is a performance trade-off eventually. Right now the new MOO runs pretty fast between turns.

 



Harleigh_Dhai #64 Posted 05 March 2016 - 06:30 PM

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I am agreeing with much that has been posted.  For me:  Renaming is a must, Zooming in and out is to touchy, and Jump gates should be added to the space factory's list.

 

This is a great start, though.  Very happy to see it so far



Alexander_Picoli #65 Posted 06 March 2016 - 04:40 PM

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REGARDING StarLanes: I LOVE THEM!

--> With those you have what Sun-Tsu call controversial terrain (A system with, say, 5 starlanes, that have all 6 players linked into it...).

--> On one game I've found a starlane that took 7 turns to traverse through: that makes for an interesting decision: should I commit a fleet to traverse all this distance, just to discover something happened in the meantime?

Later in game, however, it should be really good if we have some techs that would allow for new movement options. Some non-exclusive options:
OPTION 1: hidden, untraversable starlanes: a starlane the will only appear with some specific tech, that need a space factory to build lane stabilizers to make it traversable.

OPTION 2: at some later tech, have a titan-size special that takes, like, 95% of the ship space, that would allow the action "BUILD STARLANE": for this action to work, two ships with that component must be at different systems. Both ships will be destroyed in the process and will cause a new starlane to appear.

 

 

What I miss is a better Fog-of-War : I can't tell just by looking into it if the system is fully explored or not. The planets may appear, but warp-points not... So I find it difficult to identify "half explored" systems against full explored ones...

A possible solution to that is that fully explored systems have a different border type?

 

 

 


Edited by Alexander_Picoli, 06 March 2016 - 05:08 PM.


Peter_Mayer #66 Posted 06 March 2016 - 05:06 PM

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- I recommend adding some sort of territory overlay as an option (A collored circle around a controlled system or the like). The only thing in this direction are the colored rings that st some point appear around a system...I do not really understand when they appear.

- The blocked spacelanes are a nice idea but it is totally obscure that you need the jump gate to circumvent them. There should be an explaination for that. Also If you use a jump gate to get to a otherwise blocked system the way back should be blocked until you build a jumo gate there too.



Alexander_Picoli #67 Posted 06 March 2016 - 05:11 PM

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Another idea: to find some uses for those stars with no planets, we could make a "genesis bomb". It would take 10 turns to activate. A magnetic disturbance that will ripple through the whole galaxy will notify all other races that this is being attempted from the very start. And will make a star system with a new star type , yellow or orange, with some planets/ asteroid belts.

Alexander_Picoli #68 Posted 06 March 2016 - 05:47 PM

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View PostPeter_Mayer, on 06 March 2016 - 05:06 PM, said:

- I recommend adding some sort of territory overlay as an option (A collored circle around a controlled system or the like). The only thing in this direction are the colored rings that st some point appear around a system...I do not really understand when they appear.

- The blocked spacelanes are a nice idea but it is totally obscure that you need the jump gate to circumvent them. There should be an explaination for that. Also If you use a jump gate to get to a otherwise blocked system the way back should be blocked until you build a jumo gate there too.

 

Thinking a little more on the idea: once the technology, say, "Warp Physics" is discovered, these hidden starlanes will be shown. Hm... thinking about it, the act of sending a Star factory to estabilize them will not be so fun... Maybe it is better to simply have a new component to traverse through these lanes, like the "Multistate insulator". Say, the "Harmonic Insulator"...

EE_Worzelle #69 Posted 06 March 2016 - 08:34 PM

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One suggestion for the galaxy map when colonizing would be to let the selection of a ship to be moved remain active when also opening the planets tab, especially when the selected ship is a colony ship. The planet tab is cool, already, but could use improvement like allowing a second or third criteria when sorting and having it always work (I spotted several planets out of order). It would also be good if any enemy presence including critters (if found) was noted.

 

What is already excellent about the planets tab is that you can move the view of the galaxy to a planet by selecting it on the list. That and other features for determining where the selected planet is (such as a small galaxy map with a flashing dot) are and would be valuable. Then to be able to send the colony ship (that has remained selected) to that planet without leaving the planets tab would be excellent.

 

MOO2 had this feature although the MOO2 version was not ideal and you could not choose which colony ship (if more than one) was sent. The MOO2 planet list also, IIRC, did not allow multiple sorting criteria and the list also contained bugs (planets out of order), especially when changing criteria. Being able to reverse the order (ex. largest first or last when the criteria is size) would be excellent. There is no need for an auto-colonize like MOO2 had for when the ship gets there. The current notification method when the colony ship arrives is great as is. A stretch goal would be to also let a military escort ship that may not be where the colony ship is... have them meet up somehow... but that could get complicated. Maybe it is reasonable to just have the player join the colony ship with an intended escort first before choosing the planet to send it (via the planets map if this suggestion is taken).

 

As a second suggestion it would be good if Military Outposts did not have to be built in a system with a colony. It would allow better strategy if that was not a requirement (or maybe could be built one link away) because then lines of ones intended territory could be planned better, choke points could be taken advantage of, etc. I get that the suggestion is not without potential problems so if this one is not taken I will understand. In my last game I colonized a planet I did not want only to be able to build military outposts there, but sometimes even that choice is not available (like if the system only has asteroids or gas giants).

 

As a third and final suggestion for this post would be a button to have the computer select the seed for generating the galaxy at the start of a new game be based on current date/time to generate the galaxy so it is (in general) unique every time without figuring out what seeds have been used or forgetting to choose one. I appreciate also the current feature that the random seed can be intentionally selected. That is a very nice feature and can improve strategic play by, for example, sharing with others which seeds create very balanced galaxies for various types of multiplayer games. But sometimes, especially for single player, one wants a genuinely random galaxy and not to discover 50 moves into game that one already played it.

 


Edited by EE_Worzelle, 06 March 2016 - 08:49 PM.


Zhurheim #70 Posted 06 March 2016 - 08:49 PM

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My top 3 wishlist for the map:

 

1 - We have large monitors in 2016.   let us zoom out further before switching us to the galaxy overview.  Like, twice as far.  Then, put a bit of a buffer in the mousewheel scrolling out between max view distance and the galaxy overview so that we don't accidentally flip when we dont want to.  

2 - Bigger Maps, more galaxy shape variants, more interesting stuff to find (maybe add an option for a "feature rich" galaxy with a ton of space monsters / splinter colonies / nebulae / black holes / wormholes / etc :)

3 - Saw some complaints about the bright blue background - I think it's gorgeous, but for those people maybe we could add alternatives.



syslog #71 Posted 07 March 2016 - 05:27 AM

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Some feedback from a long time MOO fan and someone who still regularly plays MOO2:

 

  • I like that the star system colors remain similar in nature and function. It would be a cool touch if there was a hat tip to Hertzsprung–Russell diagrams and spectral classes.
  • As noted elsewhere in the thread, the zoom in/out functionality is way too sensitive.
  • As noted elsewhere in the thread, stars are too equidistant from each other.
  • The triangular ship icons should ultimately be replaced with something more polished.
  • I found it counter intuitive that right clicking would send a selected ship to a targeted system. Not being able to left click to "select" a system in general seems very counter intuitive, particularly when zoomed further out.

 

Otherwise, love the look and feel of the screen.



OrionSol #72 Posted 07 March 2016 - 04:22 PM

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I have a solution to the "worm hole" star lane issue. 

 

People HATE the star lane thing, in the begining of the game. 

 

3/4 of the way into the game, we get jump gates which act like the way we want the game to play to begin with. 

 

I suggest we flip everything around. 

 

1.  Add a new technology to the game - Fuel Cells. 

Range starts at 3 parsecs from Star Base.  

Each tech level raises the range by 1 parsec from star base or military outpost. 

 

2.  Add new technology - jump gates - that must be constructed between 2 star system.  These create faster travel worm hole star lanes.  

 

3.  Warp drive technologies still apply, but have go 2x fast when in star lanes created by construction of jump gates. 


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Lucian667 #73 Posted 07 March 2016 - 04:30 PM

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View PostOrionSol, on 07 March 2016 - 04:22 PM, said:

I have a solution to the "worm hole" star lane issue. 

 

People HATE the star lane thing, in the begining of the game. 

 

3/4 of the way into the game, we get jump gates which act like the way we want the game to play to begin with. 

 

I suggest we flip everything around. 

 

1.  Add a new technology to the game - Fuel Cells. 

Range starts at 3 parsecs from Star Base.  

Each tech level raises the range by 1 parsec from star base or military outpost. 

 

2.  Add new technology - jump gates - that must be constructed between 2 star system.  These create faster travel worm hole star lanes.  

 

3.  Warp drive technologies still apply, but have go 2x fast when in star lanes created by construction of jump gates. 

 

+1, Nice compromise. I'd have no objections if they made this change. Might even make me want to buy the game.....

BionicDance #74 Posted 07 March 2016 - 04:36 PM

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Block Quote

 3/4 of the way into the game, we get jump gates which act like the way we want the game to play to begin with. 

 

No, they don't. They only work between colonies, between other jump gates.

 

I don't know who "we" describes, but I want completely free travel like in MoO2, from any system to any other system with no stops inbetween.

 

Block Quote

 

1.  Add a new technology to the game - Fuel Cells. 

Range starts at 3 parsecs from Star Base.  

Each tech level raises the range by 1 parsec from star base or military outpost. 

 

You know, I'm not exactly sure what a "parsec" even is. I've been hearing it in sci-fi my whole life, but nobody ever bothered to define it, and I just never bothered to look it up.

TO THE GOOGLE!!!

 

Anyway, if you're describing free travel limited solely by fuel, okay. I'm in.

Although...starbase? Not colony? So your range only increases once a colony has constructed a starbase...? I d'know...would have to work kinna hard to justify that.

 

Block Quote

 2.  Add new technology - jump gates - that must be constructed between 2 star system.  These create faster travel worm hole star lanes.  

 

So, basically, what jump gates did in MoO2, then.

 

Block Quote

 3.  Warp drive technologies still apply, but have go 2x fast when in star lanes created by construction of jump gates. 

 

So, basically, what jump gates did in MoO2, then.

 

...you've essentially described the MoO2 movement system, really.

So, you know...I'm in. Let's do it. :)



Zenicetus #75 Posted 07 March 2016 - 05:52 PM

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View PostBionicDance, on 07 March 2016 - 04:36 PM, said:

You know, I'm not exactly sure what a "parsec" even is. I've been hearing it in sci-fi my whole life, but nobody ever bothered to define it, and I just never bothered to look it up.

TO THE GOOGLE!!!

 

Well, Google will tell 'ya what a parsec is, but it would have to be more like kiloparsecs (thousands) for a game that uses a typical spiral Galaxy as a background for the star map. Something like 30 kpc aross the map, 15 kpc from the edge to the center for a piddling Milky Way size galaxy, much more for Andromeda, and so on.

 

It wouldn't pay to get too realism bound for games like this anyway, because otherwise we'd need an explanation for why so few stars can be visited in a Galaxy. Unless maybe only a handful of stars could actually support FTL travel links by... you know... starlanes.

;)

 



_Koneko_ #76 Posted 08 March 2016 - 12:06 AM

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1-STAR LANES

   This does not bother me in the least.  Having played the humans a lot sword of the stars-1 I'm used to space lanes and choke points, and using the both strategic and tactically.   The jump gates getting out of the space lanes is great idea and serves as a great tech to go after.   This is a great improvement to the game and I strongly support you keeping it.  

   That being said though travel times within your own controlled and uncontested space seem lacking.   Being able to go faster in between my own planets with higher drives would be nice.

 

2-PLANETS

   I know people might complain about the ultra rich and types, but I don't think they have taken strategy into account. I love the idea that size and number in the system have become important too.    I love the planetary management and exporting within planets in a system.  I love the idea that you added more then artifacts/gems/gold.   There are techs for poor and ultra poor planets which is great too.   I also love the pollution control, if played right you can get by without those techs and save money.

   One thing I would like to see is a special/ideal classification for each race.   Ya terran is great for humans, I like the idea of tropical being the top for saakra.  Mountainous for alkari for an idea.   This would change the one of the things that was bad in moo where all homeworlds were terran and then the best worlds for players to take over.   Why should the homeworld be ideal for every race?  This would mean that if you wipe out the population on a race's ideal world and then colonized it.   The attacking race would then have to terraform it again to their ideal which adds time to its use, unless they want penalities.

 

3-GALAXY

    I would like to see more kinds of galaxies than circle or spiral.  So I think there could be a lot of room here for them to have fun with, and things the players could enjoy.   I'm not so concerned as to placement being a big factor right now, as it is something they can work on over time.  I would though like different types of galaxies to fight in.

 

4-WONDERS/MONSTERS

   I like the anomilies, but this too could use some tweeking in the future too.   I don't like the idea of just wandering pirates, but wandering monsters might be nice.  You could also have pirates guarding a world too, just with a bigger fleet, or even a pirate system.  That idea though might have to be looped into diplomacy.  I could see asking for help in dealing with such wandering problems.   Without really knowing the companies plans it is hard to say on this subject as its too early in game.

 

5-THEY ARE NO MORE

   The idea of wiping out a race should be limited to wiping them out.  I would like the idea to bring a conquered race back into the game if its people are still alive in the game.   It would also make a great news story too.   That way do I free a race out of game or let them back in maybe helping me as allies.  In moo most people eliminated the darloks first because they spy you into wars.  Now what if I could liberate/free the darloks to give the other human player trouble and take a little load off my back for a bit.  Am I just a  simple conqueror or am I the conqueror/liberator now. 

 

So where many think the galaxy is off right now, I think there still is a lot of potential.   I don't want just an updated moo2 game...I want it to be as good and better.  For that to happen we will need new tactics and strategies to be opened up, not just simple population and production.

 



EE_Worzelle #77 Posted 09 March 2016 - 04:33 AM

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In terms of balancing, Gaia Transformation is very expensive and does very little. It only increases the food per person a bit but by the time it is available to build the planet is already full. If it also increased the size of the planet for people, significantly, it would be worth it. Note that Gaia Transformation was also worthless in MOO2, but there is no need to repeat that mistake here, right?

Andruski #78 Posted 09 March 2016 - 04:01 PM

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I have already posted about zoom levels and also being able to see a system when zoomed all the way out to the galaxy level (possibly via picture-in-picture like Moo2). Naturally there is a ton about star lanes in here, and though I'd prefer to not have them, if we are to be stuck with them, why on earth do we have infinite range? Additionally, I've seen a lot about terraforming and Gaia transformation, and want to throw in that I agree the techs for them comes too early (though they could perhaps subdivide terraforming to upgrading lower tier biomes at early techs and then finally reaching terra/gaia towards the end). I also liked the Moo1 concept of needing tech to colonize the more hazardous biomes. But I feel that this touches on a more core design element than just tech placement:

 

Food isn't interesting.

 

Now I know a LOT of people didn't like having to manage freighter fleets in Moo2, and its implementation was clunky (maybe they should've let you build more than 5 units at a time) but at least it made that ultra-food-producing-with-natives-gaia-planet still amazing long after it had reached its pop cap. That was because that planet would become the bread-basket for the rest of the empire. It would specialize in food production so others could specialize in science and industry. Your empire became interconnected. Your radioactive ultra rich planet needed food, and the ultra poor ocean provided it (and depending on the food situation, you might have actually needed that ultra poor ocean, fought wars over it even).  Even when everyone was well fed, food surplus still served a purpose as it gave bonus $$. Right now food = growth. Some grow faster than others, but when they max out, food = pointless. 

 



N0bo #79 Posted 09 March 2016 - 06:19 PM

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In the present state of the game it's profitable to colonize nearly any planet and the faster you colonize every single planet you encounter, the stronger you get.

Yet the AI doesn't make use of this system to try and get ahead

 

So I think there should be some kind of system that penalizes you for expanding too fast, similar to civilization V, or at least allow the AI to follow the winning strategy.



fourteenfour #80 Posted 09 March 2016 - 06:59 PM

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Having played a few  games it becomes quite evident that star lanes cripple play by exaggerating play time. I have several suggestions to remedy it.

  • Have engine technology increase speed through a lane. For each engine improvement you move one extra hop through the lane till its end. This means if your engine tech is four and the  lane is four dots long you go  through in one. If its two you still go through in one move.
  • Military outposts accelerate warp lane travel if you have such on both ends.
  • Star gates need to be instantaneous. Right now they are near useless, sometimes barely giving movement bonuses over lane travel
  • Use a module for warp lane speed increases if engine technology itself cannot be used
  • Have a late game module that allows a ship to act as a star gate with the previous instantaneous perk. Make it very very large in space usage and cost.

 

Honestly late game it just drags getting ships you create at established colonies to the point I would rather hang it up than finish the game. I have plodded along a few times just to see how far I can take it but in the end its tedious and that means, not fun.


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