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unmerged(403312)

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Oct 31, 2011
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  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis: Rome
  • Sword of the Stars
  • Sword of the Stars II
  • Warlock: Master of the Arcane
Hi,
didn't know were to post it so, sorry if it is were it shouldn't.
I've played the last version and noticed some improvements (I always play humans and always will as the game's not achieved because for me it's logical to master human before trying to test other civilizations, just my point of view).
- the local sound seems to be more efficient, we ear the ships firing more lounder as we zoom in, I like it.
- french traduction for me it's a plus as i'm french, nethertheless quality of traduction should be more acurate to be more immersive. for example survey => enquête ??? do we send detective Colombo to investigate or what ?

about improvement and other things I was thinking but this time I took time to note them.
I know you can't make huge things so I just have little suggestions, it is mostly about immersion which for me is a critical condition for that type of game.
ok so let's start, don't forget I always play humans if other player want to add things about other civilizations fell free to add to this thread.

-Behaviours :

As we go to another systems and the attack mode is always active, bad thing I think.
For example when I go to "investigate" ; ) a system I would like to see, depending of what we encounter, different activities until player or AI decide to attack.
- Swarm :
Swarm drone or bee could be collecting thing on asteroïds (i noticed they are always close to it) , they would attack if attacked, like bees, logical isn't it ?

-Events for more immersions
Why do we travel universe without having extra advanced species (but without beeing able to control them) ?
introducing UFO events :
- different type of UFO with different shapes.
- extra fast movement as we can see in a lot of UFO's video records.
- UFO (behaviour) observing a critical bio planet, observing critical dangerous bio ship, keeping distance and other things like radio transmissions/interferences off -noise- audio and video animations maybe some speech telling they see something unknown etc.
- UFO (behaviour) analysing things , An UFO able to be very close to a star and trying to capt some coronal spread (did you saw that ?!).

-Sound
I would like to ear sound of movement of the canon turret, another one with unactivation of it (if canon stopped firing or when unactivated by UFO).

-logistic
We are still not able to retrofit an entire fleet (boooo !) which is rather annoying because after discovering a tech and redesigning ships you always replace existent fleet don't you ?

-Special events
I discover a minor civ, it tells me i must construct a science station close to them, great, I like it.
Idea about special events is : special module for it OR/AND develloping scanner module should help achievement of the resarch about this minor civ.
In that way every special events, I don't know all of them, could add different type of module according of their meaning.

-Tactical
Ouf :s pretty lot of work to add in there.. ok let's start to make some suggestions as it cost nothing to tell it.
long range doesn't work
long range should be : a ship taking distance from any enemy (and not from active target as we can see) AND close to his formation, for example we could see a ship moving to forward position to backward in case of a frontal attack.
close range, lol in future we are all short-sighted ? give (all) weapons more range please it would appear more futuristic, i think. Consequence could be larger systems but what would be the problem of adding more empty space ?
retreat, ships doesn't seems to fire when retreating, so bad.
formations in fleet formation panel still have some bugs sometime placing ships.
formations should be saved with a name, there's still to few options.
saved formations could be available in hud in tactical combat making tactical more present ingame and giving opportunities to change tactics depending on what we have choose (defend, attack, protect...)
retreat

-creating game and customising
not enough base colors, if you could add black and white it would be great.
human avatar are very disapointing for most of them, please make them more military of governement like or make it possible to add some personal (telling wich format of picture it needs and all)
badges are like human avatar, not appropriate, please change them for more futuristic ones, it's not a huge thing to doi think.

that's all for now, waiting for your answer and other player add
thanks for taking time to read.
 
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-Events for more immersions
Why do we travel universe without having extra advanced species (but without beeing able to control them) ?
introducing UFO events :
- different type of UFO with different shapes.
- extra fast movement as we can see in a lot of UFO's video records.
- UFO (behaviour) observing a critical bio planet, observing critical dangerous bio ship, keeping distance and other things like radio transmissions/interferences off -noise- audio and video animations maybe some speech telling they see something unknown etc.
- UFO (behaviour) analysing things , An UFO able to be very close to a star and trying to capt some coronal spread (did you saw that ?!).

I actualy like that idea of the UFOs.
SotS prime was alot better in the immersion aspect of the game. I was always curios to see what i found. In Stos 2 random events are more like a anyoence. Most of the time i feel totaly helpless when in the second round the ghost ship comes and wipes out my colonie.

I think the random event detection should be again 100 % like in sots 1 if it is in your sensor range show it to the player. Its not fun to be forced to have a standing fleet in every system. Most of the time its not even afordable. And so most of the random events go unseen becos i got no fleet there to watch it.
 
This really wouldn't be a great place for suggestions...anything you want the developers to see is probably best posted on the developers' forums.

Also, there's kind of a reason for relatively few 'ufo' events. The playable races met a lot of odd things in the original SOTS...most of which still can be encountered in SOTS II. But they're not exactly UFOs anymore, because in the Winter Wars period the races have come to know those threats. Locusts, Specters, VN ships...they may be scary and strange but they're not unknown anymore. Space isn't as undiscovered as it used to be. That said there are certainly some new and exotic encounters to be had.

Injecting a bunch of UFO-mythology derived more-advanced-than-you craft would have some issues though. One is that the setting is actually a thing. They don't just throw together a bunch of tropes at random whenever they feel like it without regard for implications. If you've got a bunch of technically superior ships flying around studying things that says those things came from somewhere and are potentially important players in local space. If they're actually boasting superior technology rather than just odd technology and are fully sentient (which a lot of random encounters aren't) they would make a huge impact on the region. Also, in terms of game play, sticking in lots of extra 'combats' wherein you're advised to sit and watch the flying saucer play around would be a kind of annoying time-sink.
 
I actualy like that idea of the UFOs.
SotS prime was alot better in the immersion aspect of the game. I was always curios to see what i found. In Stos 2 random events are more like a anyoence. Most of the time i feel totaly helpless when in the second round the ghost ship comes and wipes out my colonie.

I think the random event detection should be again 100 % like in sots 1 if it is in your sensor range show it to the player. Its not fun to be forced to have a standing fleet in every system. Most of the time its not even afordable. And so most of the random events go unseen becos i got no fleet there to watch it.
Random event detection was not 100% in SotS 1. Fleet detection usually was and as far as I know still is, but many random encounters don't actually move on the star map. (I'm not sure what the VN ships' deal is exactly.)
 
Well there is the Ghost Ship it seems to move around. But in Nod space so you cant see that ;/ The Ghost Ship seems to come early in the game when you can do noting and wipe out colonies or if you are lucky just destroy a station. Kind of anyoing. Even if you could see it you could do noting against it.

Then thera are the Specters. They also use the Nod Space. So you cant see them. They could be easy defended against but becos i never see them come (even with fully upgradet stations) they just hit me destroy somting and are gone. Anyoing.

I miss random encounters like the Astroid Monitor and the Alien Derelict (of cours we know now what they were) but the should be somting similar.

I find the random encounter so anyoing and boring that i am close to set them to 1% (so there will be GM) and in Sots Prime i always playd with 200% becos they were so mutch fun.
 
Improvment and suggestion PART II
(playing human)

-Graphics
Ships and planet are very well represented, in opposition stars looks pretty too artificial (for me). I really like animation of plasma on surface and coronal ejection but nowadays i thinks we could do better as particle for the coronal ejection making it more like a fluid instead a bunch of texture pasted on a sort of paper bridge.

-Design
Another suggestion to ship designs is that canons are too big, for example the gausse canon (magnetic railgun) is too large compare to it's lenght.
Canons are too WWII battleships in my point of view.

About Riders, what about Riders carrying Mechs instead of fregate ? (maybe modders could be interested) I would love and don't think it's unlogical as US army has already started using robots.
Or Mech Carrier ?

About Assault cruiser and Assault shuttle, what about some tech to have more efficent troops ? I'm thinking about a bunch of drone, robots soldier that could be stocked in assault shuttles in hundred of thousand or millions(remember we want to invade an entire planet)
we could add more tech to have more efficient robot soldiers, heavy tanks or air drones for example.

-customization
it would be great to be able to assembly modules like in this app (sorry if it's not permited just tell me i will erase this line) but i think it could help having an eye on how ship are assembled :
the app is "starship assembly 3d" from Noble Empire (TM) on android
it would be great just adding techs instead of changing entire front/middle/back of a ship.

-Special events
I discover a minor civ, it tells me i must construct a science station close to them, great, I like it.
Idea about special events is : special module for it OR/AND develloping scanner module should help achievement of the resarch about this minor civ.
In that way every special events, I don't know all of them, could add different type of module according of their meaning.
add :
political science lab module on the science orbiting station could also help.

-creating fleet
quality and number of admiral are pityfull regarding the amount of people planets have.

-Tactical
formations in fleet formation panel still have some bugs sometime placing ships.
formations should be saved with a name, there's still to few options.
saved formations could be available in hud in tactical combat making tactical more present ingame and giving opportunities to change tactics depending on what we have choose (defend, attack, protect...)
also we could class ships to make formation in fleet panel (with different colors for ex.) like : combat (armor...), passive(colony ship, repair..), VIP(command, sensor ship/science ship, long range(missile, drone carrier...).

-creating game and customising
not enough base colors, if you could add black and white it would be great.
human avatar are very disapointing for most of them, please make them more military of governement like or make it possible to add some personal (telling wich format of picture it needs and all)
badges are like human avatar, not appropriate, please change them for more futuristic ones, it's not a huge thing to do i think.
add
being able to choose type of AI attitude(in probability), rather agressive, defensive, passive, science research or pure random.

about UFO event, it would appear like others (swarm, ghost ship...) or depending activitie regarding biosphere or any type of things, idea are welcome.

end of PART II
thanks for reading
 
Well there is the Ghost Ship it seems to move around. But in Nod space so you cant see that ;/ The Ghost Ship seems to come early in the game when you can do noting and wipe out colonies or if you are lucky just destroy a station. Kind of anyoing. Even if you could see it you could do noting against it.

Then thera are the Specters. They also use the Nod Space. So you cant see them. They could be easy defended against but becos i never see them come (even with fully upgradet stations) they just hit me destroy somting and are gone. Anyoing.

I miss random encounters like the Astroid Monitor and the Alien Derelict (of cours we know now what they were) but the should be somting similar.

I find the random encounter so anyoing and boring that i am close to set them to 1% (so there will be GM) and in Sots Prime i always playd with 200% becos they were so mutch fun.
The Ghost Ship does seem to move about the map to some degree, though it does so via some behind-the-scenes magic and I don't know for sure that it isn't turning up on the far end of the galaxy in between hitting two of my adjacent systems. (Node space doesn't explain not being able to detect it, human and zuul fleets in node space are perfectly visible. The Ghost Ship moving undetectably is either a gameplay cludge or creepier than that.)

Specters in theory live in and come from node space. In practice, I think they're quite randomly generated, though certain activities may increase their chance of turning up.

Funny thing about zeroing random encounters, though...it's a good way to make sure you don't see the asteroid monitors and morrigi tombs, both of which are present in SotS II. No Alien Derelicts that I'm aware of, but those may have been mopped up once their connection to the Suul'ka became known. (They're Suul'ka battle armor scraps.)
 
The Ghost Ship does seem to move about the map to some degree, though it does so via some behind-the-scenes magic and I don't know for sure that it isn't turning up on the far end of the galaxy in between hitting two of my adjacent systems. (Node space doesn't explain not being able to detect it, human and zuul fleets in node space are perfectly visible. The Ghost Ship moving undetectably is either a gameplay cludge or creepier than that.)

Specters in theory live in and come from node space. In practice, I think they're quite randomly generated, though certain activities may increase their chance of turning up.

Funny thing about zeroing random encounters, though...it's a good way to make sure you don't see the asteroid monitors and morrigi tombs, both of which are present in SotS II. No Alien Derelicts that I'm aware of, but those may have been mopped up once their connection to the Suul'ka became known. (They're Suul'ka battle armor scraps.)

Thats Sad becos i got 60 hours play time and did not see any of these random encounters. Only Specters and Caspar. I wish there was a better detection metod for bot of them. I most of the time Play Hivers and it just doesent make sense to have a standing fleet in every system when i can defend with less.