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Vesparco

Corporal
113 Badges
Nov 27, 2011
45
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Hi,

It's been a long time since I posted. I've been playing for a couple of days right now and I must say the game is fare more appealing and playable than on its dark days. Also, I managed to change my fast paced style of Sots prime to a more calm approach required for Sots 2 (specially after understanding the economical and development approaches). Still, I don't manage enough the system to have a healthy development xd (I struggle to research and span my empire in the first 100 turns, so any advice should be appreciated).

Also, I wanted to state some possible improvements just to know if anyone agrees, any developer sees it or to know if is already though of implementing.

The ideas should be:

Fleet blueprint: Just as we make our favourite invoices, a similar approach could be linked to the fleet once its created. In this way the production of the fleet (and the casualties refill after battle) could be made autonomously by the planet holding the fleet. I feel it could help to drop the micromanagement and also help to stablish easily a management fleet on a "capital of province" of constructors, colonizers and stuff like that.

Planetary blueprint: Same idea than before but aimed for the production of destroyed defenses (such as police cutters or platforms). This would help to avoid the application of invoices in each planet to set this, along with the innapropiate overproduction, etc.

Then, for the perfect version, if stations could be implemented in the same blueprint, being autonomously build and upgraded by the nearest construction fleet iddle, that would be awesome :p.

I know some of the stuff is challenging and complex but I say that because is were my 70% of the game time is adressed to that (being the other 25% the waiting pirate/i.a between-turn battles and 5% mine). In addition, I think this would fix the overburdened feeling of managing a big and expanded empire :sad:.

As always, opinions are very much appreciated ;)
 
Fleet blueprint: Just as we make our favourite invoices, a similar approach could be linked to the fleet once its created. In this way the production of the fleet (and the casualties refill after battle) could be made autonomously by the planet holding the fleet. I feel it could help to drop the micromanagement and also help to stablish easily a management fleet on a "capital of province" of constructors, colonizers and stuff like that.

I do this already, just create a 'fleet' invoice after you've created a fleet you like. Name it and save it, then when a fleet is needed (or a replacement) of that type you like, just build that invoice. A typical full 11 ship fleet say takes me roughly 7-8 turns to complete and as best I can I try to build one 4-5 turns ahead of when I need it. (This typically includes the CNC, support ships, and what ever type of "main" ship I need as well as battleriders and or Drones. ;) Saves LOTS of time like you say.

Planetary blueprint
: Same idea than before but aimed for the production of destroyed defenses (such as police cutters or platforms). This would help to avoid the application of invoices in each planet to set this, along with the innapropiate overproduction, etc.

Then, for the perfect version, if stations could be implemented in the same blueprint, being autonomously build and upgraded by the nearest construction fleet iddle, that would be awesome :p.

I know some of the stuff is challenging and complex but I say that because is were my 70% of the game time is adressed to that (being the other 25% the waiting pirate/i.a between-turn battles and 5% mine). In addition, I think this would fix the overburdened feeling of managing a big and expanded empire :sad:.

As always, opinions are very much appreciated ;)

This can also be done, I have pre-assigned invoices for early, middle and late coloney/system developement. About the only thing the game doesn't do is "automatically" create these for me or impliment them as needed. However I don't know if I'd what that, I don't want the game to play for me after all. Many games do that and I typically don't play those since well, the game is playing, not me. The invoice system really doesn't take long except perhaps in the early game when you are getting setup, but that's not really a big issue, at least for me. About the only thing I'd like is perhaps the ability to save MY setups for use in future games, and or the ability to save fleet deployment 'designs' for future use as well.
 
It would make the game even more complex without any benefit. I don`t like it. I even dislike the invoice stuff. It yells no benefit, because of the need to always redesign, when getting new techs. You just can`t benefit from invoice regarding retrofit with all techs.
 
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The main reason of suggesting it is to smooth the micromanagement. As it is it now, i feel it overburdening as the random menaces and pirate raids forces you to be in constant monitoring of each planet asset. Also, I feel that most of the fleet control behaves in the same way as each stationed fleet requires monitoring for damages or ship replacement (and in the patrol missions, to return back, do it, and then send it again).

In addition, the expansion to several systems enhances this effect, moment in which I usually have some hole (Such as an spontaneous ghost ship, ghosts or something else) that wips the planet (BTW I am seriously thinking of a multipurpose colonizer/constructor fleet to do province maintenance, just to spare some officers, I'm not sure if it works xd).

Of course I understand that not all the players have the same tastes and desires :p, but sometimes I feel more in the skin of an air traffic controller than in the skin of a strategist xd.
 
Your wrong they introduced some automation with the last patches. Including auto repair, and asset placement, just activate it in options while in a running game. Thats why i find your invoice blueprint stuff totally generating more micromanagement. It won`t help.
 
Your wrong they introduced some automation with the last patches. Including auto repair, and asset placement, just activate it in options while in a running game. Thats why i find your invoice blueprint stuff totally generating more micromanagement. It won`t help.

Just to check. I believe the option is not applied to fleets that actually stay inside the system (as they don't actually leave the system). Did anyone noticed the same?
 
A suggestion:

As it relates to the Suulka Horde, replace the ridiculous game speak content with acultural and asocietal content.

As it is presently, their speak makes their superior race sound so pathetically western-centric.

Make this change NOW and thank me later.
 
Has this been fixed yet??? I have a Science Station that barely survived an invasion fleet, so far I've sent 2 Repair & Salvage ships that patrolled the system for 8 turns and the station's bar is still mostly red.
 
Nope - tried that too. Sent 2 Repair & Salvage ships and the button did not work.

Ironically the next couple turns later the AI sent a "Netron Star" into the system and not only did it wipe out the station but it wiped out the entire system - the whole system disappeared from the map! What the heck is a Netron Star? I Googled it and found nothing and of course the manual (?) has nothing either.

The planet the station was orbiting was wiped out during the invasion so no biggy and I just moved the patrolling fleet to invade the AI's neighboring system so tit for tat. But that Netron Star messed up my Human travel nodes big time!