Notes on 1.1 Beta 2

Come in and discuss issues in the new beta!

Didn't see a dedicated ink for beta 2 discussion - so here's my only quibbles so far:


• I'd like to see Starbase construction changed back to "a starbase has to be minimum 3 spaces away from another starbase." Right now with 4 starbases per sector, all 4 starbases get built right on top of each other and this really ruins the immersiveness of the game. Why does it ruin the immersiveness? Well I've always viewed starbases like supply depots - and they'd be far away from each other and strategically placed. Right now they look like "power-ups" from a Nintendo game when they all plopped right next to each other. In fact, I'd like to see the minimum distance be more than 3.

• Like the option was added to not have technology trading (when starting a game)... I'd also like to see "no starbases" as a gameplay option. This way we could focus clearly on planets and space war - and not have to focus on artificial power-ups.
• I’d LOVE to have a "next planet keyboard shortcut. That way we cycle through our planets on the main map screen to see anchored ships and rally points.


Other than those issues above - I think the game has entered it's new rennaissance with the latest beta patch. I love it!
10,303 views 6 replies
Reply #1 Top
The new shipyard is amazingly awesome, but there is one more thing that'd be nice... a text popup when you hover your mouse over an already placed compnent with the component and data details. When you load your ship, (at least I can't find a way) to get detailed stats on individual components.
Reply #2 Top
I agree that starbases are too much like "powerups". I would go so far and say that galactic resources make no real sense unless they were resources that could be mined from a planet's moon(s) or rings or even from an asteroid field.
Reply #3 Top
Starbases can be essentail, but they also are far to powerful. A fully whacked up military base in the right place is just far to powerfull, all the advantages it gives to nearby fleets mean they are praticaly indestrutible. This is so cheesiy its painfull, esp as the AI doesn't seem to really use them allowing me to dominate if I so desire.

I would suggest toning down star bases a bit and make the AI better at using them, rather than just building 30-40 infulence bases on my borders and not upgrading them how about it making them prioritise upgrading a few strategic bases.
Reply #4 Top
I like the idea of having to choose between a defensive and offensive starbase,giving a higher percentage of defense modules for the former and offensive for the latter.Starbases other than military should only be allowed ship assist defensive modules again very limited.Their main line of protection should be ships.
Number of modules should be based on logistics level and should be modules per sector.
This would let a defensive player and the AI protect home planets withot making starbases too powerful.

Upgrading ships near a starbase should reduce the time it takes to upgrade, pairing down the distance penalty.
Reply #5 Top
How about having both the "4 starbases per sector" and the "mininum of 3 spaces apart from each other" rules? That'd really make you think about strategy.
Reply #6 Top
How about having both the "4 starbases per sector" and the "mininum of 3 spaces apart from each other" rules? That'd really make you think about strategy.


I like that idea very much!