All this is in my opinion as someone who has been playing TBS games since Pax Imperia and MOO 1, so just assume that "IMHO" is sprinkled into every line of my post. I'm also not very up on the current discussion/design/politics/whatever of the game, so forgive me if some of this has been hashed out or touches on a controversial issue.
Building Stuff
- The way construction queues work (it takes time to build stuff, not just resource points) is great. Far better than the old Civ or MOO way.
- I didn't see much difference between big, established planets and new colonies in terms of how much stuff I could pump into it. Seems strange that a newly conquered planet could jam out as much junk as my capital.
- I spent a lot of unenjoyable time trying to figure out where my wasted points were going. It would be helpful if clicking on the "wasted industry" button took me to any one arbitrary system where some wasted points were available to be spent; I can easily figure out what is happening from there.
- At least until custom artwork becomes available for every building, you might want to consider colorcoding the icons or allowing them to be replaced with text. I spent a *lot* of time mousing around one pixel at a time trying to figure out "does this planet have a lighthouse, or a sensor array?"
- The 'unavailable' tabs confused me at first, but once I figured out what they were for it became one of my favorite features. "Oh, I can't build that because I can't get to the Neutronium Extractor anymore, got it!" So much better than having things just vanish from the options.
- It would be glorious if the ship-building queue had the attack/defense/speed/shield numbers visible in it.
- Could the planetary defense techs unlock buildings (minefields, garrison, defenses) rather than just giving everything a bump? I like the planets fighting as a nice simple whole, but it would be fun to be able to feel like you are fortifying a critical planet rather than just clicking 'defense focus' and magic happens.
- I do know you guys are moving away from OGRE, so hopefully that will address this point-- the game is so, soo slow. I know very little about the frameworks involved, but as a player I just can't get my head around why a static map where nothing is happening should max out my CPUs, why I have to type at about 1 character per 5 seconds (making a fleet rename a real ordeal), etc. This is the number one complaint about the game.
- This is probably just a Mac thing, but I could not find a good way to background the game when in full-screen mode. This meant I had to quit or go to hamburger->options->fullscreen every time I received an IM or something.
- If there is a keyboard shortcut to toggle fullscreen I couldn't find it. Given how hard it is to mouse around (see first bullet in this section), not having to visit the options menu would have been a blessing.
- The game really didn't like monitors changing sizes. If I ran the game on a big external display, then restarted it on my laptop when it was untethered, I had to visit config.xml to kill the fullscreen setting because there was no way to get to the Options menu (since it was draw off-screen).
- I found the 'clouds' ('molecular clouds', etc) to be interesting but frustrating. It's not clear which systems are impacted, especially if you have most of the graphics options cranked down to improve performance. It would be nice if a little warning popped up in the star-system's menu, or it changed color or something.
- I've played this game over 100 hours and I still don't know why some star systems are italicized and some are not. That sort of information would be great if it was readily explained in-game somehow.
- What's the point of systems that have stars/blackholes but no planets? Other than making me waste a lot of time clicking, it seems pointless. Looking at the main map should help you understand the strategic situation, and putting stars in empty-space sectors just muddles things.
- If isolated supply grids could have a different color (or something) than your main grid it would be GREAT. Maybe assign each race two colors, one for the grid containing the capital and an alternate color for all others? That would make it possible to look at the galaxy and immediately diagnose most supply problems.
- Speaking of which, I never did figure out what 'supply points' and 'infrastructure points' really do. I stopped building Space Elevators because they didn't seem to actually do anything obvious, but suspect I was missing something. It'd be great if the cyclopedia explained this a little better; it is rich in in-universe flavor text but sometimes lacking in actual game information.
Objects Window
Like a lot of TBS gamers, I find much of the fun to be in designing efficient systems, and much of the fail to be in clicking around looking for stuff.
- The available columns in the objects (3 circles button) window seem to have many things I don't need and few of what I do. For instance, if I want to see if any of my former frontier planets were still erroneously left in 'defense' focus, I find that I can sort by "turns since focus change" but not the actual focus itself. Frustrating! Some columns that really ought to be available: Focus, Planet Type (swamp/desert/etc), presence of friendly or hostile ships in system, in supply or not, population, defense, industry.
- I could not figure out how to do more than one filter at a time, which severely curtails the usefulness. If that feature exists, it should probably be made more intuitive to use.
The sitrep is awesome! Here are a few things that I think would make it even better:
- Add a filter for 'Foreign ship/fleet arrived in a sector containing or adjacent to an object you own'. I care a lot about enemy ships moving up to attack me next turn, but don't care at all about the guys in their rear areas. Most turns 2/3 of my sit rep was "empire X moved a ship somewhere you don't care about".
- Make the repair messages collapse by fleet, so instead of 50 "ship X was repaired by Orbital Drydock...." messages I get "50 ships in fleet X were repaired by ...".
- Can ship names contain a parenthetical class name? After a certain point I don't remember all my ship names any more, and a message like "The Foobar II (Self-Gravitating I) was damaged...." would save me a lot of clicking as I try to figure out if it is a ship I care about or not.
The fleet management is very well done.
- Some sort of damage indicator would be very helpful. I often find myself hovering over all the structural points trying to figure out if a ship is hurt or not, if I don't have that classes max-structure memorized. Maybe just turning it another color if it is not at full strength?
- The hovertext for offense does not have the sort of detail the other fields have. It'd be nice to see that the reason this ship X damage is because it has 3 Plasma-4s modified by the exobot crew.
- When the ship names and the class names are long the detail gets very crowded and the text overlaps. The class name is much more important than the ship name-- how about we put the class first, and instead of overlapping you just truncate the ship names? People who are interested in the ship names can widen the window, but the more gameplay-impacting class name will be always readable.
Generally speaking these are great, very well thought out.
- I could find nothing in the cyclopedia telling me if stealth/perception actually has an impact on tactical combat or not. Stealth crops up everywhere in the interface so I assume it's important, but since lasers never seem to miss I have no idea if it actually does anything (other than make things harder to interact with on the strategic map).
- I exhausted the research tree very quickly; I'd suggest making the mid and especially late-game techs much more expensive. Not only does that keep research in the game longer, but it avoids the frustrating phenomenon of a technology being superceeded before you really get a chance to play with it.
- Just a feature suggestion: I'd like to see the defense focus provide large modifiers for fights that take place in the system; this would have the interesting effect of making a surprise attack more successful than an attack on a prepared location.
Overall: A solid game. The performance issue is the only reason I'm not playing it all the time. Good work!