Feedback/ Suggestions topic.

The Cylons have rebelled. The alliance of the Twelve Colonies falters. Take control of the Colonial Fleet and save humanity from an endless war.
fisher2000
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Feedback/ Suggestions topic.

Post by fisher2000 »

Since I keep seeing feedback being suggested all over the place (myself included in that) I figured I would create a topic for the devs to quickly look at for feedback and suggestions.
I do not have a preview copy, but I have seen many hours of both the campaign and the skirmish mode of the game including the fleet battles and "overview" mode.

Here are some suggestions I have:

Jumping in/ out - I recently watched a YouTube playthrough of the campaign and in the mission some ships jumped out and I noticed that the sound file was wrong. The sound that played was the sound of what the ship should sound like after exiting a jump. I also have noticed that at the start of a battle sometimes a ship that jumps in makes the sound of a ship jumping out when almost all of the other ships make the correct sound. While I'm on this topic, if a cylon fleet approaches a fleet in a position, that fleet is shown jumping in.. even though that fleet was already there before the cylon fleet was there. I understand that it is an intro scene, but it really doesn't make much sense. see this :- https://www.youtube.com/watch?v=lpW_XGbZr04

The nuke - The nuke seems a little bit underwhelming when it comes to an impact. I would appreciate the "flash" being a lot like the one seen in Battlestar Galactica: Razor. Also, I have a cool idea for the nuke to actually blind all contacts within the vicinity of the impact for one turn. I feel this would give the nuke the feeling of being more of a stratigic option, because while ships are blind it gives the player chance to regroup the fleet back into formation. This idea came from the miniseries where Apollo creates some kind of fake nuclear signature from a generator on colonial one which blinds/ makes the raiders think colonial one has been destroyed, aswell as the Pegasus blind jump.

The radar - When zooming out in the map, I really think that it should be taken advantage of by using the dradis sweep and sound effects from the show.

Some ships from the blood and chrome fleet for any additional content - https://www.artstation.com/artwork/4yr5W I feel these ships would fit perfectly into the game as some of them do look like they were designed prior to the signing of the articles of colonisation and was part of the colonies militia.

Replay - It seems that there is a certain height limited to the free roam camera which makes it impossible to inspect craft up-close

Raptor (unit) - I know by the time of blood and chrome that raptors with FTL abilities was a rare resource and I'm not sure if this would fit into the lore but it would be interesting to change up the tactics by having another raptor unit with a jump drive to be able to micro-jump within a battlefield behind the enemy fleet. To counter this, I would suggest that it would be very expensive to do this. Micro jumping has been seen in the series from the raptor overwatching the tylium mine in season 1, to the raptors jumping from inside of galactica in season 4 finale.

I have also posted some good ideas in another thread along with many other fans. here is the link go check it out. http://www.slitherine.com/forum/viewtop ... 69&t=78384

Feel free to post your own feedback in here (so it’s all in one place :D)
I really like what I'm seeing so far, I plan to buy for all my systems. So say we all!!
BossDos
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Re: Feedback/ Suggestions topic.

Post by BossDos »

Hello Fisher2000,

nice to see that there are other people who think about this game and I like some of your ideas a lot.
Finally, I've come to point again where I got some points I want to bring in again.

1. Cylon Missiles: I'm a huge BSG Fan and what I saw from the Cylons till now was a bit underwhelming I think. Well, it's only the First War so both Sides or not on the pinnacle of their power but what we saw from the series is that Cylons tend to use a lot more Missiles then they do in the game.
I think that has to do with Missiles being an Ability, which I like a lot, for balance reason but I want don't want to loose the Atmosphere of BSG.
I don't know if this is atm the case because we saw to less Cylon action till now and it could only be a problem of the AI.

So, for example, the Cerberus, being a proto-basestar and the predecessor of the series Basestars, I would strip them of all their turrets.
I don't like the idea of Cylons using real turrets much because it doesn't fit them very much but in exchange give them missiles with a lot lesser reload time.
I would say 1 Turn Cooldown should be fine.

So when encountering a Cerberus with for example only an Artemis you got the options to either take their missiles every round and sustain heavy damage due to this, because your vipers will most likely fight their raiders. Or you need to use your flak and get a lot lesser damage on the Cerberus in the short round because to need to wait till your vipers destroyed their raiders. Only then you could turn down your flak because your vipers could defend you against the rockets.

2. Cylon Alternative to Flak: I don't know if they even got flak, but they should have protection against Missiles and with the Cylons being powerful in electronic warfare I think you missed a great opportunity to implement this.
I would give the Ships of the Cylons a Feature called ECM, Electronic Counter Mesures, as an alternative.
The difference to flak is that it will not interfere with your offensive power and is a 360° protection zone but should only work on guided ammunitions.
So you could counter this feature with torpedos, which makes it not too powerfull and perhaps it only works on a longer range.
So the ECM takes a time to destroy missiles so on short range engagements it's not this important.

3. The Galactica: With the Jupiters being a bit different from what we saw in the miniseries I would like to say express my feeling with it.
I like the little differences a lot because every battlestar should be a little bit unique and represent their colonies a bit.
But what we've saw in the first introduction scene from the Galactica it has just the generic Jupiter model.
And here is what I think about it: Slitherine... could you pls not?
I'm not asking for much but give the Galactica its original shape because it is what it makes this ship so great and would destroy the immersion totally when the Galactica would have an another shape than it should have.

And there are more things i could add to this list at a time and i think i will, because I'm realy, like realy, realy hyped for this game and want it to be perfect.
AWDAJ
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Re: Feedback/ Suggestions topic.

Post by AWDAJ »

I would like to be able to upgrade and /or outfit my ships such as upgrading weapons, armor, marines equipment etc. Then deciding if I want more armor on my ship but at a cost of reduced weapons and speed.

Crew and ship experience.
As the crew levels up I can spend experience points to improve their capability at repairing, fighting off boarders, anti hacking and increased weapons fire to give a few examples. Points spent can be reclaimed at the cost of tylium.
Ship experience could tie in with the armor, weapons and engines upgrades I mentioned. My Battlestar levels up so I can now spend points to enhance my engines or armor or weapons. Carry more missiles or an extra nuke. Unlike crew points, spent
ship points cannot be reclaimed and are permanent.

More ship options, especially Battlestars. You could have an overhaul system so I can research and build an Artemis mark 2, with some visibly aesthetic design changes please. Even if you have this system I would like to have more than just two types of Battlestars. I don't like that I cant have the Jupitar class until the end of the campaign, although cannon wise it does make sense. Also in combat could the Battlestar have a constant flak system like in the tv series? So when the ship is auto targeting or focus firing it has a constant barrage up which would destroy some incoming missiles. If I chose to flak left or right it works as it does now. The constant flak temporarily stops if I fire missiles.

The campaign, I'm sorry but I hate it. I have no interest in the story and often it didn't make sense. Why cant I attack the Cylons? Im constantly on the defensive unless im doing a story mission. I would like a less linear campaign map, with the story missions of course. Also there was a lot of fighting on the colonies too, canon wise. I appreciate this is a space game and I don't expect to be commanding armies etc but could there be missions where we need to support the planet side operations as well as engage the fleet in orbit? Such as fighting the Cylon fleet in orbit but you have to reach a point on the map and deploy raptors?

Overall you have made a great game, and thank you for finally making it. The campaign is a bit dull but ok and the combat is fantastic. I hope you guys continue to update and expand the game for years to come, up until the sequel ;) ....
Cheers for now
Shanewallis123
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Re: Feedback/ Suggestions topic.

Post by Shanewallis123 »

I have quite a few suggestions for updates / expansions. The game is great as is but more stuff cant hurt. While many people myself included would like more ships and maps some actual gameplay changes might be nice. In no particular order


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Colonial Enemies in Skirmish -
Something missing from the skirmish / is the possbility of fighting colonial opponents. This would be a nice feature i think.


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Skirmish / Multiplayer -
Another adition for this that would add some gameplay veriaty is new game modes and settings. Game modes could include

- Deathmatch - Standard skirmish / multiplayer mode
- Territories - keep a ship in a specific zone to capture it and gain points
- VIP - Each team has a 'VIP' they must protect, the goal is to destroy the enemies VIP to win

new settings could include things like amount of players for 1v1 , 1v2 , 2v2 , 2v3 , 3v3 ect


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Resources -
Some people feel that it is too difficult to get Tylium and Requisition points and thus that the strategic pace of the game is too slow. To fix this there are a few things that could be brought in for an expansion or update. The simplest would be to increase rewards for missions but perhaps a better fix would be to add more ways to gain resources. For example giving the player the ability to build Mining / Refinary ships and or stations with ships being mobile but not producing as many resources as stations where as stations would have a high output but would be vulnerable [ these exist in canon so this would be lore friendly ] players could build these and station them at a planet gaining a certain amount of resources depending on the world and amount stationed with there being a cap on how many can work on a single world [ say 2-4 for moons 4-8 for planets ] This resource mechanic would also allow for new mission types, these being looking for and destroying Cylon resource operations giving new variety of missions and more ways to impact the strategic map. I imagine for the purpose of being attached to fleets these resource ships would not add to a fleets req count.

A new officer ability could be added which increases Tylium income and or Requisition of the Planet / Moon he or she commands.


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Maintenance -
In game ships have a maintenance which drains on your income i think we could make this more interesting by adding 'support ships' to the roster. These 'support ships' would be none-combat craft would lower the maintenance of any fleet they are attached to. I imagine that do not add to you're fleet req cap due to being unarmed and lightly armoured. This would i feel add to the experience of controlling a full military with the non-combat ships also being reminiscent of the fleet from the series.

A new officer ability could be added which reduces the Maintanance cost of the fleet he or she commands.


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Ship Customisation and statistics -
We can only have up to 7 ships in a fleet and while the ships are all well designed i think that with such a small fleet size we should be able to customise them somewhat. This would make players more likely to get invested in their ships and want to keep them alive much like the Xcom series. Customisation and upgrades would also allow early game ships to remain relevant late into the campaign.


- Upgrades / Refits
Straight up improvements to specific ship sections and modules [engines, hull, weapons ect] which would just improve them for a cost. These upgrads could also be used to unlock more weapon slots on a ship [we see many ships hve spaces for guns but do not have them, this upgrade would provide a balanced way to up-arm your fleet].

- Crew / Captain
A Subset of officers. Crews / captains would gain experience through battle which would allow you to asign skills / specialties to them to increase the effectiveness of a specific ship.

- Weapons
Each ship has turrets we should be able to swap out turrets for ones of different types to change the effectiveness of a ship in different scenarios

- Hull
Choose the thickness of your hull, 'Light' or 'Stripped down would make the ship faster but would reduce armour value. Default would be normal while 'Heavy' or 'Reinforced' would increase armour value but decrease speed

- Engines
Specialise the ships engines for specific use. Either 'Default' which is mid ground , 'Acceleration focus' which allows it to move much further in straight lines but reduces the turning radius or 'Agility Focus' which decreases how far it can go in a straight line but allows for a much wider turning circle.

- Visual Customisation
Things like colours, decals and other things which could be used to personalise ships and fleets in campaign or multiplayer.

- Statistics
A Page which keeps tracks of the ships kills, missions logged, damaged dealt or taken and so on.


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Environmental features / new obstacles -
The game has plenty of these weather they be stations or asteroids but i feel like more could add to map variety a bit.

Debris -
Ships explosions look good and debris are pretty cool, but it would be nice if the debris actually caused damage / destruction if they hit something giving reason to avoid those hulks. Debris are a major potential threat in the series as we see when the Pegasus's flight pod is blasted away from the hull and destroy a basestar.

Minefields -
High explosive obstacles which detonate when ships get near. Some variants might be magnetic / self tracking and will require some thought to avoid.

Nebula -
Gaseous clouds which could effect sensors, damage ships, reduce accuracy, shut down guiding for munitions or some other status effects. Different Nebula could have different effects shown by colours


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Structures -
The ability to construct stations/structures around planets would be nice and would add a new layer to the game. These structures would provide a nice bonus / support in either the tactical or strategic mode. Locations with more support structures would be more likely to be attacked. Each structure would have a limit on how many could be built over one planet / moon Some structures could include. Structures would show up on the tactical map and would be prime targets for Cylon attackers and would give more incentive to prevent assault. This would also allow for new 'base assault' type missions to hit the Cylons where it matters.

- Tylium Mine
Increases income of the planet/moon its built around with certain planets / moons having different boosts based on how 'resource rich' they are.
Economic Structure

- Colonial Outpost
Increases the amount of Requisition point income of the planet / moon its built around. The higher the population the more Requisition points they would provide
Economic Structure

- Fleet Academy
Produces more and or Cheaper officers. Other bonuses could include officers starting at a higher rank or officer levelling up being cheaper.
Economic Structure

- Search and Rescue Facility
Increases / allows for the chance of an officer to survive an attack in the system its built and be returned to Daidalos station.

- Shipyards
Support shipyards decreases the cost and or time to build of ships for Daidalos when it is orbiting their planet / moon.


- Small Strike Craft Hanger
Holds 1 squad of fighters / strikecraft. Defends the planet / Moon its built around
Defensive Structure

- Strike Craft Hanger
Holds 2 squads of fighters / strikecraft. Defends the planet / Moon its built around
Defensive Structure

- Large Strike Craft Hanger
Holds 3 squads of fighters / strikecraft. Defends the planet / Moon its built around
Defensive Structure


- Missile Platform
Munition platform, powerful with its weapons but once its ammo is used it's useless for the rest of the mission. Holds a single Munition type. Defends the planet / Moon its built around
Defensive Structure

- Heavy Missile Platform
Munition platform, powerful with its weapons but once its ammo is used it's useless for the rest of the mission. Holds two Munition types. Defends the planet / Moon its built around
Defensive Structure


- Point Defence Platform
Cheap weapon platform with a handfull of light anti fighter / munition guns not very usefull versus ships. Defends the planet / Moon its built around
Defensive Structure

- Gun Platform
Cheap weapon platform with a handful of guns good for deterrence versus smaller ships. Defends the planet / Moon its built around
Defensive Structure

- Heavy Gun Platform
Expensive weapon platform with a handful of large calibre guns good for deterrence versus capital ships. Defends the planet / Moon its built around
Defensive Structure


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New Ship Classes

- Modern BSG Ships
Ships from the series era the Mercury and Valkyrie Battlestars the Berzerker and Defender Gunships for the colonials aswell as the more modern Cylon ships.


- Resource Collector / Mobile Refinery
A Unit that would only really be present in the strategic map, would show up in battles but has no real defences of its own and would need to rely on escorts to survive an attack. Due to a lack of weapons and low armour it wouldn't cost any req / command points to add to a fleet, taking it into a fight would be more of a liability then anything

- Support ship
None combat craft which reduce the maintenance cost of ships. Due to a lack of weapons and low armour it wouldn't cost any req / command points to add to a fleet, taking it into a fight would be more of a liability then anything

- Repair and Resupply ship
Unarmed and unarmoured ship which can repair allied ships in battle, Rearm spent ammunition or Rebuild destroyed fighter squadrons. Limited supplies means its utility abilities must be used sparingly and only when needed.


- Dropship
A troopcarrier type strikecraft / fighter which would board enemy ships and do damage over time with the possibility of them taking over the ship or forcing a self destruct if enough are deployed [ Lore friendly as the Colonials do this in the series, boarding a basestar to plant a nuke inside while the cylons board the Galactica at multiple points in the show ]

- Bomber / Gunship
A Strikecraft / Fighter designed specifically for fighting capital ships, no good vs other strikecraft. To balance its firepower they may need to return to a capital ship to rearm / reload after each attack. To further balance them out Bombers would be relativly slow with some decent [for strikecraft] armour giving you some


- Light Corvette / Scout
Something smaller / faster then a manticore or Nemesis with only a single weapon or handful of light weapons, not suited for combat but incredibly fast and manoeuvrable. This ship would not have a fighter slot or ammo slot making it rely on speed and conventional weapons to get the job done. The Scout would be about 1/2 to 2/3 the size of Manticores

- Light Artillery Gunship
Armed with nothing but a single munition slot, this cheap 'disposable' ship would be designed to hit hard with its munitions then run.

- Destroyer / Frigate / medium warship
Smaller than Revenants and Minotaurs the destroyer type ships would be mid-sized dedicated warships with its size being between a Adamant and minotaur.

- Troop Ship / Marine Frigate / Centurian Frigate
A Large lightly / unarmed ship. It would act like a larger dropship, attaching itself to enemy ships in order to take them over or sabotage them. This ship would have a high amount of risk vs reward as it would be defenceless when boarding and a prime target when trying to capture an enemy ship.

- Battlestar Refit / End War Basestar
We see the Galactica in Blood and Chrome bristling with new weapons and heavier armour. I imagine this was a refit of the standard Jupiter seen in this. This could be the 'ultimate' cylon war ship classes which while expensive would be better overall then their early war equivalents.

- Colonial Demeter
https://cdna.artstation.com/p/asset...2 ... 1459989424

- Colonial Alert
https://cdnb.artstation.com/p/asset...l ... 1459989466

- Colonial Hornet
https://cdnb.artstation.com/p/asset...a ... 1459994825

- Osiris Class Light Battlestar
https://cdna.artstation.com/p/asset...r ... 1460051757


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Rebel Yell
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Re: Feedback/ Suggestions topic.

Post by Rebel Yell »

Shanewallis123 wrote:

Colonial Enemies in Skirmish -
Something missing from the skirmish / is the possbility of fighting colonial opponents. This would be a nice feature i think.

Lots of good suggestions in there, but this one thing would create so much more replayability and variety for single and multiplayer than anything, imho.
mbar
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Re: Feedback/ Suggestions topic.

Post by mbar »

I suggested this during beta. Some of the challenges are making the AI use flak and sweepers properly. The developer are looking into it.
Aerovox
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Re: Feedback/ Suggestions topic.

Post by Aerovox »

Please make multiplayer maps smaller. Right now they seem to be endless. As I am writing this, I am stuck in a match with a guy called I_Lick_Dead_Children and it's been like 3 hours. He scattered his 7 ships in different directions, spent all his munitions and now just keeps running away, my guys are either unable to catch them or even if they could, it would take forever. Another possibility would be to make matches limited in duration and decide the victor based on ships remaining. So yeah, there goes my 6-0 record. :(
blacklab
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Re: Feedback/ Suggestions topic.

Post by blacklab »

Thanks for all of the suggestions. We are reading everything and putting plans together for future development, and we really appreciate your support and interest in our game :)
Please make multiplayer maps smaller. Right now they seem to be endless. As I am writing this, I am stuck in a match with a guy called I_Lick_Dead_Children
Oh dear. Sorry to hear about this, not was we expected. We'll look at what we can do to prevent this sort of thing in the future.
Paul Turbett - Game Director - Black Lab Games
twitter.com/blacklabgames
Tabulazero
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Re: Feedback/ Suggestions topic.

Post by Tabulazero »

A couple of easy improvement - UI.
1. A heading indicator. A simple box that tells you your heading is enough. I like to fly my ship in a wall. It would be useful for me to have a little indicator tell me the heading of my ship. It would make life so much easier when you want to make sure your ships are all flying in the same direction.
2. When a fighter is defending tell the class and the name of the ship it is defending. I have 6 Adamants. Which one is my fighter defending exactly ?
3. A tick box on each ship that toggle on/off the ship silhouette. It can become quite messy when you are flying multiple ships in close formation between the ships themselves and their silhouette.
4. Let the player re-arrange the ship order on the left menu. Sometimes ships that fly together are miles appart in the list. I would like to be able to put next to each other ships that fly together.

A couple of less easy improvements
1. Re-work the algo for the battle-replay. It is not working as it is. The replay keep shifting between ships when it is just about to be interesting. Also, space battle in the series had a special feel I do not find in the current algo. For instance, it tended to use zoom-in/zoom-out much more often than flying along. Watch the serie again.
2. "Defend me" icon on ship that calls out to the nearest fighter and set it to defend. Even better: tell other ships nearby to focus fire on your attacker. It would greatly improve the survivability of the battlestars which so far are bullet magnet and probably not worth the investment.
3. "Interdict" icon on fighters with a sliding radius scale. A fighter on interdict will attack any fighter/ordonance entering its radius regardless of the said fighter/ordonance target.
4. Formation flying. Select a number of ship and automatically arrange them in a pre-set formation a la Homeworld.

On a personal note, I do find that movement is not restrictive enough for Adamant and above. You can practically turn them on a dime which is nice but a bit too easy in my opinion. Otherwise, I am enjoying the game very much.
Last edited by Tabulazero on Thu Sep 07, 2017 6:37 am, edited 3 times in total.
SiegeRollout
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Re: Feedback/ Suggestions topic.

Post by SiegeRollout »

A few of mine after playing a week (some might be considered bugs)

1) Maneuvering: If you are intentionally operating close to a structure (Daeidalos/other mission-specific stations), and the projected course of your vessel overlaps that structure, you cannot select your ship to change course and you wind up being unable to avoid ramming the station! This is even if you have a full turn to initiate a turn to avoid a collision. Trying to select your ship (green projected position) only allows you to select the station. I tried orienting the view a dozen different ways and could not avoid the collision which of course was fatal.

2) Loading screens: When you are loading a game, proceeding to a new mission, etc. and it shows the Galactica pic with tips, plot updates, and so forth, there needs to be a "Press key to continue" pause to allow you to read it. Sometimes the load is so quick, the screen clears before I can finish reading it.

3) Save Game List: Allow the player to create a name for the saved game. Right now there is just a timestamp and sometimes a mission description assigned by the game that isnt as helpful as you'd think.

4) Skip dialogue option. The mid-battle dialogue is a nice part of the game. However, if you are having trouble with a mission and you have to re-load it possibly several times or you are having problems with game stability, it's very tedious to have to listen to Doc Coddle's exchanges each time. A simple "Esc" option to skip the banter would be nice.
mithril2098
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Re: Feedback/ Suggestions topic.

Post by mithril2098 »

Shanewallis123 wrote: Resources -
Some people feel that it is too difficult to get Tylium and Requisition points and thus that the strategic pace of the game is too slow. To fix this there are a few things that could be brought in for an expansion or update. The simplest would be to increase rewards for missions but perhaps a better fix would be to add more ways to gain resources. For example giving the player the ability to build Mining / Refinary ships and or stations with ships being mobile but not producing as many resources as stations where as stations would have a high output but would be vulnerable [ these exist in canon so this would be lore friendly ] players could build these and station them at a planet gaining a certain amount of resources depending on the world and amount stationed with there being a cap on how many can work on a single world [ say 2-4 for moons 4-8 for planets ] This resource mechanic would also allow for new mission types, these being looking for and destroying Cylon resource operations giving new variety of missions and more ways to impact the strategic map. I imagine for the purpose of being attached to fleets these resource ships would not add to a fleets req count.

A new officer ability could be added which increases Tylium income and or Requisition of the Planet / Moon he or she commands.
Mobile refineries and mining ships i could see. they'd basically be a new type of ship you could build. and we have ships from the series that we got good looks at that could serve as the models.
the mining ship was the 'three saucers' ship called the 'livery ship' by fans. we see the mining ship in operation in the Episode "scar"
http://i.imgur.com/YaM2vma.png
http://i.imgur.com/4S3xB5N.png
http://i.imgur.com/oFwq7MM.png
http://i.imgur.com/6MgOeyU.png

https://vignette3.wikia.nocookie.net/bs ... 0512015622

the Refinery ship we see in the episode "dirty hands", and we've seen the CGi model for it released as art
http://www.galactica.tv/battlestar-gala ... -ship.html

perhaps add in a 'supply line' function, so that the supplies travel through the shortest path along the map to the shipyard.. and having a cylon fleet on that path cuts it. so you can't just send ships out to mine and ignore them, you have to actively defend the supply lines, which would mean you'd also have to be spending some of those increased resources on additional ships and fleets.
perhaps have the resource ships automatically destroyed if a cylon fleet is in the same system?
Maintenance -
In game ships have a maintenance which drains on your income i think we could make this more interesting by adding 'support ships' to the roster. These 'support ships' would be none-combat craft would lower the maintenance of any fleet they are attached to. I imagine that do not add to you're fleet req cap due to being unarmed and lightly armoured. This would i feel add to the experience of controlling a full military with the non-combat ships also being reminiscent of the fleet from the series.

A new officer ability could be added which reduces the Maintanance cost of the fleet he or she commands.
this one also has something from both the show and blood and chrome already..
the "foundry ship"
http://www.galactica.tv/battlestar-gala ... estus.html
one was part of the rag-tag fleet (until having to cross the one radioactive nebula in season 4, where it was lost), and we saw 2 as part of the 'ghost fleet' in blood and chrome.

agreed that it should be unarmed (or perhaps only a token few point defense guns only), and not count towards the fleet cap. (i'd say not count it towards the number of hulls either.. though perhaps cap the repair ability it gives so more than 2 gives no benefit)

Ship Customisation and statistics -
We can only have up to 7 ships in a fleet and while the ships are all well designed i think that with such a small fleet size we should be able to customise them somewhat. This would make players more likely to get invested in their ships and want to keep them alive much like the Xcom series. Customisation and upgrades would also allow early game ships to remain relevant late into the campaign.
- Upgrades / Refits
Straight up improvements to specific ship sections and modules [engines, hull, weapons ect] which would just improve them for a cost. These upgrads could also be used to unlock more weapon slots on a ship [we see many ships hve spaces for guns but do not have them, this upgrade would provide a balanced way to up-arm your fleet].
- Crew / Captain
A Subset of officers. Crews / captains would gain experience through battle which would allow you to asign skills / specialties to them to increase the effectiveness of a specific ship.
- Weapons
Each ship has turrets we should be able to swap out turrets for ones of different types to change the effectiveness of a ship in different scenarios
- Hull
Choose the thickness of your hull, 'Light' or 'Stripped down would make the ship faster but would reduce armour value. Default would be normal while 'Heavy' or 'Reinforced' would increase armour value but decrease speed
- Engines
Specialise the ships engines for specific use. Either 'Default' which is mid ground , 'Acceleration focus' which allows it to move much further in straight lines but reduces the turning radius or 'Agility Focus' which decreases how far it can go in a straight line but allows for a much wider turning circle.
these are not ideas i like.. they'd add pointless complexity, and way too much record keeping for both player and computer. this a turn based tactical sim with a node based strategic campaign, not a 4X strategy game
- Visual Customisation
Things like colours, decals and other things which could be used to personalise ships and fleets in campaign or multiplayer.

- Statistics
A Page which keeps tracks of the ships kills, missions logged, damaged dealt or taken and so on.
the statistics page would be good i think, though it should have no real gameplay benefit beyond recording things.

custom visuals, within a limits, i think would be good. being able to add custom color patches to the hulls so you can make the fleets feel more like yours.. and it would make 'colonial vs colonial' or 'cylon vs cylon' battles in multiplayer mo9re visually interesting.
i'm not sure about logos and such though.. no real place to put them that wouldn't look weird.

Environmental features / new obstacles -
The game has plenty of these weather they be stations or asteroids but i feel like more could add to map variety a bit.
Debris -
Ships explosions look good and debris are pretty cool, but it would be nice if the debris actually caused damage / destruction if they hit something giving reason to avoid those hulks. Debris are a major potential threat in the series as we see when the Pegasus's flight pod is blasted away from the hull and destroy a basestar.
Minefields -
High explosive obstacles which detonate when ships get near. Some variants might be magnetic / self tracking and will require some thought to avoid.
Nebula -
Gaseous clouds which could effect sensors, damage ships, reduce accuracy, shut down guiding for munitions or some other status effects. Different Nebula could have different effects shown by colours
the Debris and nebula ideas i can get behind, but minefields seem a bit game unbalancing, and problematic setting wise.
----------------------------------------------------------------------
Structures -
The ability to construct stations/structures around planets would be nice and would add a new layer to the game. These structures would provide a nice bonus / support in either the tactical or strategic mode. Locations with more support structures would be more likely to be attacked. Each structure would have a limit on how many could be built over one planet / moon Some structures could include. Structures would show up on the tactical map and would be prime targets for Cylon attackers and would give more incentive to prevent assault. This would also allow for new 'base assault' type missions to hit the Cylons where it matters.
- Tylium Mine
Increases income of the planet/moon its built around with certain planets / moons having different boosts based on how 'resource rich' they are.
Economic Structure
- Colonial Outpost
Increases the amount of Requisition point income of the planet / moon its built around. The higher the population the more Requisition points they would provide
Economic Structure
- Fleet Academy
Produces more and or Cheaper officers. Other bonuses could include officers starting at a higher rank or officer levelling up being cheaper.
Economic Structure
- Search and Rescue Facility
Increases / allows for the chance of an officer to survive an attack in the system its built and be returned to Daidalos station.
- Shipyards
Support shipyards decreases the cost and or time to build of ships for Daidalos when it is orbiting their planet / moon.
- Small Strike Craft Hanger
Holds 1 squad of fighters / strikecraft. Defends the planet / Moon its built around
Defensive Structure
- Strike Craft Hanger
Holds 2 squads of fighters / strikecraft. Defends the planet / Moon its built around
Defensive Structure
- Large Strike Craft Hanger
Holds 3 squads of fighters / strikecraft. Defends the planet / Moon its built around
Defensive Structure
- Missile Platform
Munition platform, powerful with its weapons but once its ammo is used it's useless for the rest of the mission. Holds a single Munition type. Defends the planet / Moon its built around
Defensive Structure
- Heavy Missile Platform
Munition platform, powerful with its weapons but once its ammo is used it's useless for the rest of the mission. Holds two Munition types. Defends the planet / Moon its built around
Defensive Structure
- Point Defence Platform
Cheap weapon platform with a handfull of light anti fighter / munition guns not very usefull versus ships. Defends the planet / Moon its built around
Defensive Structure
- Gun Platform
Cheap weapon platform with a handful of guns good for deterrence versus smaller ships. Defends the planet / Moon its built around
Defensive Structure
- Heavy Gun Platform
Expensive weapon platform with a handful of large calibre guns good for deterrence versus capital ships. Defends the planet / Moon its built around
Defensive Structure
No.
just, no.
lets not go turning this into a realtime strategy game with its base building.


New Ship Classes
- Modern BSG Ships
Ships from the series era the Mercury and Valkyrie Battlestars the Berzerker and Defender Gunships for the colonials aswell as the more modern Cylon ships.
way to early for those. though if we get a late war expansion, we might see the Valkyrie class (it appears in blood and chrome) and the guardian basestar (seen in razor's flashbacks)
- Resource Collector / Mobile Refinery
A Unit that would only really be present in the strategic map, would show up in battles but has no real defences of its own and would need to rely on escorts to survive an attack. Due to a lack of weapons and low armour it wouldn't cost any req / command points to add to a fleet, taking it into a fight would be more of a liability then anything
- Support ship
None combat craft which reduce the maintenance cost of ships. Due to a lack of weapons and low armour it wouldn't cost any req / command points to add to a fleet, taking it into a fight would be more of a liability then anything
- Repair and Resupply ship
Unarmed and unarmoured ship which can repair allied ships in battle, Rearm spent ammunition or Rebuild destroyed fighter squadrons. Limited supplies means its utility abilities must be used sparingly and only when needed.
you've already talked about these.

- Dropship
A troopcarrier type strikecraft / fighter which would board enemy ships and do damage over time with the possibility of them taking over the ship or forcing a self destruct if enough are deployed [ Lore friendly as the Colonials do this in the series, boarding a basestar to plant a nuke inside while the cylons board the Galactica at multiple points in the show ]
- Bomber / Gunship
A Strikecraft / Fighter designed specifically for fighting capital ships, no good vs other strikecraft. To balance its firepower they may need to return to a capital ship to rearm / reload after each attack. To further balance them out Bombers would be relativly slow with some decent [for strikecraft] armour giving you some
first one is called the Raptor. the 2nd one was called the Raider, but the cylons stole all of them.

- Light Corvette / Scout
Something smaller / faster then a manticore or Nemesis with only a single weapon or handful of light weapons, not suited for combat but incredibly fast and manoeuvrable. This ship would not have a fighter slot or ammo slot making it rely on speed and conventional weapons to get the job done. The Scout would be about 1/2 to 2/3 the size of Manticores
- Light Artillery Gunship
Armed with nothing but a single munition slot, this cheap 'disposable' ship would be designed to hit hard with its munitions then run.
- Destroyer / Frigate / medium warship
Smaller than Revenants and Minotaurs the destroyer type ships would be mid-sized dedicated warships with its size being between a Adamant and minotaur.
- Troop Ship / Marine Frigate / Centurian Frigate
A Large lightly / unarmed ship. It would act like a larger dropship, attaching itself to enemy ships in order to take them over or sabotage them. This ship would have a high amount of risk vs reward as it would be defenceless when boarding and a prime target when trying to capture an enemy ship.
i don't see any point to these over what we already have.
- Battlestar Refit / End War Basestar
We see the Galactica in Blood and Chrome bristling with new weapons and heavier armour. I imagine this was a refit of the standard Jupiter seen in this. This could be the 'ultimate' cylon war ship classes which while expensive would be better overall then their early war equivalents.
again, way too early for this. not to mention to game balance issues. (and to be honest, i like many people found that version to be ugly and unbelievable.)
these i could see, but they'd need to be given useful roles. about half of them probably wouldn't fit at all, since they appear to be doing missions that the game does not include (like fighter replenishment, or raptor mothership)

i'm not sure if the osiris class would work as an early years ship though.. visually it seems more likely as a late-war design.
JoshuaZ
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Re: Feedback/ Suggestions topic.

Post by JoshuaZ »

Aerovox wrote:Please make multiplayer maps smaller. Right now they seem to be endless. As I am writing this, I am stuck in a match with a guy called I_Lick_Dead_Children and it's been like 3 hours. He scattered his 7 ships in different directions, spent all his munitions and now just keeps running away, my guys are either unable to catch them or even if they could, it would take forever. Another possibility would be to make matches limited in duration and decide the victor based on ships remaining. So yeah, there goes my 6-0 record. :(
Good lord, I also played him. It's the worst. He makes his opponents voluntarily quit.

He starts by turning his ships around and running.

He sets a 120 second timer, and NEVER hits Ready. Every planning phase takes 120 seconds.

Never responds to messages.

It took me awhile to catch up with Vipers, so I fired some missiles thinking he was just AFK. No. He turned on his flack.

When I finally did get somewhat close with a couple of ships he launched Torpedoes at me.

After about 20 minutes of trying to catch up (and watching a movie) I just quit. There was no way to win, and I didn't want to end up playing a 3 hour game.

It's a solid strategy guaranteed to win if you have plenty of free time. If anyone does make a run at you with fast ships you can destroy them with torpedoes, since they're out of any defensive position and can't maneuver well under boost. Even if I had managed to kill his slower ships, his Manticores were so far away that with a 120 second delay between turns I would be there forever.

Needless to say, never play that guy.

Also, Raiders need a fix. I took out 10 groups of Raiders with 4 groups of Mark 2 Vipers in PVP.
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Re: Feedback/ Suggestions topic.

Post by blacklab »

Hi
Good lord, I also played him. It's the worst. He makes his opponents voluntarily quit.
We are aware of that guy. We really underestimated people needs to be....unpleasant, and I do apologies for that. We've implemented a system to prevent this type of griefing. However it was only just finished today, and still needs testing, so it won't be in the next patch, but definitely the one after.

Cheers, Paul
Paul Turbett - Game Director - Black Lab Games
twitter.com/blacklabgames
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Re: Feedback/ Suggestions topic.

Post by alesha93 »

I'll jump on board with others in wanting ships and their crews to gain experience and skills. It would be great to be able to manage ship skills so that you become invested in particular ships and crews instead of seeing them as equivalent units whose loss doesn't really hurt. It would be great to watch your next fleet Admiral make his/her way up from a lowly ensign on a corvette.
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Re: Feedback/ Suggestions topic.

Post by dravere »

I can see this will be a long way down range, but experience with ships and crews would not only help personalise the experience, but more importantly increase the immersion with the feel of the show. A key element of BSG is that everything is precious and every loss is felt, from Vipers to cigars to tubes of tooth paste. I understand the necessity of replenishing losses in a game (maybe a hardcore mode with much longer build times and costs?), but make us feel those loses, give each ship a named Commander and number of crew lost (remember how important the total number of humans is to the show? We could use that here too, to some degree).

Also, and this is why I'm here, Can you explain or sort out the hitboxes for the Love of the Gods? I am losing too many ships having maneuvered them so that their armourless side is no longer taking fire, on for the hull points to vanish regardless. I just lostan Adamant which had lost its leftside armour several turns ago (un)surprisingly get destroyed by fire from it's 3-4 o'clock position. Not for the first time, and almost certainly won't be the last.
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Re: Feedback/ Suggestions topic.

Post by JoshuaZ »

blacklab wrote:Hi

We are aware of that guy. We really underestimated people needs to be....unpleasant, and I do apologies for that. We've implemented a system to prevent this type of griefing. However it was only just finished today, and still needs testing, so it won't be in the next patch, but definitely the one after.

Cheers, Paul
Thanks, that would be nice. Everyone else I've played against has been wonderful... except for this person. (Granted, it is a winning strategy on his part. Just a really really jerky one.)
Ken Hagler
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Re: Feedback/ Suggestions topic.

Post by Ken Hagler »

I'd like to see smaller Cylon fleets still appearing late in the game. My reasoning is thus:

Currently once Cylon fleets are all large size (over 4000) points it's impossible for a fleet with a new officer to ever win a battle because his fleet will be too small, making it impossible to gain experience. Promoting an officer until he can command a fleet big enough to be useful costs a huge number of requisition points that you'll never be able to afford given how rarely you get them. If you have a large fleet that loses its flagship, that fleet is done as an effective force because it will never be able to get new ships (due to the lack of an experienced officer). You're effectively limited in how many large fleets you'll _ever_ be able to field by how many officers you were able to recruit and get promotions for during the early part of the campaign, before the Cylon fleets get to big. This leads to the bizarre situation that it's better to lose six out of your seven ships as long as the flagship survives than it is to lose just a single ship if it's the flagship.

By spawning Cylon fleets of different sizes throughout the campaign, it would be possible for new officers to fight battles they can win and gain experience from.
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Re: Feedback/ Suggestions topic.

Post by kneecaps »

Ken Hagler wrote:I'd like to see smaller Cylon fleets still appearing late in the game. My reasoning is thus:

Currently once Cylon fleets are all large size (over 4000) points it's impossible for a fleet with a new officer to ever win a battle because his fleet will be too small, making it impossible to gain experience. Promoting an officer until he can command a fleet big enough to be useful costs a huge number of requisition points that you'll never be able to afford given how rarely you get them. If you have a large fleet that loses its flagship, that fleet is done as an effective force because it will never be able to get new ships (due to the lack of an experienced officer). You're effectively limited in how many large fleets you'll _ever_ be able to field by how many officers you were able to recruit and get promotions for during the early part of the campaign, before the Cylon fleets get to big. This leads to the bizarre situation that it's better to lose six out of your seven ships as long as the flagship survives than it is to lose just a single ship if it's the flagship.

By spawning Cylon fleets of different sizes throughout the campaign, it would be possible for new officers to fight battles they can win and gain experience from.
Second this. There still need to be the roving little fleets throughout...just here and there...
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Re: Feedback/ Suggestions topic.

Post by kneecaps »

Ship / Item stats preview on Blueprint page.

I'd like to see the weapons and stats (especially armor).

It's not clear on your initial playthrough (or for later reference) what the different blueprints provide.
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Re: Feedback/ Suggestions topic.

Post by kneecaps »

dravere wrote:I can see this will be a long way down range, but experience with ships and crews would not only help personalise the experience, but more importantly increase the immersion with the feel of the show. A key element of BSG is that everything is precious and every loss is felt, from Vipers to cigars to tubes of tooth paste. I understand the necessity of replenishing losses in a game (maybe a hardcore mode with much longer build times and costs?), but make us feel those loses, give each ship a named Commander and number of crew lost (remember how important the total number of humans is to the show? We could use that here too, to some degree).

Also, and this is why I'm here, Can you explain or sort out the hitboxes for the Love of the Gods? I am losing too many ships having maneuvered them so that their armourless side is no longer taking fire, on for the hull points to vanish regardless. I just lostan Adamant which had lost its leftside armour several turns ago (un)surprisingly get destroyed by fire from it's 3-4 o'clock position. Not for the first time, and almost certainly won't be the last.
I've experienced this too...another thing I notice is even when significantly 'below' attackers only front armor seems to deplete, I don't recall ever seeing any TOP armor damage, and why can't ships rolls? An easy counter to somebody flying under you to get at your underside should be to roll (the downside being that you can't point any top guns at them)...
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