It's been a LONG time since a game has grabbed me like this.

Polaris Sector is a sci-fi 4X game that offers exciting exploration, detailed resource management, unique research mechanics and intense tactical combat.
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jack54
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It's been a LONG time since a game has grabbed me like this.

Post by jack54 » Mon Apr 18, 2016 10:53 pm

I'm relatively easy to please and accept many games for what they are... the good and the bad but Polaris Sector has grabbed hold like few others. I usually dislike research (tech trees) yet find myself studying the Polaris research screen with the game paused.... if I increase Chemistry what changes... what about Physics... 'Fundamental' sciences... 'Applied' sciences who knew I'd get into this. Designing ships and yelling when I can't fit 2 fuel cells side by side, sometimes I think the hulls were designed by a sadist :wink: . I can't comment on the late game as I've restarted 2 times and then again with the 1.03 patch, there are also some issues with Tankers and refueling that I hope are addressed. All things considered, IMHO, a very enjoyable launch... I got it on sale (Anniversary Coupon) but wouldn't have shed a tear if I'd paid full price. I can't wait to figure out how to MOD some races.

Full discloser--- I am terrible at 4x games so staying power may become an issue ; I'm not thinking about that now... I have a Battle Satellite at New Earth that needs to be dis-assembled and loaded onto a freighter... it's needed at beta Picses Austrinus III.

Thanks for the Game!

von Runstedt
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Re: It's been a LONG time since a game has grabbed me like t

Post by von Runstedt » Tue Apr 19, 2016 2:05 am

you know you can take a lot of the micromanaging and guesswork out of the research portion by just clicking on the item you want to research and making it priority research. Doing that will automatically set your research to the optimal settings for researching that particular technology.

RandomAttack
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Re: It's been a LONG time since a game has grabbed me like t

Post by RandomAttack » Tue Apr 19, 2016 4:39 pm

I bought this with my anniversary coupon too! I'm an experienced gamer but not so much with 4x space games so I also took a shot. I'm enjoying it but it seems to assume everyone playing this is a space game EXPERT. So much is hidden-- I have no idea how to load up a satellite station and move it (How do I know how many containers are needed, on a freighter I need to design from scratch?) Plus, there are no stock designs so I HAVE to design a transport freighter, frigate, satellite station, etc. Would have helped a newb like me, who has no real clue as to the trade-off between ion cannons and plasma missiles, to have at least one stock version of every type! :shock:

But I have no shame playing on "easy" to try and figure it out, just begrudge the time spent on trial and error to figure out the mechanics (that should be better described) rather than immersing myself in the game. Still having fun, but I'm afraid if it doesn't all start to "click" soon then it will gradually become more frustrating than fun and to the shelf it will go. That would be a shame.

All that being said, I took out my frustration on those damned cat people by prioritizing frigate development, building 4, and taking their home system! :twisted: Yeah, I can't take the planet (yet) but they can't fly anything off either... let them put THAT in their Meow Mix and like it. :lol:

von Runstedt
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Re: It's been a LONG time since a game has grabbed me like t

Post by von Runstedt » Tue Apr 19, 2016 6:03 pm

If I recall correctly the satellite comes in 8 pieces so that means you will need 8 cargo containers minimum to carry a single satellite.

RandomAttack
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Re: It's been a LONG time since a game has grabbed me like t

Post by RandomAttack » Tue Apr 19, 2016 6:52 pm

Thanks! It would be nice to know ahead of time so I could build a freighter somewhere else that I "know" could carry what I want. Seems kinda inefficient to have to build a station, disassemble it, and only THEN know how many containers are needed. I don't think it would be gamey to have a note somewhere upfront about how many containers each transportable thingy needs.

jack54
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Re: It's been a LONG time since a game has grabbed me like t

Post by jack54 » Tue Apr 19, 2016 11:06 pm

RandomAttack wrote:Thanks! It would be nice to know ahead of time so I could build a freighter somewhere else that I "know" could carry what I want. Seems kinda inefficient to have to build a station, disassemble it, and only THEN know how many containers are needed. I don't think it would be gamey to have a note somewhere upfront about how many containers each transportable thingy needs.
+1
you make some very good points.

crimsonsun
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Re: It's been a LONG time since a game has grabbed me like t

Post by crimsonsun » Fri Apr 22, 2016 10:35 pm

I've got to say I've been blown away by the various levels of depth involved in this game and I've barely scratched it really, I can honestly say its the first 4x in a decade that's I've not steam rolled the game on my first attempt, in fact its the first game of the genre I've ever played that I've had two tries and still not won the game against the normal AI. My second play though is in early mid game I'd guess but I can see so many mistakes I've made the first play though I came unstuck logistically before I'd got more than 5 hours in, though I do play these games on the largest maps with the maximum numbers of opponents because for me 4x's are about scale the bigger the better.

I do feel the game needs some additional Advance tutorials, covering various aspects of the game that aren't obvious from the get go, first one being support fleets covering haulage, refuelling and repairs in order to maintain and establish routes within your empire and too expand your boundaries beyond your colonised control. After this a tutorial looking at stealth and espionage, along with types of detection systems (planetary and fleet based), I'd guess Invasions would be next though this is something I've only just started to uncover in terms of techs and options so I can't really comment, there's also very likely to be more layers of mechanics opened up with techs further along that I'm still unaware of at present that I'll be clueless about until I get shafted by the AI using them.

Diplomacy is something I feel could do with some basic tutorial as well, especially as some of the mechanics they bring are different from the 4x standard and aspects such as the basics of how trade agreements function while pretty simple once you've established one is fairly confusing initially and led me to nearly making the mistake of getting my request and offer backwards which would have utterly screwed my empire. Finally a further Combat/design Tutorial would be of huge help especially in terms of the mechanics and strengths/weaknesses of the core weapon types, shields and armours because while I get that cannons seem to bring high damage at great range, while beams provide either massive range with slow ROF or point defence style rapid fire systems, missiles seem to have huge damage at the mid range at the cost of limited ammo, slow ROF and hard counters, Torps I believe seem to be a step further along in terms of extremes over missiles being big ship/station killers. Now that's what I think is roughly correct for the base weapons but I'm clueless to the advantages of various armours or shields over one another as well as what I should be looking to arm ships with in terms of fighter v fighter, fighter v medium/large ships Medium/large ships v fighters and if with the classes of fighter hulls, medium ship hulls and large hulls I get more specialisation or just a greater utility, this is more critical on small ships though as I'm really not sure what each brings advantage wise for its role, by which I mean should my fighters for point defence use lasers like PD ships, cannons, missiles? What about shields are they worth it on such small vessels, are interceptors better at this role due to the extra weapon space and potential defensive options or do they actually function better as bombers with Torps and ?? for taking out big ships leaving the fighter v fighter combat to the quicker little guys. All of that is just the basics of combat as well and there's aspects of detection/stealth as well as movement boosters and counter techs to consider, as well as targeting systems, engines and tactical combat speed (which seems to be linked to weight) and so on.. Don't even get me started on production cost and maintenance cost management, or empire balance in terms of production worlds, farms, research planets and mining as there's so much going on that needs considering that's initially not apparent to new players that I could see people getting frustrated because they don't know why they have suddenly run out of this or that and what the value of said element actually is.

Anyway this games fantastic and I'll write a in depth review on steam at some point saying as much, now if I could suggest a possible expansion of planetary invasions having the same depth and tactical choices as you've put into fleet combat then I think your nothing short of Godlike as its something that's never done well in 4x space sim's and even less likely to when a large percentage of those developing 4x games seem to be moving away for tactical combat systems in favour of scripted fleet combats with limited command types/orders but no direct combat it feels very much in 'fashion' in strategy games atm and isn't a trend I like in terms of game development direction.

Anyway as ever thank you for reading: Crimsonsun

Maddoc06_slith
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Re: It's been a LONG time since a game has grabbed me like t

Post by Maddoc06_slith » Mon Apr 25, 2016 2:09 pm

I'm a veteran gamer.

I’ve been playing this game almost continuously in my free time for weeks. It is deep and interesting. It is even exciting at times, though most of the time I wouldn't describe it that way. I think the mechanics of technology and ship design interact superbly. I'm enjoying the ship combat and having such tactical combat does make the game different to others. I do intend to spend much more time playing and enjoying this excellent game.

I've been frustrated by a few things which can be improved.
1. Tankers disgorging all their fuel and becoming stranded.
2. My biggest frustration is not knowing how many troops (or combinations) I need to conquer a planet, and how long it will take. Instead I've had to use trial and error, bringing in more and more troops until it tips the balance. This is a very tedious process.. This lack of assessment or advice remains even with spy ships present. There should be some sort of assessment tool available with a slider for different numbers and combinations required to overcome defenses.
3. Planetary bombardment should be able to target specific elements.
4. I'd like to see boarding and capture of ships in battle.
5. There should be the ability to prevent the colonial govenors from limiting population growth.
6. Very limited ship configurations for each technology size to fill
7. Perhaps more planet types
8. There isnt the option to just build specific military or refuelling facilities rather than colonise planets
9. Diplomacy should allow creation of vassals, or the ability to impose multiple peace coditions.
10. I'd like wormholes to be labelled once used so I can tell where the go and whether they are one way
11. Some sort of real time editor is needed like in Distant Worlds.
12. I've been a little suspicious about the AI cheating at times.

bobarossa
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Re: It's been a LONG time since a game has grabbed me like t

Post by bobarossa » Mon Apr 25, 2016 4:08 pm

Maddoc06_slith wrote: 3. Planetary bombardment should be able to target specific elements.
Agree completely! Just got into my first major war and want to take a planet that has 5 defense centers (the ones that take out landing troops, currently at 76%!). They are building massive numbers of ground forces and I thought bombardment might take out some buildings and kill troops. Dropped 6 bombs and they only killed population! How can I take this planet if I can't damage buildings. I didn't want to wipe out the population but that appears my only choice. Bombardment appears to be doing the opposite of what I would want. I can see times where a particularly xenophobic race might want to wipe out the inhabitants while leaving structures for the new inhabitants but that should be rare (if structures are even left after killing off the previous race).

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