A list of features for the next patch or DLC

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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A list of features for the next patch or DLC

Post by Ufnv » Wed Jun 15, 2016 2:09 pm

Hi!

I am starting a new big patch (or even a DLC), need your help with defining the most important things to do.

Currently in my list (only the big ones):
1. Automation of building/replenishment of small ships.
2. Rally-points for fleets.
3. More FTL types
4. Battle arena
5. New race (with completely different properties, type of planets required, etc)
6. Tactical combat-related features (more weapon types, capital ships formations, more commands, etc)
7. Bigger diversity of planets and their characteristics
8. More technologies, especially "civil" ones

How do you rate these change, what are the most important ones?

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Re: A list of features for the next patch or DLC

Post by zakblood » Wed Jun 15, 2016 2:59 pm

for me

1, New races

2, Tactical combat-related features

3, Bigger diversity of planets and their characteristics

4, more ship types

then anything else in any order tbh :roll: :wink:

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Re: A list of features for the next patch or DLC

Post by bjgrt » Wed Jun 15, 2016 3:30 pm

The game is quite raw/unfinished. The worst (in my opinion) - the science domination is not working (you've got my save, but never explained nor promised a fix). Plus "crash reporter" not sending the information or sending it nowhere. Plus certain unhappiness not showing on any screens. Plus total lack of documentation for a "modding" part.
Why don't you do the "technical debt" first?
And how hard is it to answer questions on forums? After all - there aren't that many.

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Re: A list of features for the next patch or DLC

Post by RandomAttack » Wed Jun 15, 2016 3:54 pm

For me, all of these are "nice to haves". I would like to see much more transparency/reporting on **why** things are happening at the strategic level.

- Why is my production bonus on a particular planet (without using ANY initiatives) going up and down for no apparent/reported reason?
- What about all the "disabled" features already present, like heroes? Seems like you went to all the trouble to put in the capability for the couple of modders active so far, why not put it in the game?
- Since the only thing reported on screen is "unrest", what's all this happiness/morale stuff about?
- Diplomacy should be tweaked IMO. For example, EVERY time I run into the Vaglars they are ruthless & bloodthirsty Koalas-- the direct opposite of their description.
- And of course, my personal Great White Whale, the AI fuel cheat. I maintain it makes the strategic level almost meaningless.

Ultimately, there seems to be a lot of random and/or faulty and/or unexplained things going on under the hood that takes much of the fun out of the game. Not to be crass or offensive, but a game with these issues with just more stuff added is still flawed on a basic level. This is much more important than more planet types, another race which will only be hostile anyway, more techs, etc.

From my perspective, you are proposing adding a bunch more features/complexity to a system that doesn't handle the ones it already has all that well. I would like to see the systemic issues fixed first, then the new features. Personally, I will not be buying any DLC until the basic mechanic issues are addressed.

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Re: A list of features for the next patch or DLC

Post by Nomada_Firefox » Wed Jun 15, 2016 9:03 pm

From my point of view, I see the next patch or DLC with new additions as something good. If there are things which they do not run as they must run, they will be improved at same time. If you look around the world, it is the way with all the games.

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Re: A list of features for the next patch or DLC

Post by RandomAttack » Wed Jun 15, 2016 9:33 pm

If there are things which they do not run as they must run, they will be improved at same time.
That would be nice, but nothing is listed here as fixes to current issues. Some of the issues haven't even been acknowledged nor their scope clarified. So I am not particularly hopeful at this point. It's kinda like saying: "Sure, my car is running really rough-- but I'm putting nicer tires and extra pin-striping and a nicer seat cover on!" That's great, but it doesn't get me to work in the morning. :wink:

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Re: A list of features for the next patch or DLC

Post by Nomada_Firefox » Wed Jun 15, 2016 9:52 pm

RandomAttack wrote:
If there are things which they do not run as they must run, they will be improved at same time.
That would be nice, but nothing is listed here as fixes to current issues. Some of the issues haven't even been acknowledged nor their scope clarified. So I am not particularly hopeful at this point. It's kinda like saying: "Sure, my car is running really rough-- but I'm putting nicer tires and extra pin-striping and a nicer seat cover on!" That's great, but it doesn't get me to work in the morning. :wink:
Nothing is listed because Ufnv does not start the thread for to know them. Trust me, he knows very well what it must be fixed.

In the way of what can be added, I would add these small things:

-A higher range of fire. 4000 can be a value too short for some weapons.
-Another unrest features. Mostly, we see the unrest by risk of invasion but.........I would like see things as earthquakes, bad weather and other things which they can be avoided with a weather satellite or a weather control building.

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Re: A list of features for the next patch or DLC

Post by peterw » Thu Jun 16, 2016 7:54 am

My ranking:

P5 - New race(s) are most interesting for me especially with unique features.
To allow small galaxies less minimum stars / race would be useful then (I assume most players what to use all races).

P3 - May be I misunderstand you her. Want I need is to define waypoint(s) to ensure the ship(s) moves over the systems I want to.

P7 - Bigger diversity of planets (e.g. different size or some natives) is welcomed.

() A new language (e.g. German) would be useful.
I wrote a small review of Polaris Sector in some German forums for strategic games. A common answer was Polaris Sector is interesting, but the own (German) language is needed.

Peter

PS:
P4: I don't need another tactical battle mechanism, but it would be useful, if the autocalculation would deliver better results:
E.g. in one case the enemy had no weapons at all but there was shown about 95% at his advance (I had only a damaged fighter).
Or if his satellites has lower range then the lasers of my warship his chances are 0% too, but he get may be 80%. I think actually range is not really calculated.
Last edited by peterw on Fri Jun 17, 2016 7:12 am, edited 2 times in total.
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Re: A list of features for the next patch or DLC

Post by anguille » Thu Jun 16, 2016 9:39 am

- I'd like to see more victory conditions and refinement of the existing ones.

- Also the option to play the game without starlanes at all (meaning everyone gets the tech to travel offline).

Maybe 3 and 5.

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Re: A list of features for the next patch or DLC

Post by Nomada_Firefox » Thu Jun 16, 2016 10:40 am

- Also the option to play the game without starlanes at all (meaning everyone gets the tech to travel offline).
This is more a feature for mods. But personally I like more the starlanes because they give the effect from routes. Without starlanes, there is not possible defense against a attack, they can come from all planets around you.

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Re: A list of features for the next patch or DLC

Post by Maddoc06_slith » Thu Jun 16, 2016 11:08 am

Nomada_Firefox wrote:
- Also the option to play the game without starlanes at all (meaning everyone gets the tech to travel offline).
This is more a feature for mods. But personally I like more the starlanes because they give the effect from routes. Without starlanes, there is not possible defense against a attack, they can come from all planets around you.
I was initially not very enthusiastic about starlanes, then I really grew to like them. They much improve the strategic considerations. However, I then was blind-sided by the AI fuel cheat which appeared to make blocking starlanes not a good strategy.

For me,
1. fix the AI fuel cheat.
2. Is it possible to add some sort of tactical combat on the surface of planets, perhaps with some ship weapons/equipment which can contribute from space ? That would be worth a DLC.
3. The other suggestions are good.
4. After I'd explored them I'd like there to remain small labels on wormholes etc to tell me were they go and if they are directional. Maybe this information could be bought.
5. Perhaps you can add a race of Traders who don't have planets but pay to have ships built and who travel around selling supplies/information etc..
6. Perhaps some civilian activity in the players systems physically transporting resources which can be interdicted.

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Re: A list of features for the next patch or DLC

Post by Nomada_Firefox » Thu Jun 16, 2016 11:17 am

Some more ideas:

-First the possibility from share troops or other things between planets in the same system.
-A special sound for when a planet is invaded.
-The build ships panel has very few options for show different units. Small and big ships military ships is not enough. It should be by type, type of weapons or some more which it does not show you a lot of possible big ships or small ships designs.
-Starbases and satellites around the planets should be showed in the space battles. You will gain a additional objective, destroy or defend them.
-There is starlanes but you can not make a blockade to a ground of planets. Always they receive resources and the unique effect, it can be the unrest.
. fix the AI fuel cheat.
The unique solution for this is hide the value to the human player. In fact, it should not show it.
2. Is it possible to add some sort of tactical combat on the surface of planets, perhaps with some ship weapons/equipment which can contribute from space ? That would be worth a DLC.
I suggested this idea at private some time ago. The same way from the space combat would be enough for a ground combat. You do not need show the ground troops, just vehicles. Some similar to the beautiful Imperium Galactica.

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Re: A list of features for the next patch or DLC

Post by anguille » Thu Jun 16, 2016 11:19 am

Nomada_Firefox wrote:
- Also the option to play the game without starlanes at all (meaning everyone gets the tech to travel offline).
This is more a feature for mods. But personally I like more the starlanes because they give the effect from routes. Without starlanes, there is not possible defense against a attack, they can come from all planets around you.
Actually, this is what i prefer (with limitation due to fuel). The idea is just to have this as an option. The game may appeal to more people with that option.

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Re: A list of features for the next patch or DLC

Post by Nomada_Firefox » Thu Jun 16, 2016 12:41 pm

anguille wrote:
Nomada_Firefox wrote:
- Also the option to play the game without starlanes at all (meaning everyone gets the tech to travel offline).
This is more a feature for mods. But personally I like more the starlanes because they give the effect from routes. Without starlanes, there is not possible defense against a attack, they can come from all planets around you.
Actually, this is what i prefer (with limitation due to fuel). The idea is just to have this as an option. The game may appeal to more people with that option.
Adding this type of limits to the AI, they will reduce the attacking/moves behaviour for the AI.

At the end, there is not a single game where the AI does not cheat. All them. The unique point is how this cheats are hidden to the human player at most of the games. If you had not seen the real range from AI, you had not told anything about this.;)

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Re: A list of features for the next patch or DLC

Post by BiteNibbleChomp » Thu Jun 16, 2016 1:04 pm

More planets per system. I've never seen more than 4 in any Polaris system, while ours has 9 and many others have at least 6. Maybe adding an atmosphere mechanic (either oxygen, hydrogen, co2, methane or none) could help with this.

Also, Earthlike planets shouldn't be the No.1 type for all races. Some (the radioactive mutant guys in particular) might be better suited to a contaminated world, while others would prefer Oceanic worlds and another may do best on a desert or a frozen world. This of course should be chooseable at the start. (The current option of gaining the ocean or the radioactive tech still doesn't let volcanic or super earths be used :( )

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Re: A list of features for the next patch or DLC

Post by Nomada_Firefox » Thu Jun 16, 2016 3:31 pm

BiteNibbleChomp wrote: (The current option of gaining the ocean or the radioactive tech still doesn't let volcanic or super earths be used :( )

- BNC
Perhaps I have misunderstood you, but are you telling how you can not conquer a volcanic or super earth planet in the game? because I have not problems conquering them.

In the same way, there is not a ocean tech. Just anti-seismo domes and anti-radiation. After it, you can research the celestial dome and you will be able colonize the gas giants.

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Re: A list of features for the next patch or DLC

Post by RandomAttack » Thu Jun 16, 2016 3:53 pm

At the end, there is not a single game where the AI does not cheat. All them. The unique point is how this cheats are hidden to the human player at most of the games. If you had not seen the real range from AI, you had not told anything about this.;)
You keep saying this over and over and I don't understand your point at all. The AI fuel cheat IS hidden. We STILL haven't been told how much it is-- probably infinite. It IS completely obvious when AI Corvettes cruise to your world from at LEAST 15K h.u. away, when it's still too early for you to have any defenses. It's TOTALLY broken. And you can kiss any other modes but starlanes goodbye, because my guess is that AI fuel limits aren't even in the game at all-- which would make any other method of travel even more dysfunctional. For this "feature", you continually keep trying to put lipstick on this pig-- and it just doesn't make sense.

And BTW, does the AI have unlimited fuel in your Star Wars mod? If so, what a bummer. If not, how did you fix it?

As an earlier post said: "Raw and unfinished". Fix what is broken first.

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Re: A list of features for the next patch or DLC

Post by shaddock » Thu Jun 16, 2016 4:39 pm

1: I would like to see a greater number of random planets per star. (up to 8, just to keep the bits aligned, if that's an issue)
2: Tech for ground units.
3: All modules, except for engines and weapons should be able to be rotated 90 degrees. (if this is too difficult then have two separate graphics, one normal and one rotated)
4: In the planets chart, I would like the ability to filter owned planets from unowned planets. (it's frustrating to see a planet I'd like to settle but when I look closer at it, it's already owned by someone else)
5: We have pirates, we could have free traders. They would roam the galaxy buying selling and trading resources, tech, and/or ships.
6: Perhaps some sort of galactic currency which resources, tech, and/or ships can be bought and sold with.(would go with the free traders above.)

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Re: A list of features for the next patch or DLC

Post by Nomada_Firefox » Thu Jun 16, 2016 4:54 pm

You keep saying this over and over and I don't understand your point at all. The AI fuel cheat IS hidden. We STILL haven't been told how much it is-- probably infinite. It IS completely obvious when AI Corvettes cruise to your world from at LEAST 15K h.u. away, when it's still too early for you to have any defenses. It's TOTALLY broken. And you can kiss any other modes but starlanes goodbye, because my guess is that AI fuel limits aren't even in the game at all-- which would make any other method of travel even more dysfunctional. For this "feature", you continually keep trying to put lipstick on this pig-- and it just doesn't make sense.
I do not agree. Absolutely nothing.

In fact, I do not see a big problem for defend my empire from the AI. Of course, if you start a game playing medium or hard levels, you will not understand many things. At the end, I have seen people saying how the game was too easy.......

About remove starlanes. Imagine a AI without starlanes......
As an earlier post said: "Raw and unfinished". Fix what is broken first.
Be calm. Everybody can see it clearly. You make honor to your nickname and you are acting as a troll. Crying again and again and again with the same things will not be good and you will be ignored more and more and more.
3: All modules, except for engines and weapons should be able to be rotated 90 degrees. (if this is too difficult then have two separate graphics, one normal and one rotated)
I go to tell you the thought from Ufnv about this. "Better no." :D I agree with him, it would be a big problem, many balance and settings at all designs should be changed.
5: We have pirates, we could have free traders. They would roam the galaxy buying selling and trading resources, tech, and/or ships.
It would be good.

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Re: A list of features for the next patch or DLC

Post by RandomAttack » Thu Jun 16, 2016 7:26 pm

Be calm. Everybody can see it clearly. You make honor to your nickname and you are acting as a troll. Crying again and again and again with the same things will not be good and you will be ignored more and more and more.
If I'm a troll because I keep asking for actual answers to legitimate questions then so be it. Better a troll than an apologist that seems to be acting as a semi-official spokesperson for Ufnv. With generic answers like "don't worry", and "trust me", and "everything will be ok". And I keep "crying" because there is STILL not an answer to the basic questions:
1) What is the extent/nature of the fuel cheat? For example, is it infinite?
2) Can it be modded?

So come on Ufnv, here's your chance. How about a comprehensive answer? Beyond "it's a technical issue".

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