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GM_Hadouken

GameMaster: USA
Joined
09 Aug 2011
Posts
1810
Location
Aeria Games, CA United States
PostedMay 31, 2012 7:17 pm

[Sticky] Game Feedback Thread

Have an idea to make the game better? Post it here!
Hey guys!

We love to hear what players think about the game and what we can do to make it better.

Please feel free to leave your feedback here and we will look in to adding your suggestions to the game.

Thanks,
Team AeriaNow

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nik0praskaton

Rank 0
nik0praskaton
Joined
25 May 2012
Posts
17
Location
Croatia
PostedJun 05, 2012 5:48 pm

Alliance Attack reports

We should have an option to see alliance attack reports, to see who is been attacked from whom, report would depend on the players colony inteligence development (detectors).

TyrantBadjoe

Rank 0
TyrantBadjoe
Joined
03 Jun 2011
Posts
131
Location
Bahrain
PostedJun 05, 2012 10:57 pm

Instance/Pirate/Admin/Arena/Event System Message

1st of let us talk about the color of [System] announcement. It SUXS, just plain red which constantly spams is getting annoying and confusing (yes i can read it clearly but still...) so how about change color to these :

Instance = Blue
Arena = Yellow
Pirate = Orange
Event = Purple
Admin = Red (Default)


2nd let us talk about the pirate message and adding a small function.

"Shaula Aquila 52 11 Pirate has been detected"

Some pirate message takes up 1-2 chat space and manually typing the co-ordinate is a pain to do it constantly. So how about doing this little change :

[System] : Pirate Raid on Aquila's Trade Post 55 68
[System] : Pirate Ship Detected in 105 15
(hyperlink to take us straight to that location where the pirate is)

nik0praskaton

Rank 0
nik0praskaton
Joined
25 May 2012
Posts
17
Location
Croatia
PostedJun 06, 2012 10:41 am

Reseraching

Being able to research one thing at the time is painful. Whats the point of being able to build one research center in every colony if you can research one thing for all the colonies. Instead of that make a little change and set research in every colony, but limit the research buff with research center lvl of each colony.
So if colony 1 have researched i.e. lance and it gets with research center 7 you cant fit it on ships in colony 2 untill research center reaches lvl 7

TyrantBadjoe

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TyrantBadjoe
Joined
03 Jun 2011
Posts
131
Location
Bahrain
PostedJun 07, 2012 4:03 am

Flag/Marker

When attacking someone we want option to place a flag/marker on that player so that later we can see in minimap which player we want to attack.

Oberonu

Rank 3
Oberonu
Joined
02 Apr 2008
Posts
1149
Location
Yulee United States
PostedJun 08, 2012 1:18 pm
1. There is no NAP (Non-Aggression Pact) nor Alliance system outside of your alliance chat n such. Not every alliance wants to go around trying to eat or destroy everyone and everything. It would be nice to have a NAP and Alliance system in which terms are set at the beginning of the alliance from 24 hours to 96 hours between Alliances. I know my alliance honestly wants to help protect some of the weaker alliances, but we can't since if we send our ships there we attack them, no way to defend them. A NAP and Alliance system allows for there to be team work and more than just war, including if needed against larger n more powerful opponents and even allowing some larger alliances to help protect smaller ones to let them grow.

2. Alliance Fleet. Allow the Alliance to donate up to 20% of their fleet to the alliance so that the Military Commander can use it for major events, such as taking on forts or very power enemy fleets and even defenses in which alliance credit upkeep is used to support the fleet.

3. FIX Space Fortress! In it's description it says after 5 days the entire alliance is protected on that planet. Don't let it's description fool or mislead you. "Challenge other planet's fleets, if successfully held continuously for 5 days, the whole alliance is protected on the current planet." Your colonies can still be attacked, bombed, and such even if you own 1 or even all 4 fortresses. It is either a nasty bug, a false description, or something that needs to be fixed period. It reduces the desire for people to take and defend forts beyond basic blueprints. Don't let this presently false statement let you think you're secure in any way.

4. Arena. What's the point of winning 10 or more games in arena if you do not get any benefits other than simple bragging rights? If someone can honestly take on 10+ opponents in a row, they should be given some prize or benefits, whether credits, special uniforms for leaders, Dark Material, Rare Material not of their class, or in very rare cases blueprints to powerful weapons or space ship designs for example.

Secondly, what do you get for successfully defending 10+ or so in Arena other than 1 mil xp per battle, sometimes more depending on size of fleets? Maybe prizes for top defenders also.

5. You need some non-race specific research, including some rare research. For example. How does one get a Royal Fighter as seen in Cabella Legendary? Could the blueprints or pieces of it become a rare drop from winning 100+ arena offense or defense or from beating Cabella Legendary, with a very very low rating of drops? How about rare buildings for research that are rare drops that you have to assemble similar to colony ships? Maybe the rare drops could be in reference to being a Planetary Overlord or even overthrowing a Planetary Overlord. Make it more interesting and more cooperative in such ways to get very rare tech drops and make the techs worth it.

6. Planet are round, not flat. Maybe make the map so that you can navigate in an almost circular pattern around the planet. Just a simple < or > or similar up n down keys could allow one to even look at the poles, with the graphics showing where ever on the planet your colonies are and being able to rotate them on the system map also. Make it so that there is a 12 hour day/light cycle, given some variation depending on size of planet and star, which could change some of the production cycles.

7. Maybe even have moons for some planets that could be useful once you settle a planet and have a building or tech that allows for Lunar Colony Expansion or Lunar Colony Mining or such. Same with the Planetary Cycle as for the Lunar Cycle, except much slower.

8. Crafting. Maybe the ability to craft some battle and resource items into more powerful battle items with things such as item recipes and such, which you get from forts, arenas, corsairs, battle corsairs (rare corsairs on planets), and so on

9. Planetary and Solar System Chats beyond Main, Alliance, and Private chats. It allows people on similar planets or systems to get to know each other and even alliances and their friends and enemies to talk back and forth. Just 2 more tabs anyways.

Just a medium list of ideas, suggestions, and a definite needed fix(point 3).

GM_Hadouken

GameMaster: USA
Joined
09 Aug 2011
Posts
1810
Location
Aeria Games, CA United States
PostedJun 08, 2012 4:12 pm
Thanks for all the feedback! We will definitely be talking to the devs about you guys' suggestions.

Oberonu

Rank 3
Oberonu
Joined
02 Apr 2008
Posts
1149
Location
Yulee United States
PostedJun 09, 2012 7:31 am
Talking to Chugger had given me a quick thought of ideas.

1. More Galaxies! Seriously, like all games, there should be galaxies and galaxy clusters. Maybe the 'servers' are Galaxy Clusters, which would one day give the change to merge clusters and such into new Galactic Clusters. Keeping the hard to get to Galaxies separated, but the beginning and medium galaxies merge their planets, systems, and such. It would also give the GM's a way to merge the systems without much damage. However, when they merge, if people are in two galaxy clusters, they must choose which character n galaxy cluster they must have. After 1-2 Galaxy Cluster merging, the top 100 are immortalized in history and the galaxies retired. Those immortalized in history start with some perks in a new Galaxy Cluster that is not set to merge for a while. Aka 1 and 2 merge and are retired after a few months, if they start in cluster 5, they get perks, but not in 3 or 4 which are set to merge sooner or later.

2. With research have subterranean features, including some which allows non-ship required trade routes between alliances. It gives a new building called Sub-Terrainian Trade Route which increases trade amongst allies on a planet and even allows for sharing of defenses with the technology of "Sub-Terrainian transports", which increases defenses of bases on a planet by a percent of allied colonies linked on a planet, therefore for every 10-20 colonies attached is like a unified 2-4 cruisers with basic or lance weapons for defense. It gives increase military xp and creates the desire for alliances to be on the same planets in case their forts fall, for further defenses. It also gives them additional trade income, maybe 10-50 creds per colony linked to the Sub-Terrainian trade route. It also allows intercolony trade routes between bases. 10 resources per hour per trade route and level, up to level 15, in which level 5 is needed for basic defense of fighters or Frigates and 10+ for cruisers and star frigate help.

3. New weapons such as Photon Torpedoes, Black Hole Lance, Anti-Matter Bomb/Torpedoes/Laser/Lance, Shockwave Generator, etc... New Modules such as Shield Generator (affects all shield modules), Carbon Armor (anti-protectile and increases base armor), Reflective Armor (anti-energy and increases base armor), etc... New ship designs such as Carrier, in which it has 200-250 ships per bay, capital ship but only has turret and heavy weapons since it will be dependent on fighters and then alien ships in which we can not modify, but can win in battles in other Galaxies. They have superior weapons, armor, and such and grow stronger based on battle, not on upgrades and such, with some rare combination techniques also.

4. Outside of main Galaxy, aliens can attack, weak ones, however you have to go against powerful and even unknown alien type ships in other Galaxies.

5. Solar and then Galactic Frigate (+1 each weapon and 3k armor, +1 module from star frigate for Solar, then +1 again for Galactic and +2k more armor), Solar and then Galactic Cruiser (+1 each weapon and 5k armor, +1 module from Battle Cruiser for Solar, then +1 again for Galactic and +2k more armor), Galactic Colony Ship (which you get the 3 blueprint type parts from the 3 systems you need a colonization ship to reach to upgrade colonization ship), just as a few examples. When someone had researched Galactic Frigate and Galactic Cruiser, they then are able to research Royal Fighter.

6. New Seeker ships to their specialty. Seeker Frigate, Seeker Cruiser, Seeker Interceptor. 2/3 the armor, however gets +3 to fire due to "cloaking" and also natural resistance to projectile and normal damage by 25%. Give them a chance against the others and make them more useful. They also move 20% faster for class ships and 10% faster for normal ships, Altairians move 5% faster, and UEO due to their heavy armor move at normal rates.

7. With the new ships, it's going to be more resource intensive, so definitely new buildings needed. Boreholes where minerals are which create some energy and a lot more minerals, Industrial Farm on places where grass is and such, SkyFarm where there are no farms, Warehouse to hold twice as much resources, Deep Drill for more oil, Colonial Centers for larger colony populations, Magnetic Power Plants and Crystalline Focus Power Plants for more energy, and so forth, all needing to be researched. Some natural race research, yet all are in covert research.

8. Arena and Alliance Arena. Alliance Arena is similar to regular Arena, but a way for alliance members to use a second commander/leader to test themselves against each other. It also allows them to test their designs and have fun outside of regular arena. The leader can set up in Alliance Arena to where they can use Alliance Honor Points to buy things the alliance has used credits to buy. Things such as resources and such from the market or even blueprints within the alliance if deemed a worthwhile expenditure, but at a higher cost.

9. Wormhole Research in colony research, which is a permanent research which will cost a lot of resources, including rare resources, and credits to allow ships a quicker transport between two Galaxies. Must be built on each galaxy by setting gate construction and upgrade which will then decide depending on distance and number of alliance members in that galaxy the resource and credit costs to build and upgrade the Wormhole. It can not be attacked or destroyed by other alliances nor can anyone outside of the alliance use it. One Wormhole can connect to multiple Wormholes for additional costs. 100 B creds to increase the research and construction of Wormholes by 1-5 hours depending on how it's set up with admins. Past level 10 Wormholes, level 11-20 Wormhole upgrades cost B Creds. You need 1 Wormhole level per Wormhole connection, which must be decided by VP or Leader by spending Wormhole Level Credits, which are permanent use. To reset 1 Wormhole Connection will cost B Creds and will reset from most recent to oldest unless one gets an Advanced Wormhole Reset which will cost a portion of Alliance B Creds. Also in Alliance Research is Solar System Wormholes which decrease transportation speed and work similar to Galactic Wormholes, except 1 Solar System connection point is given per Galaxy and only useable 1 per Galaxy per level of research and construction. Wormhole buildings will require a lot of rare resources, especially Galactic Wormholes to make them "stable" and to work would be the reasoning. There will be a small upkeep fee of credits to maintain Galactic Wormholes and free for Trans-Solar System Wormholes, which is a fair amount, not too expensive, once per day. If there is insufficient Credits to support the Wormholes, then they are unable to be used.


Just a warmup. Any thoughts or concerns? Including from GS and GM.

SaintRoyale

Rank 0
SaintRoyale
Joined
13 May 2012
Posts
16
Location
Sydney Australia
PostedJun 09, 2012 10:01 am

Seller IGN's on Auction

First of all, I'm Forsaken from KoA Alliance in Star Supremacy. Lately I've been seeing a lots of Blueprints & Fragments in Auction, I wonder if the Technical Team could make the Seller name Appear on the Auction, instead of Hidden. The reason I suggested this because, those player sells away our hard earned Fortress effort to other Player whom doesn't has Fortress but still gets to pay for it. Every one tried their best to get the Fortress to research and be stronger, but these people are selling them off. They did nothing and they sells it for their own selfishness benefits? It's so ridiculous.

I hope the Technical Team could make the Seller's Name appear on Auction just like DDTank Auction House. Or maybe making the Blueprints & Fragments, made to be Bound by the Account, so that the Item cannot be Sold?.

Just my opinion as lately, there're a few BP's in the Auction, and I couldn't identify who is the person selling our Efforts out without even asking for permission and rather break the Rules of our Alliance. Even though we owned most of the Fortress in the Server, but seriously, put yourself in my situation, how do you feel? Your Time and Planning to get the Fortress for your Comrades, and all they do is sell them off, true they make a profit, and Aeria get more Buyers, but what if its on the other way round? What if they Quit? Who would want the Server dies? Do you? I don't.

If so, I don't see the point of even taking a Fortress where people keep on selling them off. Sacrificing the own Alliance, giving the Opponents to research it.

Just a simple request, I hope it can be done.



Regards,
-Forsaken

Oberonu

Rank 3
Oberonu
Joined
02 Apr 2008
Posts
1149
Location
Yulee United States
PostedJun 10, 2012 12:55 am
Here's another thanks to Josh.

If someone is kicked from an alliance they can join another alliance immediately, if they leave, they must wait for 1 week before rejoining another alliance. It keeps from people alliance jumping, spying, and such.
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