Round 2: Suggest!
Posted: Mon Nov 05, 2012 8:34 pm
Had some good runs through the game, and found many things to suggest along the way. I guess that's what I do. Here's a whole bunch of little suggestions, take them or leave them 
- Combat responsiveness could be improved -- since it's clearly known which unit wins/loses immediately (Unit health goes up at the beginning of combat if they're ranking up from it) having defeated units immediately removed from the idle list would be good (And possibly an immediate indicator of who's going to survive, if anyone, for those times the winner doesn't rank up).
- A little more detail in the combat log to see who destroyed your unit -- what they were and what their strength was after. Even better if it could show a tally of all the units that had attacked your unit so far that round. (This could be made available even if the unit wasn't destroyed)
- Clearer notification when enemies come onto the map so that I don't have to pan around so much hunting just in case an enemy unit wandered up (There's lots else for me to be doing during my turn!). This would also help with identifying bugs, which can blend pretty well into their terrain.
- "Hold until healed" works great but could maybe use a different name that sounds a little more futuristic. Not sure exactly what, though. Having a little heart (The health heart) at the lower right corner of the icon would help visually differentiate it from normal hold position.
- Tips should save that they've been displayed so someone saving then resuming later can still get future tips without having to wade through the start ones. At least per new game.
- Troopers should prioritize movement through mountains and forests for pathing when they are assigned to move longer distances. Mechanicals would prioritize plains.
- More control over how units path longer distances would be nice. Such as: Click on the unit directly then start dragging to trace a specific path, and/or aim at an edge of the target square to bias the path towards that direction (So if the unit could go up then over or over then up, if I aim at the top of the square it goes up then over (Prioritizes the higher path) and if I aim at the bottom of the square it goes over then up (Prioritizes the lower path)
- A way to bundle units into a squad that then moves at the speed of the slowest unit, and is selectable as a single unit, would be nice (Bulk moving worked pretty well but I had to reselect each turn)
- Some notification of which researches are one-offs (Colony ship dismantling, race for colonization) versus unlocked buildings/parts (cultivation, refining, titanium armor) would be useful to help determine what to unlock.
- Hives having their area of influence displayed would be useful.
- The AI should be more aggressive about moving into a hive it just destroyed the last enemy in, often I'd see it destroy the last bug then move a unit alongside the hive rather than straight into it to claim it, leaving it open for me to claim that turn.
- I should be able to path things through unrevealed terrain, and they'll assume a straight line path that gets modified as terrain uncovers. Very tedious to have to walk a unit one tile at a time because it's revealing map, even though I've mapped the edges of the continent and am just cutting through the middle.
- The AI should be less of a total flake about alliances and pacts, where it offers then withdraws them constantly. Also would be nice if it had an actual reason before declaring war, rather than randomly doing so after seeing my units wandering enough times (I often would have war declared on me when I hadn't even spotted an enemy unit, let alone been near his cities or him near mine)
- Trade/research pacts should give the current known status of the offering city so I can judge whether it would be beneficial to me. This is too opaque at the moment, I can't tell what benefits I'm getting (Or would get)
- Need bribes for offering peace -- ceding cities, offering resources, credits, even units in exchange for peace. Otherwise I have no reason to not just finish off someone if I've gutted their main city as claiming the rest will more than make up for short term damages they may be able to inflict with their leftover units. The AI should offer scaling bribes as it gets more desperate for peace (Though stop offering once it hits its "That was my best deal that you just rejected) point.
- It's hard to keep track of who's who for my current alliance/war status. I had an enemy I was at war with and the only way I could figure it out from the field display (Without going to the diplomacy tab) was to try to move a unit into one of its city's areas of influence.
- I should be able to declare war on someone by trying to move into one of their city's area of influence. I had an enemy who I could see the borders of but no units for and they did not show up under Diplomacy, so I had no way to declare war on them and thus couldn't get through their area.
- Open border treaty would be nice to help deal with the preceding point, I didn't necessarily need war but their zones were blocking my movement. Possibly just "edge" treaties, allowing people to move through the outer edges of city influence?
- Guerilla warfare should additionally give troopers +50% healing rate while in mountains or forests to help make it a more appealing research line.
- When saving a game (Entering its filename), hitting enter should save the game rather than bringing up chat.
- An AI should (For high priority cities) buy units with credits to save the city if I destroy the only unit in it. Note: It may be doing so and I just didn't notice, in which case cool. (Since the AI can't effectively judge if I may or may not move in with an additional unit, I'd expect it to slip this "buy" order in immediately after I hit end turn, before the next turn starts.)
- The AI should be much more hesitant to attack from inside a fortified city, especially with its strongest unit. I had one bunkering against me with a plane, then it gained a trooper so it assaulted with its plane even though I had multiple units outside its city. This left the city weak enough for me to easily claim, since it had lost its fortified bonus on a 100% health plane.
- Planes should probably base their bonuses more on the enemy's tile than on their own, due to the nature of air combat. It doesn't make sense that a plane assaulting while flying over plains gets a bonus while one assaulting from over forest, or even over ocean, doesn't get a bonus at all.
- It shouldn't cost .5 movement to move into an enemy held city to claim it, that bonus should only apply to friendly cities.
- Formers shouldn't automatically move to new continents. Not sure how they can communicate that they would like to move over, but given the dangers of naval transportation this seems like a poor choice for automization to make for me.
- Troop transports given a destination should never path onto land until they can't go further on water.
- Allow random to be selected for shape and temperature of the map.
- List the bonuses each side gets at the selection screen, this shouldn't be something I have to memorize.
- Perimeter Awareness: All cities gain vision on tiles adjacent to their areas of control.
- Bomber: Deals splash damage, enemies can't retaliate unless they have anti-air, attacking does not stop a bomber's movement (But costs 1 movement)