Issues

Published on Sunday, September 29, 2024 By maidenless In Sins II Feedback

General

- shift queuing attacks with strike craft should persist for all strike craft, even newly built replacement squads. Shift queuing targets in general hardly works as intended for strike craft, they seem to spread out targets or outright disobey and go for a target attacking main carrier

- auto grouping structures needs to follow the starbase, or other first placed defense and logistics structure. Manually placing structures is harder to do as a game goes on. Moving structures in orbit should not necessarily move all structures.

- saveable ship item loadout / starbase templates in capital ship management. Maybe even configurable before a game.

- remove exotics entirely, streamline the game. This is really forced, manufactured busywork. Introduce something else or a fourth commodity resource instead

If they must exist then some sort of configurable auto production when underutilized.. which can immediately pause if exotic requiring events occur.  A better way to see exotics in queue for what purpose than mousing over each exotic in two lines 

- starbase range, health, and mitigation needs a buff, and immunity to disable effects. They should all be mobile too tbh.

- logistics slots x / y needs to be visible in logistics tab of planets UI. Defense likewise.

- solution for the right display of own and other player ships in gravity well. If not, using it to target can be difficult as targets move around on the display

Advent:

- Deliverance engine auto: stop shooting empty enemy systems.

TEC

- bizarre warping behaviour, bumping into each other.

- auto group jump enclave garrison ships initially