I've had a couple of games now, where my main planet was smashed without warning. In my most recent game, I received the warning "Celestrial activity detected" litteraly one second before it was all over. Even though, I had an orbital and deepspace radar installed. Such a thing is espacially frustrating in an galactic war game, since it is a sudden perma death. Suggestion would be: 1. only make the warning more prominent, like a red flashing screen, maybe a siren sound and a count down in seconds -> but only on the planet, which is going to get smacked 2. make the warining "Celestrial activity detected" more precise like "Warning! Another planet has been set on collision course to ours. Planetary Annihilation imminent!" 3. And above all: Please make the warning arrive immediatly. Getting a fair chance to run adds to the drama, while getting annihilated withhin a second is just lame.
Lol. "your in danger" "whats wrong" "your planet will be annihilated in... 3 seconds ago... oh... thats why I hear static now" I think the wording is possibly ok, I think the music effect should happen at planet launch start, and I think the warning should in fact be instant, possibly repeated a few times until the collision.
I'm not so sure about this. It's already really easy to get the commander off planet and avoid destruction. If someone keeps their Commander next to a teleporter or an Astraeus, the commander will never get killed by a smash. Should it be that easy to get off planet and avoid destruction? I can see arguments for and against being able to avoid being smashed.
IMO it should be almost guaranteed for you to have enough time to send your commander and maybe some minimal amount of units off. The halleyed planet is already guaranteed to wipe out your buildings. That should be enough. It is not necessary to add a reaction-speed test onto it. The time you are given to get out should be such that: -It is long enough for you to send your commander and whatever else you can scoop up through a tele or load them into an astreus. -It is short enough for you to not be able to escape if you have not prepared (you should not have time to build an orbital launcher, an astreus and then leave, and you should not be able to send an orbital fabber to build a tele and walk your commander to another tele from the other side of the planet) Something between 30 seconds and a minute would be ideal. So that you dont have to hurry up too much with your 'escape sequence' and so that you can carefully (10 seconds of looking at them planets) choose a destination for your units if you are using astreuses.
I would even say, planets should move in considerably slower then other orbital objects. If there was a time of around three to even five minutes before a planet would be smashed, that would be a terribly intense dramatic situation. The victim would be struggeling to evacuate and probably be forced to start a full blown invasion on another planet - while the attacker would be forced to attack at the same time in an effort to lockdown the planet. Perhaps it would also be possible to launch an assault on the halleys, leaving the attacker in the dilemma to either evacuate his forces from the doomed celestrial body (maybe use them for the lockdown) or to defend the halleys. Overall, this way planetary annihilation wouldn't tip of the balance all to easily and u would probably see more off them happening in one match, possibly simultaniously. ...Besides getting rid of sudden perma death, when you thought you were winning.
It's a bug! How do I know? The warning used to pop up much earlier before Uber started the optimizations in regards of "limiting what is sent to the client". The issue is: You no longer get notifications for events outside your active viewports. That means: No enemy commander sightings No celestial activity warnings No "under attack" warnings No "structure X annihilated" notifications Right now you only get those warnings for events which happen in your viewport. Which is pretty much useless and actually about the opposite of what you would want. (Maybe except for the Com detected notification, that one should probably occur both on- and off screen.) I had to notice in GW when I had sight one the enemy commander via satellite for over a minute, but I wasn't notified until I decided to view the planet manually.
I think that if you have a Deep Space radar and the power to power it, you should get a notification every time a Halley is built, and another notification when a planet has the required number of Halley's to smash. That should give you plenty of time.
I get these warnings when things aren't in my viewport still. Certainly ones like enemy commander sighted cause they are usually around the other side of the planet from my view when they happen.
Other side of the planet or on other planets? It appears as if you are still getting all information for the current planet, but none at all for other planets.
Same planet. Not sure about different planets as all the games I've played recently have been rather quick and haven't really gone off planet.