If possible I think it would be great if the ally list view was reloaded after skirmish battles and remained in view, so you don't have to reclick on ally and wait for it to load. Even better would maybe be to introduce a new tile next to [ pursuit, league, raid, campaign] called skirmish that would just load your ally list and keep you in that view so you can do multiple skirmishes without having to reclick through, and there wouldn't be the load waiting times. Or another option could be to change the focus when clicking on ally from 'add alliance' to 'ally list' and either load the 'add alliance' in the background so the user doesn't know its happening or don't do anything until its clicked on. The end result anyway or hope is to have skirmishes updated so multiple of them can be done without having to go back and click all the way through.
What's on your mind?
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Hi,
Greate game!
I have a humble request that you open up for more control WHERE to apply analysed system modules. And that analysed modules can be stored for future use if the module can't be applied to any current system level.
Currently you can only select one of two randomly selected systems to apply the recently analysed module to. In this case you MUST apply e.g. a HW-module to a system that you already have applied that type of module to. In the case that you have applied (since you have no choice) e.g. 3/1 HW modules the two in excess will be lost when the level 1 system is completed. This means that the current function discards analyses modules since you must apply them to either of the two presented systems even if those "slots" are filled.
Best regards,
Calle A.K.A E03/E04
Hi,
I was wondering if there was an easy way to help improve the wikia pages for astronet. Not with regard to the technical content, but more to do with the grammatical accuracy.
I would be happy to edit (or suggest changes), but not sure the best way to do it. Not mega-important. However, it would make the overall product look more polished :)
I'm too very annoyed by the war reward system. My point is: upon a certain level, the more you attack other nations and the more you keep losing gold and minerals. The way I see that, this is all but a system which rewards active players at war. I'm actually lvl 63, I developed 5 planets with some good gold / minerals / fleet production rate and smart heroes but I'm getting hammered all day long by lvl70 players and lost hour after hour my resources if I need to accumulate some for upgrading any high level facility. And I'm talking there very few seconds to get an attack back once your shield is down! How can I store millions into seconds starting from none?
I'd like to add this is only the case on high levels, say 5-10 levels under the cap level which is actually set at 70 on Sirius server. If the nation I attack first (say a lvl 50) gave me very few ressources and I'm hit just after by a lvl70 player which grab more resources than I get previously in the same timeframe, how the heck can I ever store some gold and mineral to upgrade planets?
I think the unbalance manifests because less and less nations are available at high levels which makes you get instantly and permanantly hit by (lvl70) capped players which of course grab more ressources from me (lvl63) than I grab from lvl50-55 nations I'm hitting myself. I guess this system needs rebalancing.
Thanks for any advice.
Hi
Put links to the other pages in the section at the top of page or a better menu system. Eg. All the fleet topics
Probably just an iPad thing but the menu buttons are a little small and you have to go through the a couple of menus for every sub topic
It a little clunky..
Liking the game so far thanks
It would be nice to acquire a title for achieving a perfect victory. Then perhaps you can have additional titles for 10, 50, and 100 perfect victories.
When a fleet hero levels up and the energy demand increases, there is no place to see how much energy we are short to build to the hero's new fleet capacity. All it shows is how much energy I need, but not how much I am short. This causes multiple planet trips and unnecessary clicking.
Please find a place to put energy demand/energy available. 1721/1680 or something like that.
Thanks.
I suggest nerfing both of these ridiculously overpowered skills. At the very least drastically reduce their accuracy on other than their initial target. If you've got a fleet with either of these skills (much less multiple fleets) you are virtually unbeatable. It significantly takes away from the enjoyment of the game.
I do not have enough production to fully produce fleets for all of my top heroes and while I know that the easy fix is to up my planet energy production, it would be a nicety if the interface wouldn't make me drag the bar for # of fleets to produce back and forth trying to find the highest number manually.
For those like me with fat fingers and small screens on our phones, it would be nice to have a "Maximum Available" option when producing ships for a specific hero.
Still have the bar for dragging, but maybe add a "Max" button at the far right end of that bar.
Maybe we shpu;d be able to War or Skirmish players planets for Cosments and may be Minerals too as a seperate option so when players are getting hit by TANK players they can go steal their resources instead of fighting a losing battle against there fleet in the regular war.
I haven'y quite fleshed this out 9n a way O could explain it completely - how it would wprk - just thought it would be a great way to open up new content/game play and give players something else to worry about. Cpu;d have a storage facility on a your planet thet woul protect a number of resources dependent uppn level of facility.
What say you?
Seems there is a problem with some users using the same hero in their fleets (they seem to use the same hero 5x wich gives them a big advantage over others) , My suggestion would be to limit the hero to 1 each player and not to allow any hero with the same skills in there fleets. Also i think fleets that consitst of 3 or more different vessels should get a bonus, in higher levels i only see motherships x5 because they do have more endurance, its better they use the rock,paper,sissors principle, wich means that motherships are strong but weak for destroyers, destroyers are weak for cruisers etc, etc. This game has a lot of potential but so far its only PAY TO WIN. (btw many of the so called payers are using "FALSE" prepay cards anyway)
Also i came across some hacking tools for this game from certain countries wich are known to cheat their way into games anyway. And i can tell you right now the tools work and give you a big advantage over regular players who really support your game. (they give unlimited gold,minerals AND UNLIMITED CRYSTALS!!!)
I do not endorse this, and im reporting this to you so that you as developer know what is going on in your game. You can deny this but i know for a fact this is going on because i have a few games on the market too and face the same issues.
Kind regards,
Silentios
I'd like to see a change in the Global Ranking System or at least ad another table that reflects activity in the game.
The current table reflects more on the Crystal Buyers than it does in game activity. You only have to look at the top 20 and you will see people in a high rank who have very little in the way of wins in the war. I don't have any angst with this perse. If somone wants to buy their way to the top that's great it funds the game for the rest of us.
It would be nice to have Rank tables that show Warring, maybe planet ownership and production, heros, fleets etc. One or all.
Why? Because players who dpn't have Credit Cards as big as a McMansion will never see a way to the top. In a lvel grinding game this os extremely important for longevity.
i'd love to see the metrica on Player churn, new players. Also inactives, what point do they become inactive etc. The sort of stuff AN should be looking at beyond Crystal sales.
Lastly there have been a lot of lag in the game, specially during the las 2hrs of war. Sometimes during the last 2hrs of war the lag is so unbearable that I have to stop playing and wait for war to finish.
This clearly tells the devs that the game is expanding and gaining more players, and eventually they will have to change servers to a better one, so to avoid losing players I suggest AN gets a new server or changes to a better one or increases their network speed.
Hi All,
I have a few comments/suggestion/questions
1. We have the forums in Astronest wiki and we now have an FB group, which is the better/proper venue for suggestions, bug reports etc?
2. There should be an option for "do not show this message again". I'm thinking I can use this for attacking when i have a shield, its annoying
3. Still on war, when the player we are attacking is using a shield, either give us the opportunity to choose from the other two opponents or automatically search for new opponents, instead of going back to the screen where we have to click on "participate". This saves time especially when the war is about to end. If we encounter a player we recently attack, it would allow us to choose from another two ( but then again, i think the players we recently attacked should not show in the choices at all)
4. Minor: Name of commanders see attached pic. hopefully you can sort it out, guys having girl names etc.
5. Major; its misleading when we go to alien tech, the beam extension device shows Beam Acc 40 and Beam Atk -10. this stat is really good and attractive so i saved up to but this tech. when i equipped the tech, i was disappointed because it said Acc+40 and BEAM ATK -10%. we know -10 and -10% have a huge difference! please fix or clarify this. please let us know which the correct one is. (this is as misleading as the ATK booster but i don't use that so often :))
6. It would also be great if you can give more description to equipment and devices. the sensitive beam for example says Affect RES x2 and as you are well aware, we see a lot of questions regarding this.

The Opponent targeting system has been evolving over time, and had improved to some extent before the latest update.
Post the update, this is a mess and clearly not working. Only being able to select the lowest ranked players I hope this is a glitch.
Suggestions Below:
1) Target Scanning Filters:
Suggest options for players to use preferences for scanning, such as setting the player levels to scan for, the contribution range, or to select only "starred" players for example, or a combination of these.
A player may want to select only weaker players, or may want to challenge the stronger players, be hunting for cosments looking for starred opponents, or want to hit within a certain contribution level, and filter the rest out.
Currently it is a random "crap shoot" as to what you'll get. Also, the slowness of the response during busy periods is frustrating.
2) Favorites List:
I'd also like the ability to surgically select players, and wonder if there is a way to set up a "favorites" sublist to choose from to short circuit the load on the servers, and allow for optimal battle response.
I've also found that while I was away or asleep etc, that opponents could strike my fleets, but that when I was online, players that were not online were showing up in the target list. How does that happen? All players should be accessible for matches at all times shouldn't they? So having a favorite list would really help in this case.
3) Remove or Improve "Waiting Period" Workflow:
I adamantly disagree with the waiting period and if it still exists should be abolished - it is unfair and clogs good game play. The shield system is more than sufficient - if you choose to cancel your shield you should be open to attack, period.
I'm not clear if the update removed the infuriating situation of selecting an opponent only to have a screen pop up saying you can't attack them again. I hope so, this was a class "A" pain. Please clarify if this impediment has been removed in the latest update. So far I haven't seen this happen, so I'm keeping my fingers crossed.
While this was/is highly frustrating from a workflow point of view*, surely this must also majorly add to bogging down the servers, especially with each instance needing to populate the fleet information screen first, on top of the cumbersome and inefficient workflow. Replicate this accross a significant number of players, and watch the servers choke if the I/O isn't set up to handle the load.
* Workflow: Select opponent, wait for the fleet stats to populate - sometimes took more than a minute, screen pops up saying you can't attack the oponent, then click "confirm" to shut this screen down, then hit back space to get back to the target selection area, then finally refresh teh targets, only to have to do this over and over and over.... (you get the idea).
Revenge: Surely this should work one time every time an Opponent attacks irrespective of any "waiting period".
Hope this is of interest. What do other people think?
I note a lot of text that is problematic - This is in terms of the correct use of the English language, and at times can be misleading or confusing.
Suggested Changes Below:
War Screen after a war has ended (and before the next round begins) - The text saying "please join for a while" literally means join now for a short period of time. Clearly the intention is "please join later", or could be "please wait for a while" (suggest not using this one, this is purely to illustrate the correct usage).
Also, the text should read "War Points" (plural - "War point" without the "s" is singular)
War Result Screen directly after a war ends - This should say "Your Nation has been defeated..." vs "You have defeated..." (which sounds like you defeated an opponent which is clearly not the case).
"My Info" Screen: Should read "Titles" - again plural NOT singular. Hence it should say "Manage Titles" and "Acquired Titles".
Same with the "Ranking" screen - Shoudl read "Points" for the column header.
Strongly suggest changing the deep red color for the War clock, and enemy score be changed to an orange that will stand out and contrast with the background
Same with Upgrade and other screens when the AP level is below the requirement.
Currrently I can see the while colored text with no issues, but have to zoom in on the red text every time to read it which is a real pain. (Not sure if it's just me or others find this too).
I think that if a player has already passed a certain commander reward level he/she should receive those rewards also instead of only the highest level one applicable.
For example in my case I am level 65 and didn't receive the level 20 and 30 commander rewards. New players will benefit from those two commander rewards and will receive in total 50 crystals, 50k cosments of each type, a rare hero invite, 10 AP recovery, and an S-Rank navigator master from those rewards.
Don't think its fair, I wouldn't mind so much about the rewards but an S-Rank navigator master is quite a loss for players that are level 50 or higher. Just an opinion.