Hibashira
12-22-2006, 03:11 AM
Interesting concept. Sorry, beta key isn't working, can only play tutorial.
Personally, I think the following needs improvements:
- Grouped ships should have the option to move at the speed of the slowest ship to avoid splitting up the group.
- The speed of the ships are not apparent and need some sort of number or categorization. That was faster ships can for scout/strike squads while slower ships can form a firing line.
- Ship formation is very important in this sort of tactical game and needs to be implemented (haven't seen beyond tutorial 1 & 2 so not sure if you already have plan for it).
- Each special weapon should allow player to set to "fire at will", minimizing the need for player intervention. This is quite obvious in tutorial 2 where the player have 4 ships and 5 special weapons available (1 being Embrace). While still manageable, it can quickly get out of hand as the number of ships and weapons increases.
- Holding the space bar made the special weapon status (available vs ready to fire vs recharging, etc.) visible on top of the ships. This only work well when the ships are not stacked. On one attempt at tutorial 2, 2 of my ships were stacked and it became impossible to select-fire special weapon properly.
- I presume that holding down the space bar should also made the special weapon status visible next to the ship icons on the top right. This is not working. I can only see 1 or 2 ship icons displaying special weapons properly while the others' icons do not show any special weapons (when the above-green-bar display clearly show them properly). I believe this is a bug.
- While adding gene (i.e. adding weapons and other specials) also increase a ship's max potential HP, it does not increase actual HP. i.e. gene addition requires "healing". However, gene removal remove both max potential HP AND actual HP. The math works fine if original genes onboard were not removed. But if they are, ships will lose HP, at worst down to the core hull HP (after removing all original genes). This could act as a deterent on experimentation. I suggest the math be altered to allow newly grown equipment to also increase actual HP. e.g.
Persecutor hull HP is 600/600.
Add Bulletships gene alter HP to 600/650.
New math will add additional HP to fill up HP to 650/650.
This is not a magic cure. e.g.
Damaged Persecutor HP at 400/600.
Add Bulletships gene alter HP to 400/650.
New math will add additional HP to fill the additional HP to 450/650.
This will encourage players to move the genes around freely.
- Each ship should allow player to set engagement distance (engage at min dist for all weapons, engage at max dist for a long range weapon, etc.). This is also related to ship formation management.
That's it for now. Will play the tutorial a few more times later. Hopeful the key problem will be fixed soon. Nice work devs. :)
Personally, I think the following needs improvements:
- Grouped ships should have the option to move at the speed of the slowest ship to avoid splitting up the group.
- The speed of the ships are not apparent and need some sort of number or categorization. That was faster ships can for scout/strike squads while slower ships can form a firing line.
- Ship formation is very important in this sort of tactical game and needs to be implemented (haven't seen beyond tutorial 1 & 2 so not sure if you already have plan for it).
- Each special weapon should allow player to set to "fire at will", minimizing the need for player intervention. This is quite obvious in tutorial 2 where the player have 4 ships and 5 special weapons available (1 being Embrace). While still manageable, it can quickly get out of hand as the number of ships and weapons increases.
- Holding the space bar made the special weapon status (available vs ready to fire vs recharging, etc.) visible on top of the ships. This only work well when the ships are not stacked. On one attempt at tutorial 2, 2 of my ships were stacked and it became impossible to select-fire special weapon properly.
- I presume that holding down the space bar should also made the special weapon status visible next to the ship icons on the top right. This is not working. I can only see 1 or 2 ship icons displaying special weapons properly while the others' icons do not show any special weapons (when the above-green-bar display clearly show them properly). I believe this is a bug.
- While adding gene (i.e. adding weapons and other specials) also increase a ship's max potential HP, it does not increase actual HP. i.e. gene addition requires "healing". However, gene removal remove both max potential HP AND actual HP. The math works fine if original genes onboard were not removed. But if they are, ships will lose HP, at worst down to the core hull HP (after removing all original genes). This could act as a deterent on experimentation. I suggest the math be altered to allow newly grown equipment to also increase actual HP. e.g.
Persecutor hull HP is 600/600.
Add Bulletships gene alter HP to 600/650.
New math will add additional HP to fill up HP to 650/650.
This is not a magic cure. e.g.
Damaged Persecutor HP at 400/600.
Add Bulletships gene alter HP to 400/650.
New math will add additional HP to fill the additional HP to 450/650.
This will encourage players to move the genes around freely.
- Each ship should allow player to set engagement distance (engage at min dist for all weapons, engage at max dist for a long range weapon, etc.). This is also related to ship formation management.
That's it for now. Will play the tutorial a few more times later. Hopeful the key problem will be fixed soon. Nice work devs. :)