Notes after the first few hours.

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evil713
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Notes after the first few hours.

Postby evil713 » Tue Aug 25, 2015 2:54 am

Ok, I have only tried the first race, the one that has access to the star gate, an I played on easy to get a feel for the mechanics.

This game brings a level of nostalgia, that classic moo2 feel, but it has that outsider flare, and using sprites instead of cgi ships just feels soo good. And some of the ships are animated? I saw weapons bays open and close! And I saw Fighters and missiles that swarm.

This game feels so good, like I can just play it, and the ships have slots so it makes building them easy.

There are things though that need improvement. For example the mouse wheel does nothing on the galaxy map, and it feels like fleets change speeds while in the black and I don't know why.

And weapons, some of them need to be bolts not beams, coil and rail guns for example.

And research needs to be organizable, either by alphabet or by category, its too hard to find something specific.

and there needs to be more weapon mod research, only the laser class of weapons has modding and that's just auto fire, but auto fire is almost enough to not upgrade your weapons because of the double shot load.

And missiles, I don't know maybe it was because of my race choice but only one ship could carry torpedo's, but the fact that all munitions ammo is shared means that use of missiles and torpedo's gives you less ammo because one type is a bigger shot than the other.

and the fleet base, armed with missiles, and I did this because the enemy would not close to my gun range, is not capable of holding more than 60 missiles (only 2 turrets were missile and only one munitions bay added) which is not enough ammo at all, at least the size of ship should change how much base ammunition you have.

And bases need to rotate, and maybe have fixed directional guns for the range.

and the enemy, Why do they always run away? There was a fleet of at least 20 ships bearing down on one of my systems, and not a fleet in sight, they scattered when a escort carrier was built in that system on the turn they should of been in system.

I need a warp inhibitor of some sort to stop the retreating when I finally do get into a battle, as they just warp off and leave there troop ships behind. Seriously every time, the one time my troop transports were forced into battle I fought tooth and claw to keep them alive and that was fun, and I won, and then I used them to conquer the slavers colony.

I have got more honest fights out of pirates, raiders and slavers than I have out of the four empires surrounding me. Yes I am playing on easy right now but come on!


I am still having lots of fun and intend to play more, and intend to recommend to friends.

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Arioch
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Re: Notes after the first few hours.

Postby Arioch » Tue Aug 25, 2015 6:03 am

Thanks very much for your feedback. I agree with many of your points, and most of those have fixes in the works.

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sven
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Re: Notes after the first few hours.

Postby sven » Tue Aug 25, 2015 2:40 pm

evil713 wrote:and the enemy, Why do they always run away? There was a fleet of at least 20 ships bearing down on one of my systems, and not a fleet in sight, they scattered when a escort carrier was built in that system on the turn they should of been in system.


I've been trying to teach the AI to run from hopeless battles, and, I know there are a few bugs in this new logic. If you have a game where something like this has just happened, could you upload it? A fleet of 20 ships retreating from a single CVE is certainly not the intended behavior :)

(I took a quick look through the savegame logs you uploaded this morning, and couldn't find an example of the retreat bug.)

Also, as Arioch said, thanks for the detailed feedback -- these "first impressions" posts are always useful.

evil713
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Re: Notes after the first few hours.

Postby evil713 » Tue Aug 25, 2015 2:52 pm

It's not so much the in battle retreating as it is the galaxy map retreating. Instead of the battle screen option popping up fleets will redirect just before reaching the system. As in the turn they should arrive all enemy fleets will bail and go someware else.

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sven
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Re: Notes after the first few hours.

Postby sven » Tue Aug 25, 2015 3:26 pm

evil713 wrote:It's not so much the in battle retreating as it is the galaxy map retreating. Instead of the battle screen option popping up fleets will redirect just before reaching the system. As in the turn they should arrive all enemy fleets will bail and go someware else.


Ah, yes, that's a separate issue, but, also one I'm working on.

evil713
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Joined: Tue Aug 25, 2015 1:56 am

Re: Notes after the first few hours.

Postby evil713 » Tue Aug 25, 2015 5:13 pm

sven wrote:
evil713 wrote:It's not so much the in battle retreating as it is the galaxy map retreating. Instead of the battle screen option popping up fleets will redirect just before reaching the system. As in the turn they should arrive all enemy fleets will bail and go someware else.


Ah, yes, that's a separate issue, but, also one I'm working on.


Yeah but it is annoying having them rubber and between two systems, with the stargate I can easily put a defensive fleet in any of my systems in a turn.

Ended up splitting my fleets to get them to stop.


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