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Demo Comments
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JS



Joined: 13 Aug 2003
Posts: 17



PostPosted: Wed Aug 13, 2003 3:58 am    Post subject: Demo Comments Reply with quote

Just found this game today (who would have thought something that's not awful would be linked on SomethingAwful???) and I have to say it's great seeing something like this, kind of a cross between Asteroid, Star Control 2, and Homeworld. I haven't bought any games for several years now, but this one looks like it will buck that trend. I do have some things that I'd like to mention from my limited play time, many perhaps better suited for a Starscape 2.

With the Intro tutorial, it seems as though the first couple mining trips don't affect your stores at all. The amounts seem set in the code. As one who likes to be completely anal with resources in the begining of any game, it's a tad bit frustrating thinking you've just wasted that huge cache of green and white crystals you gathered.

The energy gauge does nothing for me. It bounces around between empty, half full, and full too rapidly and it doesn't seem to accurately reflect what you can do. For instance, with an empty gauge I can still boost forward, use my tractor beam, and fire indiscriminately. I just think the gauge needs to be a bit more responsive, perhaps something similar to the resource bars in Total Annihilation.

Speaking of firing indiscriminately, it would be nice to be able to bind two different keys for beam weapons, one working the way it does now and the other a rapid fire.

For research and development, is there a particular reason why those screens can't be accessed when your ship docks with the Aegis instead of only seeing them in the jump screen? I can understand not wanting players to modify the Aegis in heat of battle (although that itself could allow for a new level of strategy). An on screen notification when the current research or build task is complete would also be nice.

How about some lateral thrusters? I take it from the key bindings there aren't any later on.

Have you thought about making the screen wrap? You know fly to the left, wind up back on the right? While on the subject of the map, maybe overhaul the mini-map. Make it circular and refresh in pulses. Then add a new sensor tech tree to extend its range, detect resources contained in asteroids, find stealthed ships, resist environmental interference, etc. Better for 2.0.

Well, that's all I can think of for now. This looks like a great game, keep up the good work.
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omechron



Joined: 04 Sep 2003
Posts: 16



PostPosted: Sun Sep 07, 2003 7:37 am    Post subject: Reply with quote

I'm not on the team or anything, but I don't like seeing a post ignored... Laughing

Quote:
With the Intro tutorial, it seems as though the first couple mining trips don't affect your stores at all. The amounts seem set in the code. As one who likes to be completely anal with resources in the begining of any game, it's a tad bit frustrating thinking you've just wasted that huge cache of green and white crystals you gathered.


I know saying it doesn't matter won't help with your analness, but considering the ammount of resources you'll go through in just zone 1, "It doesn't matter" is an understatement.

Besides, it says they're using em to repair the broken systems on your default ship Wink

Quote:
The energy gauge does nothing for me. It bounces around between empty, half full, and full too rapidly and it doesn't seem to accurately reflect what you can do. For instance, with an empty gauge I can still boost forward, use my tractor beam, and fire indiscriminately. I just think the gauge needs to be a bit more responsive, perhaps something similar to the resource bars in Total Annihilation.


The energy guage really just shows production versus usage. When it's empty, you're using energy at least as fast as it's being produced. The vessels you can get at the start are pretty well ballanced with the generator, but later it's pretty easy to overdraw from even a generator 4...

Quote:
Speaking of firing indiscriminately, it would be nice to be able to bind two different keys for beam weapons, one working the way it does now and the other a rapid fire.


Yes it would... but it doesn't take much speed at all to fire as fast as the game will let you. My brother is a drummer, but we still rapid fire at the same rate...

Quote:
How about some lateral thrusters? I take it from the key bindings there aren't any later on.


That would be nice but they'd make certain important fights WAY too easy. When you'll buy the game, you'll see what I mean.


Quote:
Have you thought about making the screen wrap? You know fly to the left, wind up back on the right? While on the subject of the map, maybe overhaul the mini-map. Make it circular and refresh in pulses. Then add a new sensor tech tree to extend its range, detect resources contained in asteroids, find stealthed ships, resist environmental interference, etc. Better for 2.0


Okay, all of these are definaltely sequel material. Really I don't understand why there are edges to sectors of space in the first place... the sensor thing would be cool though.
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hair65



Joined: 13 Jul 2018
Posts: 886



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