Kinetic Void > General Discussions > Topic Details
MadHaTr Jan 15 @ 6:14pm
Well at least I can build ships.
When buying this I figured there would at least be some kind of barter system and ship social interaction and a point to exploration...

First time I made a ship I flew out right click and warped to a station, many ships were around me and some shooting at me and I thought it was cool. I failed to put and modules in my ship so it was all for naught.

Second time I got out there, I found out then you can't talk to ships. No one was shooting at me but I had no idea how to shoot them either. I managed to turn off my field and I rushed into something and vaporized. Kinda cool.

Third time i mostly figured out what was going on. I was using the map to warp around(disapointed you have no idea where you are on the map). This time warping to a system and flying to a star flying through that star which was funny. Then warping back around to various station and planets I found no ships at all. I couldn't see and asteroid fields once flying to them. This is when I mostly relized there was no point to this game yet.

Ship building aside there is nothing to do... made me a little sad and upset but in the end I don't care. It's early release after all. I'm gonna toss this on the shelf and come back to it in while, hoping for things to do.
Showing 1-14 of 14 comments
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Draco Jan 15 @ 6:19pm 
From what I understand, this should be changing very soon. They very close on becoming complete with the back end so they have more time to spend on game play.
Kaypix Jan 15 @ 6:28pm 
Thanks for your feedback. Did you watch any of the videos or read any of our tutorials before launching into space? You can lock onto non-enemy craft by clicking their icon/ship and hitting C, they'll turn red (or a red halo will appear), press 1 and start firing away. You can also press X if you want to use your mouse to manually aim and fire, then it's just left clicking themouse on the enemy.

No there's no social interaction at this point, aside from the NPCs calling out for help or the hostiles saying they've found you. This all pops up in the bottom of the screen on the left side. We're working on a new mission framework so people will be able to post their own missinos and share them on the workshop.
aGamePlaya Jan 16 @ 3:57am 
Well that isnt possible because there is nothing to "lock" onto.
MadHaTr Jan 18 @ 7:19am 
Cool, Thanks for the info Kaypix. I look forward to people posting missions. I've seen in many games, some of the funnest missions/mods comes from the player base. So this is exciting.

I did fire at a station for a while but nothing happened. I guess it is too strong. There is no dmg or life indication yet. Not that there has to be a life indication. I'm going to opt into the beta program and play the game weekly to see where its going. :)
Kaypix Jan 18 @ 7:23am 
aGamePlaya:
The ship spawn rate was drastically reduced in our last patch as an accident (those decimal points will get you every time in programming it seems) but we will be fixing that, so you'll have plenty of things to lock onto in the future.

MadHaTr:
Stations aren't really meant to be destroyed yet, but as we go further into the development, a very large, heavily weaponed ship may be able to damage them.
MadHaTr Apr 3 @ 7:57am 
Well I am back and I am going to try it again and post on the changes made since I last played and how I liked them!

EDIT: Lots of new things for me, The map is WAY WAY better. I like it now. For some reason I couldn't get my gun to shoot. I was not in creative mode, I made a small ♥♥♥♥, i had modules in it but it did nothing, i locked a target selected the weapon group and also tried manual fire.

Over all i seen a bunch of improvements. I didn't try creative mode mainly because I don't care about it, I'm all about career and building up. I'll play some more after work.
Last edited by MadHaTr; Apr 3 @ 8:27am
Wickerson Apr 3 @ 9:19am 
Kaypix, I didn't realize the players are going to be able to make and upload missions to the workshop! That is an interesting development and definitely something to look forward to!
Kaypix Apr 3 @ 10:03am 
MadHaTr:
If you were in Career mode, make sure you go to the Store and buy Ammo and then equip it to your ship...I have a tutorial of it somewhere, I'll link it in a sec.

EDIT: Apparently I didn't upload the ammo guide, I'll get that done now :)
Last edited by Kaypix; Apr 3 @ 10:05am
Camulos#linux Apr 6 @ 12:47pm 
i hope this game becomes like freelancer i loved that game to death.
Gooseman Apr 10 @ 8:32pm 
Freelancer isn`t dead yet you know, where on one of the Discovery Mods servers a couple of months ago, steady 100 players at a minimum ;) awsome game... awsome mod.

This game to has some potential, but for now i wait for more complex content :) good game idea, therefor i bought it!
Camulos#linux Apr 11 @ 3:14am 
Originally posted by Gooseman:
Freelancer isn`t dead yet you know, where on one of the Discovery Mods servers a couple of months ago, steady 100 players at a minimum ;) awsome game... awsome mod.

This game to has some potential, but for now i wait for more complex content :) good game idea, therefor i bought it!
except i cant play freelancer on linux.
LuckyN13 Apr 15 @ 2:28pm 
If this is turning into a procedurally generated X3 game where you can custom build ships... oh lawd, I will pay for this game 10 times.

Make it happen devs, I've been waiting for someone to make the next X Universe game, since egosoft totally RUINED it with X Rebirth.
If you can somehow build a space simulation that matched up to their game, and make it a living world like them, BUT make it procedurally generated, you're damn rights you're going to win over all those old veteran disappointed X Universe players who gave up on the series after Rebirth. The whole reason why I still play X3 is because I love building up my own space empire and becoming filthy rich with a fleet of massive ships crushing anyone in my path.
Kaypix Apr 15 @ 2:32pm 
Kpats:
Thanks for joining our community :) I can tell you our galaxies are already procedurally generated, and the shipyard is already in place (although it's getting an update next month/patch D12) We're working on building a mission editor and other in-game elements now , we want to be very open with the game. Factions can have ships that you pick and assign to them in their own folders (on the actual computer) and all the files are accessible to our players so they can tweak what they want.
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Date Posted: Jan 15 @ 6:14pm
Posts: 14