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It really has to be 6 days away tho
Not sure if I'll be able to sleep for the next 7 days.
I don't think it's something that can really be avoided. Granted, you can potentially make a ship that looks nice and symetric but aesthetics doesn't win battles.
It's just kind of the price we pay for a modular mothership.
The Gameplay looks great! However that synthvoices... well not to my taste.
One thing sucks in that video... running your weapons of batteries that you have to reload! :-(
Partial dependancy on disposable ammo in any game is annoying; full dependancy on disposable ammo is horrible! :-(
You should have a dedicated reactor that you have output and max capacitance like the previous game.
They were powerful enough to run all your systems... depending on it's tech level and skills.
Please tell me it's not a manditory part of the game!
We actually had it working the way you suggested for 3 years and the combat was always either turned up to 11 when your ship was over powered or you would always be bleeding out those last few shots slowly when underpowered. Either too much or too little reactor, and no real strategy to be had there since it is always best to pork out as much firepower as you can. We needed strategy, tactics, and time to think. The reload creates an important lull in the combat where you can take advantage of an enemy or have to take cover yourself. It is actually fundamental to the fun of the combat. The minute we made the change the combat became incredible and nuanced instead of hold down the left mouse button and wait for the enemy ship to pop. Once you get a larger ship, some duels may take ten minutes to resolve with planning and striking when the enemy is reloading and weak. It worked out really well.
If you made the battery thing a completely optional on top of the regular recharge thing and earlier reactors were simply weaker... just like they are in SPAZ 1, that'd be fine and realistic.
What you describe there is a complete dependancing on this nonsensical realoading. :-(
I'm planning to play this top down and in the same way as the first one; you know, how you just had to pick targets and ship position, with the view way up in the sky.
In that, you I just sat there and watched while my ships killed stuff and it was fun!
I hope you aren't trying to force a different style of gameplay, cause I dislike fps style of play and have no desire to play it the way the video shows.
E.g.
ressources and what are they good for, trade off between goons and rez, etc..
the buy screen with all the icons and values, looking at the lets plays, thats quite confusing
other captain relations (how do bounties work, how to engage in trade, how to bribe etc..)
the faction mechanics. how will i perceived by others than my own faction (do's & dont's etc..)
pros/cons of having your own faction
relations in general with captains/factions/leaders, everybody.. (does it hurt relations if i exploit other factions ressource nodes?)
how does the economy work (taxes, trade lines, markups)
weapons (their look, their dmg (hull,armor, shield), how to balance the tools for maximum dmg)
and perhaps more than that :)
hope something like that is in the works