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I feel that there's no actual content about that and the ships kinda come out of nowhere, you don't really get as much of a sense of accomplishment, instead you get kinda surprised, then you get bummed out a bit cause you know, new ships, but you can only use them in the already completed missions. What goes through my head? "Why did I unlock this ship if I still have to use the same old one for the missions I have ahead of me?" Of course I have the non DC version and already know the end, and have infinity and already played all the ships, but still if I was new to this game, this would be a huge bummer.
I couldn't explain it more perfectly than you did !
You're right when you say it's a huge bummer to unlock them only in the last missions and yet being forced to use the old ships to continue. I guess it was intended as an incentive to replay missions but still, it feels wrong. My expectation after unlocking the Raptor was to be able to use it afterward to complete the game but... nope, not possible... Maybe it could rip the fabric of reality, who knows :p
Now for the argument that it's ''like in the old games''...
It would be quite inconsistent since, as Wolfhyrr said, the game clearly indicates how to unlock the upgrades already.
Now, I'm sorry if I sound harsh here, but I dont even think the comparison with old games is valid since this game has nothing vintage or oldschool about it. We're talking about additional/downloadable contents(a concept almost inexistant before the 2000's) included in a reshaped version of an already existing game. Many players used to fly these additional strike suits must now contend with having no clues how to unlock something they might have paid twice for.
I'm also old enough to tell that not every games in the 80's/90's were completely obscure concerning unlocks or progression requirements. Many games displayed the score or objectives you had to reach to unlock a new level or character, giving incentives for the player to try again until reached. One game that I remember had ''upgrades'' for weapons is Commando in 1985, how to upgrade your weapons was obvious even for a child, yet it was still explained in the manual(as it was often the case back then).
We also have to keep in mind that game mechanics back then were often so simplistic as to be totally obvious or intuitive. Games that were not at least a little bit intuitive were unpopular. Things that were secrets were not contents you paid for. They were either easter eggs, humorous content or things so powerful as to be gamebreaking(of course I'm not talking about secret items or treasures in games like Zelda, that's a totally different matter). I wont write a multi-page thesis on videogames history here to further explain this point.
It's not like I'm saying they should indicate the whole walkthrough, just having vague clues would still be better than nothing. It could be anything from ''Unlock after mission 9'' to ''Locked until you raid a colonial research facility'' ;)
"thanks for the quick response =)
Just for the record, i REALLY think it would be better if you could unlock them earlier, but harder.
For instance, marauder is more like a bomber type strike suit, so say a platinum badge in the taranto mission would unlock it.
And the raptor is more like an interceptor, so it would make sense to unlock it with a platinum badge in the nebula mission (the one with the mines)."
What i posted in a thread similar to this.
While the team is now in full development of our next game, we'll bear everything said in this thread in mind for future updates to SSZ.
Cheers!
Seriously though, isnt playing the game on all difficulties key factor in unlocking all suits?
It's good to see the devs actually reading the forums and listening to what the players have to say about it.
if by ANY CHANCE that "next game" is also a space dogfight genre, (although it could be just about anything really :P) may i suggest that since SSZ and SSZI had such a success gameplay-wise, you could expand to a deeper experience? I may be going for a really long shot here. But the combat mechanics paired with an open world Freelancer like universe would be just SICK, keeping the simple mind that characterizes SSZ combat system, but with everything an open world space sim would need.
I dunno, nowadays space sims ( X series and such) just seem far too complicated for the really enjoyable stuff most of the space sim community like, which is lots of ships, lots of weapons, lots of things to discover, trading, customizing, fighting, and some roleplaying. And let's face it, mecha-style ships? Heck you've got a TON of material to work with content wise there =)
now if you're actually building some cooking games.. well..
Thank you very much !!!
It's really great to see devs taking players feedbacks into account like this :3
And I cant wait to see that next game ^^