Halcyon 6: Starbase Commander (CLASSIC)

Halcyon 6: Starbase Commander (CLASSIC)

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cassentra Sep 12, 2016 @ 4:17pm
Frequent Feedback/Quality of Space Life v1.0.0.0
We'll keep this updated, folks.

QUALITY OF LIFE FEEDBACK
1. Automated Resource Collection: DONE!
No spoilers, but nature of resource collection changes in mid game currently. But, that may appear after you've expended your patience with resource runs. We've heard your feedback and we're considering some options. We hope you'll like the changes we're cooking up.

2. Cancelling Room/Ship building and the ability to "scrap" a room: We see the utility, folks. Stay tuned, we'll introduce something on this front.

3. "Aww, I rerolled and my officer has X power that I never use": DONE! For now
We're seeing some of the powers are underused and unloved. We're watching these neglected powers and plan to make some balance adjustments in a future update.

4. 30 fps lock: DONE.
In v1.0.0.2, there's a toggle in options!

5. "Wha- How did I lose? What happened?! THIS IS IMPOSSIBLE. (table flip)": a
a) we're going to improve the lead up to a couple key decision/plot points so you're armed with the information you need to move forward.
b) we're also seeing some reports about instant game over: From what we're seeing this isn't a bug, it is likely loss of crew at the station due to bombardment. But we hear you loud and clear that it's not obvious. We've made some quick changes in v1.0.0.2 and we'll be making more changes in future.
Last edited by cassentra; Sep 28, 2016 @ 7:20am
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Showing 1-15 of 22 comments
BlazeBlack2000 Sep 12, 2016 @ 4:28pm 
Because I've seen this happen and been thinking about it myself when I have been playing the game,

4. Change the layout/style of the Tech Tree. It's nice but I think it could look a lot better. Like tech trees in Galactic Civ II and III and the tech trees in Civilizations (1,2,3,4,5,Beyond Earth, etc) And whatever other game that has tech trees that look more user friendly :P. Just saying.
NyQuil Sep 12, 2016 @ 5:04pm 
Please for the love of all that is holy let me reload a save from in-game. Having to quit to the main menu to reload is horrible! I don't care how it was "meant to be played" - I'm not giving up my level 14 tactical officer with no possible replacement that can run a level 4 ship! Just let me reload the save!
BAZ Sep 12, 2016 @ 8:56pm 
It appears sending a single ship fleet uses the same amount of fuel as sending a three ship fleet.

Would be nice to reduce our fuel costs if we decide to send a single ship. (more tactical in my eyes)

I also noticed away missions are super rare and are basically scripted occurances.
It would love to see 'send away team' mechanic when you are stopped at places.
It just seems fun in my head, you can have many funny and zanny encounters that way... of course if you decide to stay, or battle you can lose your officers/crew!
ined77 Sep 12, 2016 @ 11:55pm 
When you send a fleet somewhere and activate time acceleration, once the fleet gets there the time acceleration will automatically stop only if there is some event there. If the destination is 'empty' and nothing happens, time acceleration will resume until you stop it manually. I really think time acceleration should always stop when a fleet arives somewhere, no matter what happens there.
ViperXVII Sep 13, 2016 @ 11:08am 
Here's some would be nice to haves

General:
-Allow officers to retrain into certain abilities at a cost; Sometimes the rolls are horrible. It's nice to have to make do at times, but sometimes it's way too punishing.
-Better interaction with the star map (arrow keys, mouse wheel)
-Review AI system generation in Act 1, the systems sometimes have only one or two elements.
-Better feedback on when a new mission appears in Act 1 (a small buble over the number might be best and non-intrusive)
-Hide the Diplomacy bar until it is relevant, the new players will wonder if they are doing something wrong when they see a bar they can't influence, or influence only slightly.
-Grant XP for officers for starbase actions / add a training room. Locking up a high level officer for 10 days for replication seems to be too punishing XP wise.
-Add a buffer before siege starts inflicting losses, or a warning before a hostile fleet arrives. Player can sometimes deduce it's a hostile fleet, at others you just don't know if it's a hostile fleet or not.

Difficulty:
-Please add a "rebalance difficuly / Act progression / pacing". Having to know game mechanics (or being forced to learn them by getting stomped without warning) is definetly a game killer.
-Fleets spawning instanly from newly created holes are definitely annoying, perhaps consider adding a timer before the fleet spawns to allow the player time to prepare.

Pirates:
-Pirates continue to appear as random events even after the pirate faction is destroyed, might be worth revisiting.
-Player should be informed that if they don't ally with one of the three starter factions, pirates will have to be wiped off.
- (Suggestion) Lt StarStabber's request for help in dealing with the pirate lord doesn't make much sense if the only solution is to then kill off the faction, the "Intercepted transmission" event might be more adequate.

Bonzai101 Sep 13, 2016 @ 5:47pm 
Ok so from me after finishing my first playthrough of the latest build

Please note this is repeat of the points made on the pinned thread in the main forums so please ignore if that is the one that is mainly monitored.

- Greenshirts need an event where you use them, they are currently useless,I was thinking something along the lines of, your fleet has crashed into some chruul spores in space, each Captain fights to defend their ship with Greenshirts.

- Some sort of hint to investigate the Vorash or a quest to try make contact in act 2, bit to vague atm

- I've mentioned this on another forum but I wanted to post it here, the universe needs to feel more alive, more going on, allies exploring with fleets, allies doing random missions, allies doing secret missions, defending themselves sometimes, defending allies etc. atm you do to much, they do to little.

- Maybe reconsider the gating in act 1 and make it connected to player progression rather than events, so as Terra pops up when you have T2, make the Chimera not show up until you have at least one T3 ship (This is because you can blow all your resources on just getting the hangar), I sort of had this in the endgame, having to take on the last boss with T4 and one T5 ship

- If you help the pirates in act 1 why the heck do they attack you in Act 2-3 and you have no allied pirate faction, they just disappear??!?!??!

- And personally I think this is essential, clicking on any fleet should either show a path to their destination or some sort of icon on the destination e.g for pre-empting defense.
(atm its, click on a fleet then roughly guess where they are going then click on all the planets in that area...............)

I look forward to having another play through in a while after some changes and fixes in patch notes! Good luck dev team, keep up the fantastic work.
Last edited by Bonzai101; Sep 13, 2016 @ 5:47pm
BlazeBlack2000 Sep 13, 2016 @ 6:03pm 
Originally posted by Bonzai101:
Ok so from me after finishing my first playthrough of the latest build

Please note this is repeat of the points made on the pinned thread in the main forums so please ignore if that is the one that is mainly monitored.

- Greenshirts need an event where you use them, they are currently useless,I was thinking something along the lines of, your fleet has crashed into some chruul spores in space, each Captain fights to defend their ship with Greenshirts.

- Some sort of hint to investigate the Vorash or a quest to try make contact in act 2, bit to vague atm

- I've mentioned this on another forum but I wanted to post it here, the universe needs to feel more alive, more going on, allies exploring with fleets, allies doing random missions, allies doing secret missions, defending themselves sometimes, defending allies etc. atm you do to much, they do to little.

- Maybe reconsider the gating in act 1 and make it connected to player progression rather than events, so as Terra pops up when you have T2, make the Chimera not show up until you have at least one T3 ship (This is because you can blow all your resources on just getting the hangar), I sort of had this in the endgame, having to take on the last boss with T4 and one T5 ship

- If you help the pirates in act 1 why the heck do they attack you in Act 2-3 and you have no allied pirate faction, they just disappear??!?!??!

- And personally I think this is essential, clicking on any fleet should either show a path to their destination or some sort of icon on the destination e.g for pre-empting defense.
(atm its, click on a fleet then roughly guess where they are going then click on all the planets in that area...............)

I look forward to having another play through in a while after some changes and fixes in patch notes! Good luck dev team, keep up the fantastic work.

All good points! Just wanted to ask though:

Greenshirts: Didn't you know if you have only one officer exploring the space station while all the other officers are off doing fleetie things against enemy fleets or stuff like that...and that said exploring officer ends up in a battle, that you can use the Greenshirts as his 'backup'? That's pretty much all they're good for, is to support the Officer in case there are no other Officer's around to help them in a ground combat situation... If you did and just stating should have a LOT more options for them to be used for, then yes I totally agree.

Honestly though, I been using up Greenshirts like a plague. I think they contracted the Redshirt Syndrome from The Original Series of Star Trek...shame.

Voraash: I actually talked to one of the Dev's about this...well short chat but anyways, there is a way to open a dialogue with the Voraash and make them your ally. When a Voraash fleet is attacking one of your colonies/facilities. Send your fleet to engage them but DON'T ATTACK!! Or do attack but leave one alive and RETREAT!! Mainly just, engage and retreat and then re-engage the Voraash. That will open a dialogue with them because they are weird and doing something 'weird' to them will get their attention. Yes I asked, this is totally intentional to open a dialogue with the Voraash. You won't understand them at first...trust me I sure hell didn't, and you'll be given the option to Accept or Reject. Accept! Then they will become your Ally. I hit Reject on my first run aaaaaand was forced to pretty much go to their Homeworld aaaaand wipe them out with the NishNish virus or whatever. YUP!

Other Races/Allies: Actually SOMETIMES they do defend themselves...rarely are they successful too. But when they try to defend themselves against the Chrull...they fail horribly and then their fleet gets possessed and you are forced to destroy that fleet. Go figure. But seeing them more 'Life Like' than they are now, would be neato.

Gating: I agree to this, just wanted to mention. You know when you have all your recourses completely automated, it practically becomes a stalemate in gaining/losing crewmembers when the big bad final boss Chrull is there? I pretty much scrapped most of my fleet, to gain crew back in order to build 3 Tier 5 ships for my 3 Legendary Officer's so they can unleash all their glory of Epic skills on the final boss. Also, you can retreat the boss after shaving off a layer or two, re-engage and return to that next layer too. Think the devs should work on that, that's kinda cheating, right? LOL.

Fleet: Actually, I do agree with this as it would be a lot easier but, did you know that when you select the enemy fleet while it is moving, well at least pause the game if it isn't, it will say which planet/system it is going to? This way you have a general idea of where it is going, if you know which system it is exactly. Otherwise, yes a line of sorts would make it slightly easier. Maybe they could make this a Room to build, like some sort of Advance Sensory Array that can track every ship's movement, aka 'Line that points to the System' Room. :P
Bonzai101 Sep 13, 2016 @ 8:24pm 
@BlazeBlack2000
Yes I know you can use Greenshirts for that but its wasted xp that could go to an officer so I make a point not to.

Thanks for sharing about the Vorash I do know about that from the forums, but didn't intuitively work it out for myself ingame........ which is kind of my point.

For the final boss I only had 1 human level 13 officer, running 3 fleets splits up the xp quite a bit.
Mausdu Hasselfrau Sep 14, 2016 @ 12:30am 
Concerning the game's difficulty, I think there is a very noticealbe spike- the one flaw I would point out is that once you build the Tier 2 ships, whatever officers you have on your pool are the only officers you'll be able to have from that point on. THe first three you choose will be high level, but any others after that will never really have a chance to get to that point if they are not already there, because the enemies that spawn at Tier 2 are very much impossible to beat with a Tier 1 fleet, so upgrading your officers (which is needed for them to use Tier 2+ ships) is impossible. Yes, they do gain experience by recruiting cadets, exploring, etc, but the rate is far too slow.

I'm on my first playthrough, though, and I'm thinking of starting from scratch and seeing what happens if I hold on and not updating to Tier 2 until all of my officers are up to par- would I still eventually get trounced because the game events progress on an inexorable timed path instead of certain levels of events activating upon reaching certain milestones?

One suggestion I might add would be to have the ability to quickly level officers by putting them through an 'intensive course' of sorts once Tier 2 ships become available. Make the course expensive in materials and take a certain period of time- enough that it is an investment but not so long that it would be pointless to do altogether. Then maybe you could stand a chance of having more than one T2 fleet.
PancakeWizard Sep 14, 2016 @ 4:57pm 
Concerning making resource collection less tedious early on:

I think an easy way to ease the frustration but keep it from getting too easy is to tie it to shuttles and crew (no officers).

Take shuttles out of the fleet rotation and have them require 5 crew to pilot and they can only ferry supplies between the station and a single system (this can be changed, and they start their new run once they get back to the station).

Shuttles now have no weapons (ok logically, they'd have a gun but it's not used because it'd be a useless fight), but their primary antagonists are the pirates which attack them mid flight and it starts a ground battle as the pirates board the shuttle (pirates would want to take resources and crew alive as slaves if possible, so they wouldn't just be blowing shuttles out of the sky).

Now, officers can still crew shuttles - they just aren't required. The advantage to doing so is in these ground battles.

These pirates are doing this in a single small ship by the way, as it wouldn't really make sense for them to send a fleet full of big ships to nab a shuttle.

Winning the ground battle gives XP to cadets/officer and the shuttle carries on its journey.

Losing the battle loses the shuttle, crew, any resources on board and the officer.

if you wanted to make it further restrictive, have every two shuttles require a shuttle bay that takes up a base slot (and also require this room type to build shuttles in the first place to keep things nice and separate from the fleet menu).


I think doing it this way makes a few positive changes:

1. It lets the player set the pace in order to make resource gathering easier or hold back and spend their crew/resources elsewhere.

2. It makes the pirates more like pirates and not just angry guys who are just trying to get your station.

3. It also creates a nice juxtaposition as now you have Chruul attacking the colonies, and pirates attacking the ships.

4. It doesn't put an officer in arrested development like it currently does if you use one to gopher in a shuttle - they can still earn xp.

Danger Noodle Sep 15, 2016 @ 1:00pm 
Please improve leveling options for new officers.

I'm playing on Captain difficulty and just had a severely hard time beating the Spire, as the ground combat suddenly almost triples in difficulty (rolls also gave poor ground combat synergy. Not a problem until this point). Lost one officer repeatedly until save / load cycles gave me lucky enough rolls to make it through.

I'd rather play the game the way it was meant to be. Unfortinately, officers piloting T2 ships don't stand a chance against the 3-4K HP ships that are the Chruul backbone at this stage. Dying / learning in a rogue-like is fun, but with the extremely long comparative playtime of this game and the number of pitfalls that don't have any forewarning, it gets frustrating.

Space combat is too tough for lower tier ships once the next wave begins, and the actions you give lower level officers on the starbase don't generate enough XP to keep up with game progression. It would be awesome if you could properly train backup officers and prepare for tough situations instead of having little recourse when something goes wrong.
Last edited by Danger Noodle; Sep 15, 2016 @ 1:00pm
Mr.Gibbles Sep 15, 2016 @ 2:49pm 
when fighting the desolator the option before the battle to gain the quickened effect dosen't work. please fix this problem.
JohnnyCoyote Sep 16, 2016 @ 12:05am 
Hey guys, awesome game, but I noticed one bug and one oddity:
- One Outpost was attacked by two Chruul fleets at the same time; after killing both I chose to evacuate the outpost (got 75 crew), and then the outpost menu popped up again, enabling me to evacuate the outpost one more time and get an additional 75 crew. I suppose this is not intended. ;)
- Despite what the tooltip says, on Commander difficulty I only ever get one re-roll for officers, whereas on Captain I get two, as advertised. Dunno if this is intentional; if so the tooltip is rather confusing.
JohnnyCoyote Sep 19, 2016 @ 2:07pm 
Something else I noticed:
The upgrades to ships and green shirts feel rather underwhelming at the moment.
Instead of using resources to upgrade the tier 1 or 2 ships, I'd rather beeline tier 3 to be ready for Chimera, and turning green shirts from 2hKO to 3hKO also hardly seems worth the effort.
Or am I doing something wrong? The way I understood it, the lower tier ship upgrades don't get passed on to the higher version of the same ship, do they? If they were (even just half the upgrade maybe) it might make them seem more worthwhile.
*Crimson-Y Sep 25, 2016 @ 12:59am 
Hello, I'm having a lot of fun with this game and now I wish I had watched more Star trek, oh wait nothing is stopping me.

I've had a lot of experience with many strategy games and RNG based games as well as resource management and this one is getting to me on many levels, thanks and keep up the good work.

On a side note, the reason I'm posting here is one incredibly tiny detail that really really scratch me backwards is:

Visiting stations for resources, I'm about to unlock the drone and I still had plenty of patience to manually gather and admittedly it would have been a quality of life improvement to have a "X" days before full capacity in the inspect menu, but again that's not the big deal here.

The real problem is EVACUATE FACILITY, I was already bothered at first that I always pressed 1 to exit without thinking and today I was already used to pressing 1, space, 2 done. but a patch made is so NOW 2 is evacuate facility and I find myself having to relearn to go for 3 this time around =|

Arguably this is not a big deal, but it is for me when the most common action is not the first listed and I find that simply locking it to 1 makes this just more natural and obvious.
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