Space Haven

Space Haven

First thoughts on experimental branch
Gotta say, you did a good job again. I love this game, and I think I like this gameplay style even better.

It's a very different experience. On one hand, hyperium is no longer one of the driving factors of early game (unless you want to supply fuel). On the other, you can't really chase ships. If there is a derelict, you have to either beat it or let it go by on its own, no fleeing. I once had a bot ship in a nova take out 4 different ships and nearly destroy my base before it vanished.

Additionally, not needing to have hyperdrives really allows for more and more flexible use of system/core points.

At first I thought It was a bit too hard on brutal, but then I started over and realized that I had missed an entire crate of extra supplies so that is on me...


Suggestions:

Being able to trade on away missions. You can keep stuff in your ship so it would make sense, but it might require a rework of trading so might not be worth it.

More urgency to away missions. Right now it seems like they can be mostly ignored? What if there was a small chance (scaling with difficulty) that a destroyed ship could become a new source for what destroyed it, ramping up if you don't fight it.

Hybrid experience? A smaller station, but able to use smaller ships to explore the system.

Delete-able, movable, or otherwise useful hills. It'd be nice to be able to delete them or move them to allow for more customizable bases, but late-game alternates would be cool. Perhaps mines or turrets you could build only on hills, or a beacon to draw in more ships... including enemy ones. Alternately there could be research to build into the hills, giving greater protection from enemies in those segments.

Bugs.
Not sure if these are a thing before the experimental release, but they are in it:

As others have mentioned, station doors are not delete-able, it claims issues with being the only "airlock" for a section even when there is another one right next to it.

When moving an airlock, if a shuttle tries to use the airlock before it is deconstructed, the construct job seems to be changed to a maintainence job and never gets done.


I'll keep playing and update this when relevant.
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Originally posted by Yrame IV, a true I of the dragon:
Delete-able, movable, or otherwise useful hills. It'd be nice to be able to delete them or move them to allow for more customizable bases,...
How about movable - no delete - hill sections... but... with a cost of some kind, that increases with distance moved.
Too many derelicts even though I set it to brutal with very rare derelict spawn. 1 per day and most are rogue bots.
am i the only one with the resource asteroids spawning exactly on the same spot?
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