Space Haven

Space Haven

Bugs report, ergonomics, and some ideas.
Tourists :
- seems you work on it, as they seems stay, but few of them keep on fleeing, maybe for goods reason, could be nice if we have an information of why they leave.

- Give a little control on tourist at least to dismiss them (2 of them was infected ! hopefully they return before problems !) an other time I don't have enough room and they sleep on the floor (can't even carry them on a fresh new bed).

- I would like to have information on what he bought, at what price, etc.. in his info window.

- I hope amusement will have more than arcade machine. (As i was level design, i know the recycle principle, so thinking to : 3 barricades + 1 wall + spacesuit box + 20 squares room : laser game)


fire / spacesuit :
- I finally find why my crew don't always put their spacesuite on a fire. the new asteroid sas (who isn't in ?entrance?(french) as others but in wall category) can't give a suit indoor because the "put suit" option is on the out square, so they put the suit, but they enter again (and auto-remove suit), occurs automatically but manually controlled too (that's how i discover the problem).
on this :
- Wouldn't it be normal for them to run during a fire, or at least walk fast? Because if the fire is started "far of the crew"; it's very rarely brought under control in large bases. I don't even bother anymore if the fire is 2 squares = load auto-save.

- I don't know if it's normal , but the alien who land on station can't be attacked by turret while they are docked but not in the station.

I find that during fights they lose maybe a little too much energy by taking hits; they all faint before dying because they run out of energy. I've already had crews who faint at 50% health because they have no energy left, even though they started the fight with over 90%. the harder is with robot enemy base, the most dangerous thing wasn't the robots, but fainting... because it takes a long time to travel around the base taking a hit here, a hit there. (but never reach an half day)


Balancing :
- Robot are very more powerfull than aliens, Start is very difficult with robots (and I find agression and spread too early).
I had a lot of problems besides the incessant arrival of ships producing robots which forced me to have 2/5 crew members constantly at their postes. It was a very long and stressful time because research was almost at zero and I couldn't send ships on any missions. It lasted 3 days (irl), I reloaded so many games ( until i reach weapon+armored to kill robot base ) !
May start with only alien and "time based" or "research based" after a while robot comes (maybe a story of humain trying to build robot to kill aliens but, classic loose of control). there is always the same probleme when you reach laser/plasma with armored vest. you'r the king of fight. and fight are totally uninterresting : I fight in x2 speed. There is no re-spread when killing pirates,aliens and robot base. So when we are able to confront the threat of their spread, there is no more of it, the map becomes very empty.
in late game It seems there is only one type of mission left: "a ship needs help"
Maybe this 2 points are to force player to go to a new game and star system.

- Already said : It's annoying having to send a teammate to shuttle to fake-launch a mission to find out how long it takes to get to the missions.

- Fire, greade luncher, etc... are a very good add ! but in late game , i would like to have more alien or robots huge base with many many ennemies in it ! (and spider could learn to jump, because sooooo slow in late game). I'd like to have an icon next to the name above the head of the character who has the added ability, to quickly check that he isn't going to burn the guy in front of him because he is actually behind one in the selected team.

- Add a "select all" to the transfert windows when contenair is docked


Game ergonomy :
- Pleaze put SHIFT+Clic = 5 for trade ! It's annoying to keep clicking when you need all the stock

- In trade windows color of price selected item is the same as price increased (yellow) I would preferestaying white because Sometimes I wonder if the price was increased.

- Leave derive all these contenair (mining share) is weird, may get them back when empty.

- The crew doesn't always respect their "forbidden zone", at least not for talking, sleeping, or playing games :
In fact, I don't find it intuitive to have to make the entire ship freely accessible and then remove areas for the crew. I think it makes more sense to have a red restricted zone. Which brings me to my idea : I'd like to be able to customize it more and have two additional zones for the crew: total restriction, restriction expect for work, and mandatory spacesuit use (which would allow for much finer and easier management of the base during fires or infections!). I'm too thinking about the idea of ​​requiring a chamber+spacesuit before entering a room where the machine emits too much toxic product.

- With the expansion of the build area, two things are increasingly bothering me about the crew: the interface and their working pathfinding :

- The interface: the top-center area is very large and doesn't display much. I'd like a smaller version without the character icon, or at least with a small icon. Because with the infection and rescuing stranded crew members (oxygen problems, etc.), it's necessary to maintain a constant overview of the crew.
table prorieties windows (priority and planning) are very large, that could be very more compact or at least resizeable, It could be easy to display twice as much. Even if I can't rescale because the scale is te minimum, not matter because everything esle is at the good scale !
I personnaly would like to have possibility to display all my ressources.

- The working pathfinding: this is most noticeable during salvage operations. It doesn't always choose the nearest salvage location; sometimes it goes much further (even in the opposite direction) to do the same thing! I've already seen the shuttle go from one derelict to another, work on two blocks, then return to the first derelict. The two derelicts weren't close at all, of course! I noticed it in my last game when I had the maximum ship size, trying to optimize everything I could: I tracked all the movements and I was blown away! Two things I noticed: priority x distance and calculating when the task is finished (because sometimes it should stay and start again).

Sorry, but I'd like to remind you why fights are slow and annoying because:
- Attacks aren't performed at the start of the action, so they stop, "look" (for maybe half a second), and then fire, claw, or jump.
- The shot "might be based on positioning on the square but is fired in space", and if the target is moving perpendicular to the attacker, even at point-blank range, they almost miss because, with that half-second, they shoot at the square behind. It's so frustrating to have four veterans in plasma shooting at a spider walking to attaking the last at point-blank range and missing twice in a row !

as many already says, more floor could give an huge possiblity.

I would like to have hyperium sold in late game, "I repeat for other discussion"


Thanks for this great game, keep on !
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all the standard things everyone complains about, actually. that's good, in a way, when everyone wants the same thing, it probably says to Allan, yeah I should look into this. :-) some of it's just the way it's always been, like the pathing and distance mattering most; everyone's annoyed when 5 crew/bots come from the far side of the ship to remove blocks from a storage bin and move them 2 squares to build a bit of machinery, do one thing, then get stuck back in the task pool, when better AI would let one worker come move all 5 blocks then construct said machinery faster and more efficiently. or taking a long, roundabout way through 2 spacesuit doors and single-square pathways to get to a bathroom that's 2 squares closer than one straight down the hall they're standing in, double-wide pathway and air/temp the whole way. it's just one of those "welcome to Space Haven" learning curves, we learn to build in ways to help the AI vs "why is that dummy doing this?!" kind of thing.

LOVE the "holodeck" lasertag idea! could even make that be weapons training, instead of sitting at a desk, combat experience with non-lethal / non-damaging weaponry. hell, even a event, a competitive sport to spectate at for an entertainment buff, both crew and tourists! similar things have been suggested of course, but this one always sounds best. today only! come see HSB Death Approaches' epic showdown between their 4 best against MA's 4 best! tickets only 189 credits! get yours now! show starts at 8pm! (note: beers cost extra.)
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