Few questions : 1/ Why are people consumed when building upgrades ? They act like resources now, like money or matierals, not like Humans... Dont tell us buildings are made of Engineers / Builders flesh and bones :D (though it would have some sence for a zombie game...)
2. Why need to train soldiers as militia ? Aren't they already soldiers ? That would be understandable if they were simple citizens to turn into soldiers...
3. Why are there people we can't hire ? (Civilians, Military). It's always a bad news when I think I finally found the soldiers I'm looking for... but no luck :/
More serously, I think this "teammates" thing is pretty bad designed. Good idea at first, but the result is not that fun :/
Prevous chapters where really great. Every days brought its new challenge, somthing to build or improve, zombies to repell...
But on this one, I spend more time doing nothing cause I still miss a soldier/builder/etc.
So many things to achieve, so few occasions to do it :/
This is not fun, unfortunately.
Suggestion : Now that we have awesome managers who show their "cash per second", add a 3rd tier managers who will actually give this amount each second, replacing the former timer.
I'm also wondering about the real use of fuel vs energy: energy replaces fuel once depleted, and replenish itself overtime. => No use to increase fuel tank size, better bring batteries. ... except with the fact that afterburners require fuel to work, I think you might drop fuel mechanics and rely only on energy
Hello, I'm not really convicted about the new NPC ships. What is their use except to decorate and "steal" my rocks ? :D
It might be nice if we could attack / pirate them, or hire them (mining mate, transporter)
Bug report: The objective "kill 25 pirates" seems buggy. 3rd game in which I have killed 30+ pirates (according to stats panel), and the objective is still not accomplished.
@dragonlord24: You can earn money in very different ways. Selling mined ore, filling contract, but my favorite is to buy trading goods (heavy repair drones, fighter drones, nuke pods...) in station with low price (rate < 1) and sell them in stations with > 1 rate.
I admit this makes the game easier, but I like it :D
And it can be turned off by setting stations price variation to 1 at customization panel.
Last point, is it possible to access main menu from the stations ? I don't find the button. I have to undock to be able to switch back to fullscreen mode :D
----- Is it planned to allow to switch between the ships we've already bought ? This would allow to switch between fighter ship, and miner, and transport at any station
----- another killer feature might be pilot skills increasing his ability to pilot the ship, i.e. the ship stats by some percent, skills that would increase when the corresponding part is used
Examples :
*** mining mastery: increase amount mined by 5%/level, skill leveled up by mining ore : on unit mined (ponderation for HQ ores?) = 1 skill XP
*** laser mastery: increase laser damage by 5%/level, skill leveled by each laser shot (1XP / shot)
*** etc.
It's just an idea, but this would allow to build a semi-god pilot, and also unlock some new objectives ? :D
-----
Thank you again for this wonderful game :)
(allas, new lines are dropped once the comment is published :/)
Following :
------ It may be a good idea to show the average yield / second of mining lasers in their description, for easier comparison
------ I tried the best transport ship, and found it quite useless : its poor turning speed prevents it from reaching any target without a looooong tuning manoeuver. I made more to-and-from travels with a smaller ship for more cargo amount, in the mean time.
Perhaps it is a good idea to increase its manoeuvrability
----- It might be better to access mission info outsode a station. I often dont remember where I planned to go for a mission once undocked, and have to dock to check.
Hi, thank you for this wonderful game. You managed to make a short eve-like, simple but very efficient. The ability to customize the galaxy allows to build our own story with our rules, just like in Civilization.
Congratulations for this work!
I have some reports/suggestions though:
- In a station, ship window, configuration > the Recharge Rate value does not appear, I guess it's because the text is too wide.
- The miner objective is somewhat bad designed: only mined rocks are counted, no matter their size or the value of their ore => no reason to mine the best ore, better mine the smallest adamite rocks to succeed faster.
To solve that, perhaps replace the number of rocks by total amount of mined ore, with ponderation according to ore quality (Best ore give more points than bad one)
Or, ... the ultimate miner objective : totally mine a HUGE massive rock, of what, 10k, 20k... more? HP to complete, massive rock only found on the latest system.
Aww, I really thought the "Your face is ugly" would be used to unveil the mask of the arbiter at the end.
Just because it was "the" always incorrect answer, therefore the least one to be used, and a perfect trap :D
baby steps ;) i posted on the forums about whats coming for npcs. link in resources up top