Will definitely add that with the next update. I'm gonna think about possibly adding a slight extra cool down such as half a second to weapons fired by auto fire in order to give some slight benefit to players who choose to manually control their weapons. That way for general cruising around you can rely on auto fire to handle pesky random encounters but if your going up against something big you can choose to manually control your weapons for a small added benefit.
Had another thought about the weapons; group them. Overlay a small number in the corner of each activatable item that cycles through 1-5 & A (or w/e). When you press '1', for example, all items that are part of that group activate. 'A' means 'Automatically activate when in enemy range'.
Trouble is, I intentionally added a slight delay to all weapons whenever a single weapon is fired so weapons can't fire in groups. I did this in order to slightly reduce the level of power creep buying new weapons gives. When I get around to making a sequel to this game with a significantly larger number of weapons, stronger enemies and a more gradual power curve, I'll be removing this limitation and at that point adding weapon groups will definitely make sense.
As far as the confusion over cargo bay size, you'd be *amazed* at how fast people can pick up green positive/red negative numbers in brackets as buffs/debuffs. :grin: A green (+2) beside the cargo capacity *and* '+1' overlaying two dfferent items will quickly and easily get the idea across.
Here's a hint: You'll want *LOTS* of gold when you face the boss. (You'll find out why the first time you lose and compare how much you had vs. how much you lot.) Losing to him is the fastest possible way to earn points, but you'll need to do a lot of cagy trading in high-value commodities, first.
It is a bit frustrating trying to figure out which ships to get, when the upgrades are all over the place. Could you please add in the maximum values in the ship info box? For example, for the galleon, Instead of "250 hull", make it "250 (365) hull", so we understand what the fully upgraded ship will be like?
7) Add a - per slot - 'autofire' button, that causes that slot to automatically cycle whenever an enemy comes in range, for as long as that enemy is alive. It is annoying to have to suddenly grab my keyboard when I'm ambushed while contentedly exploring with a cup of coffee in my hand. (Not all weapons should autofire, as some depend on the enemy's shields being down.)
Got the auto fire and a few of your other suggestions implemented with the new update. Everything else is still on 'the list' for future updates. Thanks again for your feed back!
For offline mode, I haven't looked into it much myself, but here are some links that you might find helpful:
https://www.youtube.com/watch?v=sTJyJvHZZ1I&list=PLshBsbPYo6iLVZwPoTJCmUVszFkvdrNT4
https://www.reddit.com/r/incremental_games/comments/2ml788/creating_offline_progress_in_idle_games/
https://www.reddit.com/r/Unity3D/comments/338bml/looking_for_a_little_help_with_an_incrementalidle/
6) Add a 'tractor beam generator' that allows you to tow cheap cargo/weapon/etc. pods. As they would be outside of your shields, if they get shot, they are destroyed along with whatever was in them. This would mean unequiping the generator would allow dropping the pods off wherever was handy while exploring to make sure that they wouldn't be lost in battle. (A shield pod would offer protection.) Pulling pods would also mean using more fuel. A toggle in 'inventory' would allow switching cargo to/from the ship itself.
1) Awsome ideas! Thanks for all the feedback. Pretty much every item in your first post is pretty much essential now that you mention it and I'll get it implemented ASAP. I like the idea of skills having multiple effects, right now its sort of asymmetric how the navigation skill has 3 effects while the others have one. I think what you might have meant is shield skill boosts both max shield HP + shield regen, and engineering boosts max hull hp + reduces repair cost. That has a nice balance to it. I'll think about the logistics skill, it sounds interesting but I'm thinking of how to easily phrase what you describes in game and convey its effects to the player. I can imagine a lot of people misunderstanding and thinking its a bug (why am I above my cargo cap?).
4) Have 'engineering' boost shield recharge speed and lower repair cost.
5) Have 'logistics' increase a 'crit' for cargo storage, where there is a chance at repacking a particular item to take up less space. (i.e. temporarily increase cargo space while that particular item is on the ship.) Optional to that, every time you haul a particular *type* of item, you increase the crit chance for that item, and, to a lesser extent, all items. (i.e. you get more familiar with handling items.)
2) The tractor beam idea is amazing and opens up possibilities of dragging around other items as well, I immediately imagine catching missiles, throwing around enemy ships etc. etc. I think the mechanic you described with the cargo pods could be introduced early as well by simply letting the player have a stationary pod acting as a 'cache' of items then later when they get the tractor beam they realize they can drag it around. Once again, fantastic ideas, you've got my imagination bubbling now as well :).
Fun little game! Kind of like a 2D Astrox. Some thoughts: 1) Make trading easier by using some of the description space to show the difference in price across different stations. For instance, if I am at Snafu and food is selling there for 24, while it is 27 at Foo and 19 at Bar, clicking on the 'food' box would list [+3 Foo | -5 Bar], in green and red, respectively. (Only known stations would show up.)
2) Have a button on the map that causes the station names and types show up.
3) *Please* have the shields charge one at a time. It is *very* frustrating to have to sit there while waiting for all of the shields to recharge at once just to avoid hull damage in an asteroid field. A vertical white bar that slides across across the lit section of the shield bar that shows the recharge percentage over time would be helpful, too.
Jwetsch, I hear where you are coming from, but by now they should have had this game down pat. Even beyond the bugs and glitches, mission descriptions that don't even tell you who to shoot from multiple targets are simply inexcusable.
Thank you very much for your advice.I'm using js to program,there is no way to declaring a number to unsigned.There is other reason cause the negative,I will find it out;(
Not a bad game. My advice is to take a hint from other games that use the 'pay for plays' system; make it a *lot* cheaper on massive game sites Kongregate/etc., then make it this expensive on Facebook/etc., where your casual/semi-casual gaming audience is more used to paying money for their gaming. You'll take a lot fewer hits in your ratings, and earn a lot more ad revenue.
I like it. Simple retro, yet brutal gameplay. There are a few places that you can bag wagons without leaving the woods, but, after a while, there are so many soldiers out looking for you that they will push you out of the woods if you aren't *very* careful. 4/5
Will definitely add that with the next update. I'm gonna think about possibly adding a slight extra cool down such as half a second to weapons fired by auto fire in order to give some slight benefit to players who choose to manually control their weapons. That way for general cruising around you can rely on auto fire to handle pesky random encounters but if your going up against something big you can choose to manually control your weapons for a small added benefit.