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I wish you could make multiple ship designs and switch between them, it would make testing new designs a lot less tedious.
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Is it actually beneficial to have only one drive once you have the space normaliser? The zones have the maximum time-length and you get xp/s, so more seconds is better, right?
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paul, the time increases because youve jumped to the next zone and each zone has more time than the last. if you dont have full hull/armor, the time will decrease until either you do or it hits 0. thats the effect of Space Normalizer
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How about an improved engine we can eventually replace the original engines with? Maybe other "second tier" items too. Also, again, the IG texts don't always explain fully. Reading the descriptions of many items I can add to the ship, I would like to have plainly listed what attribute(s) the item alters and the amount by which it's (or they're) altered.
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Please ignore my previous lack of understanding - I now see if I am indeed collecting those XPs and the increased timer is simply for the next zone. Go about your business, dev.
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I've enjoyed killing many spaceship siblings; thank you for a fun game. One potential bug: Space Normalizer - it says "catapults to end of zone... collecting xp" to me this implies that if I have 50 seconds left in a zone, it would go down to 0 seconds onve I'm fully recovered and I collect 50 seconds worth of XP. However, this doesn't happen - the time left in zone seems to just increase. Who is in error here - me or the slacker developer?
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The instructions are a little thin; we could use mouseover hints on some things. Such as, what does the mission multiplier do? I think it makes the enemy ships bigger, but is that all? And that's... bad, isn't it?
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Adamantrune, long-range weapons are far from useless. What you are not seeing is the bonus from the programmer upgrade which increases the effect of all modules the more of the same modules type you have. Combine that with the fact that concentrating on long-range combat means you don't need as many armour/hull modules (and can thus get even more weapons), and they really aren't useless.
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Bug found: Moduale type: "Jolly Rogers". If you take two(2) you get, "Maximum of 1 Dead Mans Hand! Head back to design and amend!" Clearly the items name was changed but not in all instances as no "Dead Mans Hand" exists.
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why dont you zoom it a little bit in the fight and to add numbers on the health and armor bars also to be able to see the enemy stats
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Little yellow light shows when no skill can be bought at any xp lvl. Why the hate on long range weapons? Once I got past commander lvl 10 they are worse than worthless, the only real option is short range as the dragon plate essentially buys 3 mods.
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Let me understand this: you are a ship, flying cargo, being attacked by enemies endlessly (enemies that do not appear to carry cargo). This seems like a smuggling deathrace.
The enemies are attacking you because they have taken affront to the shape of your moustache. They are carrying cargo, but it's market value is negligible unless you own a barbers shop.
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I really enjoy this game, but is there a way to save the level I reached in flight even if I move to a different mode? like, I want to check how much experience I need to level up my commander, but if I go to the skills menu it will reset my level in flight menu.
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is that if you click some where that is not occupied by a block and the move your mouse over on then release the click and the block under it then dissapears a bug
It's not a bug, in that I know about it. I used to use it for faster ship editing before the reset button was born. Either way thanks for the feedback :)
Because the u.i. is horrible, only so many blocks fit, the slopy armour blocks were removed to make room for more interesting blocks I am working on a second version of the game with all sorts of beautiful tabs for different stuff.
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It would also be great to be able to hold shift while placing things, to place more of the same thing (cargo modules for example)
Yes the ship reset button effectively just highlighted how tedious the current interface is. But the more time I spend on this the less I have to spend on v2!
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Suggestions: Have the ship randomly take on missions, depending on a behavior preset (aggressive would be combat, trader would be cargo related, and explorer would be engine related missions), and have the ship visit planets once in a while (planets, space stations, other stuff) This would make the visual representation much better, and the missions would allow different playstyles.
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I love how you cant see any exhaust or flame coming out of the "engine" but apparently the ship is being propelled through space.
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Maybe add some type of shop where you can buy upgrades. Not just skills but some really expensive upgrades to the actual modules.
I can't figure out how at the moment, one of the reasons I use stencyl is because I don't know any modern programming languages, I can logic fine but I can't code. To put this in perspective, I've thought of a way to make it possible to walk around the players ship in first person (not so relevant in this crewless version), I can't figure out how to export/import a saved game, luckily for you, it will keep me up at night thinking about it.
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could you give us the option to choose which skills trigger the upgrade indicator? At the moment it is constantly triggered by the pilot skill which has become useless.
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The amount of part types is great but you might need more upgrades for each part like having several levels of cargo container and such. Why not have energy weapons and shields or homing missiles as well? Just seems like it needs a bit more variety.
Other than that minor gripe its a good game that stays solid. I can leave it when I go to work or go to sleep and come back and spend my exp and tons.
Shields were planned for idlestar initially, but the game was solid enough without them. Missiles and lasers are very much a part of the remake shields may make it back in yet.
See that comment below about quickly adding in a few features? Didn't back up first, broke the code. Earlier back up is so much earlier it's a different game.
This does kind of kill any future updates, but Idle star has run its course anyway, features I'm currently incorporating into a sequel include crew, different weapons, more interesting combat, non-combat encounters, module placement rules, spelling programmer correctly.
EDIT* Unbroke the code! Took some hours, totally worth it. EDITED EDIT* Uploaded.
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Would have been great to have a "scrap all" button. When you get to a certain point, you just wanna rebuild your entire ship from scratch, and removing each module takes too much work when you've got 40-50 of them.
You can drag and drop the empty spaces on the design grid to speed that up a little, but essentially it is annoying even me. I'll try and get this and a you have enough xp to buy something notification in today :) EDIT* Done.
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Can some tell me, how to get a ship mass of 69450 tons?
Ih think this would require about 4*10^1197 XPs just for the last command level.
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Really enjoy the game, a fun twist on the idle game genre. Would love to see an offline gain for the game for the later stages of the game. Also i think a great addition to the game would be some kind of currency/salvage system, a shame for all those giant blocky ships to go to waste =)
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I think that a cool addition would be some type of notification (lit up segment of the icon or some such) that lets you know when you have enough xp for an upgrade without going into the skills tab and losing your mission multiplier.
Not going to happen in this incarnation of Idlestar. The game is too easy to hack, which I can't think of a way to fix without resetting everyones progress. Idlestar2:The Idling, will have save data security built in from the start (though I'm sure some folks will break it, but not the basic tool using children doing it now), so I will look into adding a mutliplayer mode. I promise nothing as it's not something I've done before and I suspect, fairly complex.
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Hmm ... I might be wrong but I think the market tracker module actually decreases the amount of experience gained in spite of heightening the mission multiplier gain. I mean, I had one of those modules, and with the speed and cargo just slightly lower (5 instead of 6 engines, 20 instead of 22 cargo modules) my experience gain was about half of the usual gain, and that in spite of higher mission multiplier.
I think you're right, I had a feeling it was going to work out like that, I've lowered the mass from 60t to 20t, so the gains should be much greater now. Please try them out and comment!