Recent posts by SadCookieCat on Kongregate

Flag Post

Topic: Redshift / Fleet raids and bases generally being much stronger than my current rating

Originally posted by 808daman:

Because of the fact you can place your own fleet down in a more strategic pattern and use actives… you have an advantage. Depending on your actives and build… you can have anywhere from 40%-150% additional fp power

None of which makes the tiniest difference when your opponent has:

a). more ships than you, and
b). all of which are higher level than anything you have.

Seriously, this game would be amazing if the matchmaking system wasn’t completely hopeless.
My fleet is 230k and I’m regularly getting pitched against 450k+ opponents, and I’m not going to jump through arbitrary hoops to make some system work because it just isn’t fun. Also because systems like this should work without the player having to cajole and wheedle it along.

Honestly, at this point just displaying a list of other players with similar FP to your own and letting the player pick which to attack would probably work better.

Flag Post

Topic: Redshift / Planetary raids issue

Base raids are pretty much all I’m doing right now.
Fleets and planets are “off limits” due to some mixup – the matchmaker seems to think I’m Kraz.
Sectors are pointless because I only want the matter from them, and every sector which can be farmed is now entirely empty.

So yeah, base raids. And spinny wheel thing.
I suppose it’s helpful really, making sure all you wonderful people have lots of nanos. :)

Flag Post

Topic: Redshift / Least important bug of all time

That’s quite an irritating non-important bug.
I can think of one better though….

After every battle the background image for the base screen creeps a couple of pixels in some direction, and after several dozen battles the image is half off the screen and looks utterly terrible.
If you play long enough you can get it to go entirely off screen leaving you with a featureless black expanse with your base floating merrily along with itself.
This looks less terrible.

Flag Post

Topic: Redshift / First thoughts on 2.5 (FEEDBACK)

There’s some amount of weirdness going on with repairs since 2.5.

Sometimes ships get damaged and get taken out of action only to appear in the next battle as if nothing happened.
Conversely, sometimes all ships survive but one gets flagged as damaged and put on cooldown even though it was not destroyed.

The former seems to be more common than the latter.

Flag Post

Topic: Redshift / butthole crew ability combos

Re-rolling is not really an option for most people.

And movement speed is an utterly pointless boost as ships don’t really need to move all that much, and when they do it’s more than fast enough.

My last purp was a movement guy and I was less than impressed although I can’t quite bring myself to get rid of him, so I suppose he’ll sit taking up space in my inventory until we can either burn crew for xp or I get sick of the sight of him.
Triple disappointment really as he also has the same lacklustre active as my current captain, plus the exact same face (because all the crew I roll always look the same).

Flag Post

Topic: Redshift / I was raided 356 times in a matter of seconds?

Originally posted by dhatzster:

just farm 21 or 25 whenever it’s comparable to base farming.

Since you don’t get battle rewards, no. No it isn’t.

Flag Post

Topic: Redshift / Planetary raids issue

elo was reset as part of the 2.5 update.
Which meant fleet and planet raids were fine for all of 10 minutes until the brokeness manifested itself once again.

As far as balancing systems go, elo is really not working. (Except to exclude people from half of the game.)

Flag Post

Topic: Redshift / Repair menu

Alternatively move the repair menu away from missions and have an icon for fleet repairs stacked up with the four other icons in the bottom left of the base screen.
This could then pulse red or something if a host ship is damaged leading to the options for repairs.

Flag Post

Topic: Redshift / Sector Raids

Something has been bugging me about sector raids, specifically choosing which one to pick.
Currently it’s a matter of remembering which numbers are good for what vs. what your available ships are capable of.
And it’s a bit of a chore to be honest, and one of the bigger reasons I don’t play sectors all that much as I really don’t feel like opening a level and closing it again several dozen times until I find one I like to look of or doesn’t have massively depleted resources.

What I was wondering was if would be possible to have a mouseover/tooltip like thing for each sector button which states it’s type (fleet or base) along with the approx. opponent strength and the resources you’d gain from completing that level?
(Yes. This is not exactly a high priority I know….)

Would this sort of thing be helpful to anyone else?

Flag Post

Topic: Redshift / Planetary raids issue

Originally posted by donfilibuster:

Does surrendering count as a lose?

Not that it’d be worth the time to lose a thousand times just to make the game playable.
The elo might be WAI but the stall is still an issue.

I think it does.

Notwithstanding you shouldn’t have to spend any amount of time farting around trying to manipulate some hidden value in order to just play the game.
(And that doesn’t mean that if you display elo it suddenly becomes a good idea either….)

Flag Post

Topic: Redshift / Feedback on Pirates

“Pirates were too fast, we couldn’t escape”
“Pirates refuse to accept your surrender”

I am completely enthralled by being locked out of the game for any amount of time because I couldn’t complete an impossible task.

I really like this game, but I really really hate this ‘mechanic’ more and more every time it bites me.

Flag Post

Topic: Redshift / Ship's Speed affect DPS?

A speed stat doesn’t seem to be of much use given that ships don’t really move all that much.
Now if engines gave a ship a little bit of dodge ability, that might be worth looking at.

Flag Post

Topic: Redshift / Feedback on Pirates

I can (kind of) see why you’d put something like this this in. But to be honest all these pirates are currently to most average players is a super-harsh smackdown that basically shuts you out of the game for x amount of time.

If you have a limited amount of time to play and you’ve decided that this game fits the bill, and you get time stomped like this it’s going to leave a pretty negative impression of the whole thing.

For reference – my biggest meanest ship is a lv.30 cygnus, and that is far ahead of everything else I have (which is mostly mayflowers and centaurs), and I’ve just been bounced by a pirate fleet with half a dozen lv.100 reds plus escorts.
Retreat failed because that’s what it does, and in the resulting dogpile I don’t think I managed to even kill one pirate ship.

So planet raids are off limits. Fleet raids are off limits. And now base raids have some arbitrary instant loss mechanic.
Not looking like a terribly rosy future tbh.

Flag Post

Topic: Redshift / Planetary raids issue

Day three now, and it’s gotten worse.

Not only does the planet fleet have more ships than I do, but every last one of them is around 2-3x the level of mine.
It is absolutely impossible to win a fight like that.

The fleet battles are doing exactly the same now too, only with the ship levels being 5-6×. Something in this game is really not working very well (or transparently). :p

Flag Post

Topic: Redshift / Planetary raids issue

My extractor is lv.2 and already raids are just barely possible with a few tries.
What really bugs me though is that the rewards, both from the planet and the loot are no different than when a raid was a single ship and a few fighters. (which was yesterday fyi.)

This is also quite bad as those tiny planet raids gave you something to do while your fleet was repairing, which of course is now no longer possible – so less playing occurs.

Flag Post

Topic: Redshift / What I'd like to see

Things which feel as though they’re missing and/or unfinished.

An inventory indicator. This could be just as simple as overlaying x/20 on top of the icon so you don’t have to click several times just to see how full your box is.
(cosmetic / anti-repetitive)

Crew skills. It would be nice if there were some means of showing the player which skills a character might be able to get for any given level/colour/rarity. As it is now it is entirely guesswork and the player has zero clue what to expect, or even if there are any other skills available.
(moderate importance / information)

Fighter/Interceptor attributes. Some fighters charge forward and soak up hits while some hide behind your ships, yet there is no indication anywhere as to which fighters have which behaviour.
(moderate importance / information)

Blue ships are mixed up. The Centaur and the Aeria (sp?) need to either swap weapons or specials, because currently the Centaur has the better weapon and the better ability which to my mind makes the other ship redundant.
(low importance / cosmetic)

The background planet graphic for the base screen gets mis-aligned with the view and ends up entirely off the screen after several battles have been fought.
(low importance / cosmetic)

Ship equipment does not appear to alter the stats of the ship as the info panel suggests. However fleet power does rise with each upgrade. If this is intended, the equipment info panels need altering to state exactly what it does.
(uncertain / game function / information)

For the love of sanity, there needs to be additional build slots/queues. A lot of these base upgrades take over a day to complete, during which time you can do effectively nothing else. Even if it’s one build slot and one upgrade slot it would feel a lot less restrictive.
Yes. I know it’s there as an incentive to use the cash option, but sadly that is vastly overpriced and as such is a very firm disincentive.
(important / encouraging player activity)

The ability to repeat battles the same way you can repeat sector missions would remove a lot of needless clicking.
(important / anti-repetitive)

Why does the Thunderbolt have an extra “t” on the end of it’s name? Why? Whenever I see it, think “A 5 year old did this”. Stuff like this makes your game look shoddy, no matter how polished the rest of it is.
(irritant / cosmetic)

Overall: Pretty decent. Just needs some attention. (And is at least 500x better than the other game of the same name.)

Flag Post

Topic: NovaLode / Suggestions

^^ Tabs. Or another drone. Either would be very welcome at this point.

That contracts station though….

Granted I have really rotten luck with these kind of things and a very limited amount of time to play with… But I’ve not been able to contribute to a contract for nearly a week now (frustrating!) as the items requested are not available without certain company standings, which in themselves are not available until you complete contracts. And the “easy” contracts vanish sometimes in seconds of being posted – seriously, yesterday there was a posting for minerals (which I have lots of) so I filled up and ran for the station. It was completed before I’d gotten halfway there. So now I have a load of manufactured goods that never get asked for, and a pile of components and minerals taking up space but virtually zero cash.

Seeing as you absolutely need to complete contracts to get access to a whole load of items, it might be worth having lesser “personal” contracts which would still let you build your standing etc. with those last few companies without being dependent on blind luck and online time.

Flag Post

Topic: NovaLode / Suggestions

Some of the storage issues could be reduced by increasing the stacking limits a little, and/or allowing finished goods to stack.
Personally I feel like the whole using fabricators as infinite storage seems a little like an exploit, but given that you need to manually remove completed items from the fabricator I don’t think it will be going anywhere.

Maybe…. Since your inventory has three separate tabs, perhaps we could do something similar for the item storage?
Start with two tabs, one for finished goods and one for everything else. Anything the fabricator makes gets dropped into your storage automatically and it’s up to you to ensure there’s enough space for everything – not enough space, items are lost etc.

Upgrading the capacity for each tab would be the same, 100k for an extra row. Adding a new tab could be something like 500k or some suitably large yet not completely out of reach figure.


Flag Post

Topic: NovaLode / Gameplay Tips


Those first two skills are really important. Which to get first depends on personal taste really.
(edit – I am wrong. You can’t get the max pick skill without having the max loadout skill….)
The final loadout skill eliminates the cooldown for your swing, and boosts the damage from 200 to 900. While the last pick skill increases the area of your swing from 3×3 to 5×5.
Together you get a 3×3 of 900 damage with 200 for the rest. You really really want both. It makes things a lot easier.

However…. The cavern licenses are also pretty high up on the list of things to get. So probably go for these after you get at least one of the above, preferably both. (I did the licenses first and I wish now I’d done it the other way about :P )

If you have a lot of free space in your mineral storage, keep a stock of aggregate and rock salt in there. With this you can easily complete a number of quests from the resource drone in one go.

Caches are your friends. Seriously, it’s worth it just for the chance of getting grenades or boomers. You can toss pretty much everything else though. (This is a ton easier with the last loadout skill….)

Grenades and boomers are awesome. Save them until you can get to one of the lower levels though, then throw them around with wild abandon for maximum rare mineral harvest before the cavern collapses.

Flag Post

Topic: NovaLode / Suggestions

More random observations based upon my dislike for needless clicking.

When transferring minerals as part of a split batch, the default pre-entered amount to transfer is 100 units. I find myself having to manually zero this before actually setting a transfer amount more often than not.

When interacting with item npcs the “process all” button only works on the items of that specific type. As I cannot think of an instance where I would only want to cut certain gems or identify certain curios, I would much rather the “all” button processed everything in your inventory which can be (by that npc).

When adding materials to a fabrication job each mineral must be added separately. I would very much like to see a single click to add all minerals at once (as far as your inventory allows).

When retrieving completed items from a fabricator you must click the entry, then click the item, then click accept. It would be far slicker if the middle step were not required.

Flag Post

Topic: NovaLode / Bugs

Don’t know whether this was latency doing funky things or something else…. But I just saw someone run clear through a load of bedrock and impassables on L1.

I’m no expert but I’m pretty sure that shouldn’t happen.

Flag Post

Topic: NovaLode / Suggestions

Some other things I’ve noticed.

As more people join the early levels get emptied quickly and don’t reset fast enough and so spend a lot of thier time as basically empty caverns with a few clumps of bedrock. While the later levels reset too fast and are open and closed again before you know it. This is a kinda hard thing to play about with though as the danger is supposed to be a limiting factor. It is however rather frustrating not being able to mine anything because it’s either just not there, or the levels don’t stay open long enough to do anything useful.

The pick replacement process is quite laborious for something the have to do several times per session. Maybe a single click to replace thing would work, if you don’t fancy giving the excellent ideas in the posts above a go.

There absolutely needs to be an option to turn off mouse movement. I’ve lost count of the number of times I’ve tried to hit a rock and ended up running in some direction, or running back and forth on the spot. #brokenrecord

Why are there so many fabricators? Only a couple of them are in non-awkward locations (ie: don’t require a marathon to get to). And the labs could very easily have everything in a single location instead of having a hunt-the-npc mini maze. (again more running around.)

It would be really nice if there was either a skill or a piece of equipment which could give some indication of how (un)stable a cavern is while you’re inside.

Flag Post

Topic: NovaLode / Starting a Company

This isn’t about how much things cost, that’s fine in itself. The issue here is that it’s a tutorial and as such shouldn’t have any requirements whatsoever.

Flag Post

Topic: NovaLode / Starting a Company

Perhaps a better way of handling the company quest is to do exactly what it’s doing now, but have the admin npc run through the basics of creating and joining companies using temporary dummy groups like how the other npcs do the same for gem refining etc. Then you can give the player the information and the credit for completion so they they don’t have a quest open basically forever.

Granted it’s an MMO, but I can guarantee you that there will be a sizable fraction of people who want to do thier own thing at thier own pace on thier own, and forcing them to do something they don’t want to do in order to progress is not going to make them stick around. Encourage all you like, but never force.

A pile of tokens or 1/2 a million credits to complete a tutorial task is a little much though don’t you think?

Flag Post

Topic: NovaLode / Bugs

When interacting with your storage (both adding & removing), items which are double clicked are consumed instead of transferring.

Items should not be useable at all in the town regardless, as they don’t do anything useful there.