Topic: Mission Genesis /
Tutorial covers enough to get you going, but misses out some important things that catch you out later.
The biggest one being altering warships equipment instead of being added to your current fleet for some cost like every other game ever, instead destroys all the currently active ships of that type.
The fleet limit is awkward. All your warship units are a power of 3. The limit is 50. 3 does not go into 50, and this leaves unusable capacity which is irritating.
You are taught about research but given no clue or direction as to what is going to make the early game more fun (aka easier), and there are some items which are effectively traps and are completely useless.
Like the shield recharger. DO NOT research this kids, it is a giant lie.
The info text says it refills all your ships shields to full. What actually happens is it refills about 5% of a random handful of your warships shields. NOT your flagship (which is included in ALL ships – well you’d think anyway). Misleading and disappointing.
Moving equipment around on the flagship costs the same as installing it in the first place. This is silly.
Difficulty scales really quickly. I’m currently lv.8 and can still only fight lv.2 pirates consistently. Sometimes lv.5 pirates depending on how they’re set up. Corsairs and Drones can be done but take so long and so much nanomat is just isn’t worth it.
Rednecks – forget it.
This game is hard. Nothing wrong with that, but it could use something like a direction for research or some lessons about fleet composition so the newbies don’t get frustrated and find some other game to play.
The action button which appears over objects is frequently superimposed with some other random button from elsewhere in the game rendering some objects unusable until the game is reloaded.
And finally. Your premium cash setup is quite, erm…. Optimistic.
At the prices you’re asking for even the most basic items I’ll bet you don’t get more than a dozen people dropping money on this, and probably none of those will end up being repeats.
Seriously guys if you are going to insist on having user paid content, lower prices get you more overall as a lot more people will be willing to pay for QOL stuff.
Sadly, prices are often dictated by things other than common sense or basic knowledge of market participation. Shareholders and business planners demand things and very seldom have any interest beyond maximum money right now.
(Which is entirely counter productive for gaming, not that anyone will ever listen.)
This is exactly the kind of game I want to play. It looks like it has most of what I’d consider good and interesting. I want to like this game, but you’ve made it so very hard for me to do so.
Lots of potential. Not a lot of effort taken to realise it in favour of rushing overpriced content in the vain hope someone will take it up and fill your pockets.
Best of luck. I have a feeling you’ll be needing it….
Shield / Armour restore are +25-ish% my mistake, however this is still not full recovery as stated.
Volume settings aren’t saved across sessions, and the voice (such as it is) is really harsh on the ears.
Large ships are essentially useless. They take up too much supply/material/time yet don’t have even half the effectiveness in battle as an equivalent mass of smalls/mediums.
You have clearly marked the timed missions! This is something people seem to think is an optional “extra”. Gold star doubleplus.
The text everywhere seems to be randomly misaligned with odd letters seeming to have different vertical and horizontal spacing, resulting in something which can be quite difficult to read.
Items which boost stats of nearby modules are not worth upgrading at all, as the maximum level only gives 10% more boost than the lv1.
Scanned ships/fleets don’t stay scanned, and always display “scan required” when viewed regardless of if you have scanned them or not.
Clicking floating boxes at the end of every battle is obnoxious and unescessary, just add whatever loot drops to the inventory and spare the player pointless and tedious clicking for the sake of clicking.
Quite a few recognisable an unique system names. Very nostalgic for Elite all of a sudden.
Why can we have only one of any given type of mission at once? There is infinite space on a scroll bar (which I don’t think I’ve even used yet.) And why is the mission which is preventing you from accepting another one not highlighted so you know which one you need to pay attention to?
Also, the “system message” telling you about not being able to accept another mission appears under the mission dialog so you can actually see it unless you close the mission box, leading to the player repeatedly clicking the accept button in frustration wondering why nothing is happeneing.
tl;dr – Get rid of this 1 mission per type limit. It serves no purpose other than to confuse/frustrate the player. And having a longer scrollbar will have exactly zero impact.
There doesn’t seem to be any way of seeing how much fleet supply a ship takes up with actually equipping it to a shipyard. Supply costs do not appear in the mouseover info box on either the research or shipyard selection screens (which would be the two most useful places).
There is no way of cancelling a build order, and there really needs to be. So many times I’ve wanted to recycle something and ended up building more of it.
Also, being able to build multiple ships of the same type in batches outside of combat would be useful. Requiring a player to repeatedly click to do something which could be done in a single stroke is bad/lazy design.