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I'm liking the game so far and I'm eager to see how it develops! Some suggestions from me:
1. Make the battle end (with a win) when all ships are destroyed. It's really annoying to have to wait 20+ seconds when there are no more ships on one side. I see this most often against the A.I. It's also annoyng in PVP to destroy all of your opponents ships and still only get a tie.
2. Make the tie more difficult. It's extremely easy to force a tie. All one needs to do is simply extend as far as you can in 1 direction. At least some of your ships will survive and it will be a tie.
3. A lower graphics option. This one isn't really from me, I've seen it in chat a few times.
4. A formation save option. It's fun to try out new possibilites, and it would be nice if we could keep the ones that work.
5. An easy way to remove single ships from the hangar. Right click maybe?
I feel like there were more, but this is all I can think of for now. I'll add more when I think of them.
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1) Actually when you kill all enemies the game go straight to 3 second and then the battle end. Are there some case when this will not end?
2) Actually the tie will occur if you have lost a great chunk(70%) of your units before killing every enemy ship. Is it too much?
3) Actually the problem isn't graphics i'm working on it but there isn't much i can do, when going up with number of ships the cost is too much. I'll try to improve things.
4) I'll make a save load system :D
5) The right click will remove the ship!
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1) vs. the A.I. it usually doesn't end, although I've had it happen once in pvp. Well, maybe there was an extra ship alive for the pvp and I didn't zoom out far enough, but it definitely happens vs A.I.
2) In my opinion even a pyrrhic victory is a victory ;) But this was mainly about how difficult the wings can be to kill. I've had my a large chunk of my main fleet, about 30 ships, sail past their 2 survivors and this was called a tie.(The reverse has also happened of course, my 2 survivors have forced a tie) Maybe 80 or 85%? I haven't tried it yet because I like my current formation, but I think if you put all of your ships at the top or bottom you can force a tie every time unless one side completely outclasses the other.
4&5) cool! :D
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There are items that give Crit but it is not display in the ship stats.
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> *Originally posted by **[Xerros](/forums/1065360/topics/1886404?page=1#13312786)**:*
> 1) vs. the A.I. it usually doesn't end, although I've had it happen once in pvp. Well, maybe there was an extra ship alive for the pvp and I didn't zoom out far enough, but it definitely happens vs A.I.
> 2) In my opinion even a pyrrhic victory is a victory ;) But this was mainly about how difficult the wings can be to kill. I've had my a large chunk of my main fleet, about 30 ships, sail past their 2 survivors and this was called a tie.(The reverse has also happened of course, my 2 survivors have forced a tie) Maybe 80 or 85%? I haven't tried it yet because I like my current formation, but I think if you put all of your ships at the top or bottom you can force a tie every time unless one side completely outclasses the other.
> 4&5) cool! :D
Fixed 1 and tuned 2! Now you can win if at least you have 10% of units remaining
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The "coin generation outside battle" may need a boost. I am currently at level 20 and I would need 162278 coins for level 21, giving me 15.1 extra per minute (419.9 -> 435). That means I would get my investment back after slightly over a week of game idle time. Unless I am missing something here.
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1. Getting coins from the AI in higher levels is a very high grind. Maybe consider a different scaling system?
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2. It's extremely easy to bypass a lot of people with time forwarding. (I haven't done this myself.) Maybe force an internal clock since PvP exists in the game.
(This just simply means, change todays date and skip it to 2 years later, go on the game, get a lot of offline currency. Put clock back, repeat over and over.)
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3. Some of the skills are super OP where you can just spam fighters and completely ignore the other 2 ships. (Such as reflectors).
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4. Increasing of the ship stats is very off balanced. While Fighter is: +10, +1; Frigate: +5, +1; Interceptor: +8, +1.
Maybe changing some of the stats up for more balance. As stated in 3, Fighters can easily dominate the battlefield.
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5. Formation glitching, is it intended to overlap ships? Or is this just a bug, I'm very curious. Even the AI seems to do it often.
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6. Different ship classes? It would be cool to see armadas in the game. Such as a convoy with a lot of smaller ships protecting bigger bulkier ships of unique types.
(The bulkier ships can take several ship space; I.E. 1 destoyer = 12 space.)
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7. 999 on all stats; Say a player actually hit these limits, will the game even work with over 5,000 ships? If other stats prevent this, why is it capped at 999 instead of lower?
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That's all I have for right now. Very, very fun game. So far I'm giving it a 4/5!
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This post has been removed by an administrator or moderator
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> *Originally posted by **[Fire112](/forums/1065360/topics/1886404?page=1#13312890)**:*
> 1. Getting coins from the AI in higher levels is a very high grind. Maybe consider a different scaling system?
> .
> 2. It's extremely easy to bypass a lot of people with time forwarding. (I haven't done this myself.) Maybe force an internal clock since PvP exists in the game.
> (This just simply means, change todays date and skip it to 2 years later, go on the game, get a lot of offline currency. Put clock back, repeat over and over.)
> .
> 3. Some of the skills are super OP where you can just spam fighters and completely ignore the other 2 ships. (Such as reflectors).
> .
> 4. Increasing of the ship stats is very off balanced. While Fighter is: +10, +1; Frigate: +5, +1; Interceptor: +8, +1.
> Maybe changing some of the stats up for more balance. As stated in 3, Fighters can easily dominate the battlefield.
> .
> 5. Formation glitching, is it intended to overlap ships? Or is this just a bug, I'm very curious. Even the AI seems to do it often.
> .
> 6. Different ship classes? It would be cool to see armadas in the game. Such as a convoy with a lot of smaller ships protecting bigger bulkier ships of unique types.
> (The bulkier ships can take several ship space; I.E. 1 destoyer = 12 space.)
> .
> 7. 999 on all stats; Say a player actually hit these limits, will the game even work with over 5,000 ships? If other stats prevent this, why is it capped at 999 instead of lower?
> .
> That's all I have for right now. Very, very fun game. So far I'm giving it a 4/5!
1) Not for the moment, but at what moment it started to become too grindy? How many ships did you have?
2) Fixed
3) Checkout the new balancement update!
4) Well the scaling is off because frigate and interceptors have more range.
5) Yes! Squadrons should overlap "free" ships
6) Not for the moment. But i'll think about it.
7) Not via browser. Browsers have very limited resources. Actually the max ships that can be owned are 200. And i also lowered the max amount of upgrades level to 50. Even with this number they should be virtually unreachable.
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It started to become extremely grindy around stage 70 when the AI was repeating the same pattern. I had around 75 - 80 ships. Currently at 105 ships at stage 206
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Ban ship stacking, I'm tired of getting cheated out because they stack all their frigates under tanky fighters
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Needs more zoom out. If I get a tie because somebody sliped by me I wan't to at least see him.
That meens, IF somebody slipped by. It could also be that I get ties after anhiliating the compleate enemy fleet, which should not happen.
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> *Originally posted by **[Bruck](/forums/1065360/topics/1886404?page=1#13314255)**:*
> Needs more zoom out. If I get a tie because somebody sliped by me I wan't to at least see him.
>
> That meens, IF somebody slipped by. It could also be that I get ties after anhiliating the compleate enemy fleet, which should not happen.
Added!
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> *Originally posted by **[Dracariys](/forums/1065360/topics/1886404?page=1#13312842)**:*
> > *Originally posted by **[Xerros](/forums/1065360/topics/1886404?page=1#13312786)**:*
> > 1) vs. the A.I. it usually doesn't end, although I've had it happen once in pvp. Well, maybe there was an extra ship alive for the pvp and I didn't zoom out far enough, but it definitely happens vs A.I.
> > 2) In my opinion even a pyrrhic victory is a victory ;) But this was mainly about how difficult the wings can be to kill. I've had my a large chunk of my main fleet, about 30 ships, sail past their 2 survivors and this was called a tie.(The reverse has also happened of course, my 2 survivors have forced a tie) Maybe 80 or 85%? I haven't tried it yet because I like my current formation, but I think if you put all of your ships at the top or bottom you can force a tie every time unless one side completely outclasses the other.
> > 4&5) cool! :D
>
> Fixed 1 and tuned 2! Now you can win if at least you have 10% of units remaining
I personally think 2 was still not enough. In particular not if one fleet is destroyed totally. I just had a tie with where I lost 105 out of 135 (= 30 remaining) and killed all 145 ships of the opponent. That does not sound like a tie to me.
Moment....actually that means I had >10% remaining, from your statement that should not be a tie. Bug? Or some other hidden calculation?
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Here are a few suggestions I could think of:
1. More spaceship types;
2. 2x2 and 3x3 spaceships which costs 4 and 9 units to be placed in the grid;
3. More ships mods!
Nice game so far btw~
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A thread with release notes on the forum would be nice. As far as I can tell there are minor updates which are not mentioned in "game news" nor in-game.
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Okay, here we go.
1. Multiple Fleets: Either get Import/Export back and using the System clipboard so we can copy out of game or add Fleet slots and have one of those slots be the fleet you get in PVP. Right now only having 1 fleet makes experimentation a tedious process.
2. Fleet builder could really use an overhaul. The number and size of squadrons compared to the maximum battle width causes problems but I don't know how to fix that, so overlapping is necessary evil. But could we please have the ability to hide or significantly reduce the opacity of fleet ships and each squad individually? Right now it can be quite a confusing mess if you're trying to fine tune things.
2.Squads: The fact that formations creep forward when the first ranks are in combat until the final ranks are in combat causes some problems, adding an option to each formation to make it rigid (keep this behaviour) or soft (act like fleet ships, first ships pretty much stop when in combat, ships behind keep moving at full speed until they can shoot). I understand doing formations this way may be your game design choice but right now I'm using a 9/17 squadron in Wedge because adding more creates a 4th line that, in my case, will not get to fire at all in most PVP battles. Again, if this is by design, risk vs reward, keep it.
3. Hit Detection: I'm guessing this is where the latency is mostly coming from. Here's a suggestion from when I was still programming but I'll be honest, I only remember the concept, not the implementation. If you aren't using this system already then maybe consider using a pixel scan system whereby you get the pixel behind the projectile from the ship layer, if it's a non-transparent pixel, only then check to find which ship it's colliding with. This could speed up battles quite a bit, unless the problem is ship AI.
4. Formations/Hitbox possible problem. Due to how formations work, ships stack. When ships are perfectly stacked, when one ship it hit, all ships on that spot are also hit. I'm guessing the hit detection keeps checking after it hits one ship to see how many it does. This has a consequence of making stacked units weaker since they all, basically, share HP. Maybe consider stopping checking once a ship has been hit.
5. Since you'll probably have added PVE auto-fight by the point you read this: how about expanding it to let us choose the level to start on and whether we repeat that level or progress if we win? If the purpose is to allow farming, this would make it better, I'm currently so far up that I get 1/16th of a PVP battle win for a PVE loss. Also is it intentional that the AI gets absurd range upgrades as you get higher? I think this should be removed. Take a look at this: https://gyazo.com/882be3231cb9b2a732cb372b19184924 Their interceptors can shoot 6 diagnal ship lengths away whereas my interceptors can only manage 4, using pixel measurements they can fire ~215 pixels to my 139. This is with +25% range and 6% everything.
6. For the purpose of testing, can we get some gear that removes all overload and deflection? This should remove all RNG assosciated with combat so we can better experiment with various setups and get accurate results, barring those two, of course.
Edit 7. Can we maybe get 1 more row on the fleet? So we have an odd number of row and thus have a middle row. It niggles at my OCD whenever I go to make changes that there isn't a true centre.
Oh and thanks for this game, I'm loving it, you're doing a great job!
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Have 2-3 like save slots, maybe you have one build that you use against AI and another you use for pvp, but you also wanna try out some experimental build without losing your current build, so like maybe have inbuilt save slots, which would include fleet, squadrons, and equipment all into one? This would probably be a bit complicated to implement, and might also prove a challenge when you consider which fleet to use for pvp (defense side) and such, but I think this would help, knowing that you can experiment without having to spend 10 minutes setting your fleetback to normal if it fails!
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Hand type tool, where you can group select and drag/delete ships might be nice, like if I wanna try shifting my fleet one row back and throwing in an extra line of fighters maybe, or idk. It just seems like it would be a useful tool to have, although such a tool might be rather complicated to implement so I understand if it's not feasible.
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Promotions and layers. You start with the current ships. Later, you get promoted, and you can start on a 2nd layer of ships. Additional promotions can follow and add additional layers.
* The 2nd layer has a grid but the squares are twice as large (the size of 2x2 of layer one). 3rd Layer is three times as large, and so on. Layout is done seperately for each layer. Note that this makes ships the size of their layer squared; shields and damage should scale accordingly.
* Each layer has its own upgrades and equipment. When you first enter layer 2, your layer 1 ships will likely be doing most of the damage.
* Each layer has fewer ships, and also fewer ships in each formation. Very high layers (with huge ships) may not get formations at all.
* All layers overlap during combat. Higher layers will be underneath lower layers (fighters and so on over destroyers and cruisers, destroyers and cruisers over battleships, etc)
* Layers would be colored differently to make ships in higher layers easily visible even when entirely on top of a larger ship. Outlining ships may be a good idea as well...outlines could be lighter colors and ships could be darker colors, which should make them all easy to see no matter how many layers and how much overlap there is.
* Ships from any layer will attack ships from the same layer if there are any in range.
* Ships will only fire on ships in other layers if there are no ships from their layer in range. When there are no ships from their layer in range, they will continue to move forward, regardless of whether or not they are firing at ships in other layers. They will only stop to fire when they are firing at ships in their own layer.
* Ships will do reduced damage to ships in other layers (maybe half, maybe something else, maybe adjustable with equipment or upgrades...playtesting will certainly be required to balance. Half is probably a good starting place).
* Larger ships should be more modular, with the ability to swap out weapons, shields, engines, and so on...but maybe not till layer 3. Specialized ship types like the current ones would probably be good for layer 2.
* Income is unique to each layer. If you fight a battle with layer 3 ships, you get layer 3 money. You can fight battles in any layer, though, if you want to upgrade your lower layers. When fighting while using a lower layer, your higher layer ships are disabled (synergy upgrades from the 2nd to last bulletpoint would never be disabled though).
* You can only generate idle or offline income for one layer at a time. This would be selectable in the options menu and would be "highest layer" by default.
* There could be rankings and tournaments for each layer. You can fight other players at your ranking; fighting a commander with a cadet means that you only face the commander's first layer of ships. You can fight in lower layer tournaments, so the admiral might have a seperate ranking for each layer/rank.
* Layers should never become obsolete. Layer 1 ships should still be useful even for an admiral with many layers of ships. Neglecting any layer will result in weaknesses.
* Layers should also have synergy upgrades that could be purchased for the next and previous layers, to provide further incentive to upgrade every layer. These would include bonuses to damage, shields, and income at the least. The synergy bonuses from higher layers would not be disabled when fighting a battle using a lower layer. Synergy bonuses are only available for adjacent layers; layer 1 gives and receives synergy bonuses only from layer 2. Layer 2 gives and receives synergy bonuses only from layer 1 and 3, etc.
* Once promoted, you could select any layer available from the menu. Once selected, that is the layer you will be able to upgrade, earn income for, and fight with. Lower layers will be included in fights but would be otherwise not editable. To edit a lower layer's fleet, select that layer. This makes it easier to create the UI without too much reprogramming; other than fights and synergy upgrades, it will be like only one layer exists at a time. The game interface would be the same, working on the current layer, in all menu options...except for battle, which includes lower layer ships.
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Bosses!
* Every 100 AI stages, you get a boss to fight. The boss has a fleet and maybe some capital ships (from a higher layer if my "layers and promotions" suggestion gets implement, otherwise just some big, powerful ships). Sometimes bosses have a starbase instead, sitting behind the fleet firing super-long-range weapons at your fleet and quite ready to finish you off should you get past the fleet. Maybe every 3rd boss gets a starbase instead of capital ships.
* Defeating a boss gives a good income reward, but also some kind of permanent bonus, unique equipment, or some feature gets unlocked.
* Fighting bosses again is possible but not as rewarding after the first time (no permanent bonus or unlock anyway, just income). Bosses take 24 hours to respawn.
* You don't actually have to defeat the boss to move on in AI stages; it just gets unlocked. Bosses should be considerably more powerful than the stage they unlocked at.
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On the subject of fleets:
* Seriously need to be able to save fleets.
* Need to be able to fight yourself using your current and any saved fleets (to test them against each other; no reward when you do this).
* Also need a better way to edit squadrons. Ideally you decide how much of each type of craft to put into a squadron by editing the squadron off the map grid; you should be able to see the squadron by itself, populated as designed. The current "select a bunch of ships" method is clunky and not user friendly, and may be vulnerable to abuse (I've created some squadrons practically on top of existing ones, both accidentally and experimentally). Also, moving squadrons around seems wierd...sometimes it seems like you can overlap them a great deal and other times it seems like you can't move them at all, because they get stuck on other squadrons. It would be better to allow players to move squadrons by selecting the squadron and then clicking where they want the lead vehicle (front and center). While the squadron is selected, a silhouette of the lead vehicle, lit up in green, would appear on every possible valid placement. Click where you want it, the squadron gets placed, you no longer have to try to drag them around, and every player lives by the same rules with regards to overlapping squadrons.
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On my mind (If these have been posted before, I am agreeing with them)
- The ability to save fleets... And I mean, the entire fleet; fleet, squadrons, equipment, everything. This makes it much easier to save all of your strategies by name and allows you to try to reverse-engineer the things that beat you in PVP, to try and beat those counters, or to just try something different.
- In combination with the above. The option to fight yourself using saved fleets. Just select one name for one side and another name for another side. This could save a player from having to look anything up, they can just experiment on their own without asking anyone for even advice.
- The option to skip 1 to 10 AI waves conditionally (possibly stopping at the hundreds if the boss idea goes through) based on how easily you beat the enemies. Killing the entire enemy team without losing any ships = 10 waves. Only barely winning = 1 wave/no skip. So people who have been grinding in PVP won't see the AI waves as a total chore. If anything, the game should reward smart and efficient fleets.
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Ought to be able to set up two simultaneously active fleets - one used for PvE fights and the other for PvP fights.
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I think this might be an interesting feature.
* A small note box that appears on the pvp screen to the side of our fleets to allow messages to our opponents.*** Ofcourse it would be abused***, but I was hoping players would disclose their reasons for their builds.
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