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SemperFi87, if the highest experience gain you can get to at the point where the next costs as much as you said (7,0e11 or so) it does is a mere 1,6e5, then something went horribly wrong with your design. My most expensive upgrade costs 3,0e10 so it's 2 or 3 levels below yours, and yet I can easily get above 5,0e5. Maybe one of your multipliers (speed, I presume) is lagging behind or you simply lack damage and thus can't get far enough.
You have no idea how much this sort of comment makes me happy. Someone has taken the time to help someone else get the most out of a thing I made. Thankyou :)
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Im kinda stuck, im getting 0.16x10^6 at best, and i need like 700000 for next upgrade. And even that upgrade gets me like nowhere
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another thing...would it be possible to have a export-function so it's possible to idle on another device if necessary?
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Probably others have said this already but the weight limit goes up way too slow. Since it determines pretty much entire game.
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That feeling of getting the most normal high-score for mission multiplier (hackers aside), good feeling. Stacking Inferno Plate for all my attack, armor and regen needs, plus extra regen to speed up recovery, a space normaliser to synergize with my regen speed, jolly roger to get right down to business with my inferno plate wall, and a single engine seems to be all it takes to push toward the 'NPCs who have entirely square full sized ships and still get throttled by my tiny frigate' zone.
The ships do continue to grow but no modules are added visually, been toying with the idea of bosses because enemy difficulyt doesn't scale well into the late game. I have got some high score bugs to fix first, motivation is down on that front because hackers.
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"Ja-Sager" or "Mitläufer" would be the best translation for it... but there is the german word "Konformist" too :) And if its not possible without crushing it.. then do it :) And make a plan to expand it later without crushing it again^^
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hey, what about a statistic-screen where you can see what your best results were? (and for a better export to kong-highscores)
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I feel like those enemies are created by some kind of retarded AI being. It presses a Randomize button and voilà! A flying monster comes out of the machine.
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can you also display the stats of the ship while we are designing the ship at the same time? so that we could see what happens when we place this and remove that..
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forgot the a possible solution for the 1. engine problem. maybe add a small bonus to mission bonus. So the coice is either use normaliser and have full hp or use engines and get more bonus but maybe not full hp.
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1. space normaliser makes engines useless. 2. maybe add a hull repair? (f.e. nano bots) 3. agree on the wall of text problem of kong 4. highscore,mission mult, do you use the same var or recalc it? maybe it is some thread timing error between dead and submit *shrug*
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ok now im just messing around with minerva 73 rounds/sec level 30-35 on skills 9 inferno plates 1500 repair/sec. (minerva is a save file editor for flash games its fun to use for messing around.)
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Each increase of 1 for the x10^(n) represents a x10 increase in numerical value. You increase it by one every time you achieve 1,000,000 XP at your current level. Its basicly just a neatness thing so you wont have to look at massive numbers later on. I'm currently on x10^3. So my actual XP rate is expressed at 1% of actual. Every 1 is actually 100 and thus my peak XP per second of about 120/s is actually 12,000/s.
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When will game update highscore? Mission multiplier should 1425 not 200 and xp per second 731400 not 35853. Highscore should update with death.
It's only the mission multiplier high score that displays incorrectly, the line of code that displays the number to the screen immediately precedees the line that submits it to kongregate. I am aware they don't match up but am stumped as to why :s
*Edit* I think score submissions are too frequent which may be causing errors, will try out some changes, but they all need testing on kong which is a little annoying and might skew scoreboards.
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bring the triangles back!
and you should add different armor:
light armor- light weight (5 tonnes), less protection (50 hp)
medium armor- medium weight (10 tonnes) medium protection (100 hp)
heavy armor- heavy weight (15 tonnes) heavy protection (150 hp)
God armour- medium weight (10 tonnes), insane protection (250 hp) requires all upgrades level 10
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Hello Mister Developer :) Or Miss... thats really a nice little Game but it would be nice if you make it some bigger with maybe some Upgrades or ne Parts with higher Level :) And if the Spaceship have to be "connected" in each Part... sorry for my worse english :)
I can't really stretch the current game anymore without breaking it, your english is better than some english speakers and a million times better than my german. I like that you can disconnect the parts if you want to, but people send me screenshots and their spaceships never ever are disconnected. Whats the German word for Conformists?
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Why change block ID's so ships get wrecked, and remove the design options with armor? Just make multiple pages of items. "Engines" "Armor" "Weapons" "Utilities". It gives you a lot more empty blocks for expansion, and you won't have to wreck our ships when you add a block.
There won't be any more additions only tweaks :p
There's no need for more additions because the games mechanics are so simple, the pages of items by type is a great idea, I changed block ID's because I am a terrible person, and because of poor planning, I could have just as easily switched out the old corner armour pieces for the new blocks but didn't think about it at the time, I paid for this with having to trawl code for every reference to block id's and manually adjust them this morning. Must sleep more, code less.
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My biggest enjoyment of the game is the capability to EVENTUALLY build a ship along the lines of a ship according to one of my favorite book series. One thing that I would change though is to add damage 1-2 or so behind engine units given that its a 'reaction-style' thruster.
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a little slow, but i'm liking this so far, its a solid 4+/5 as is. i'm looking forward to see how this game gets refined. curious that corner plate piece weighs the same as the full square piece.
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hmmm...skill costs don't really scale. they simply multiply by 3 with each purchase and thats a bit worse than having them simply double each purchase :/ and they're all the same price.
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Surprisingly enjoyable for such a simple little game. Finding the sweet spot with ship design to get the most out of the multipliers takes a fair bit of playing around. But lets be honest, most of us are playing with the eventual aim of having enough tonnage available to create a nerdtastic battleship of doom anyway ^^
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Suggestion: Enemies can sometimes drop blueprints of their ship, and if you build your ship according to the blueprint you get a combo that increases stats leaned towards a specific playstyle.
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One simple but significant alteration would be to send the next ship as soon as your ship is repaired rather than waiting for timer to run down. Unless there is some advancement (that I can't yet perceive) being made simply by covering distance, and if so no change would be better.
When an enemy ship dies the mission multiplier is immediately increased, if there's still 80+ seconds on the zone timer, that's 80 seconds of getting richer under no threat, this could be instantly calculated and applied I suppose, I'll test it out.
Its an interesting change, but makes very slow ships too powerful, might make it a module.
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This is a fun little game, but seems pretty limited. not a lot of modules available. I'd also like to see currency, so you have to pay for what you install.
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i am quite enjoying this, and sincerely hope it gets updates. will definitely be watching for updates.
though the game slows down a bit, it just basically goes into idle mode. sure, it takes forever to get money, but you pop on 7 long range guns, and fill up the rest with a single healer and cargo, and youre good to go. most enemies die before you get hit, the rest dont matter because you have from like 40 seconds, up to several minutes to hours, to heal whatever damage was done. youll get fer with alot of 1 gun instead of 2 types.
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Fun little game but it needs a lot of work to be outstanding. My suggestions would be to add cargo drops from defeated enemies. Each run can only return as much cargo as the ship has space for. However the value is increased by the mission multiplayer. You can then use this to add a value to each part used to build the ship so they have a purchase cost. And then add an upgrade system for parts to compliment the skill system using cargo/money. This will give the game a bit more depth and something that the player can upgrade each run while waiting for the big 'skill' upgrades.
Thanks for the feedback, I will think on it some. Though adding more functions will require more text on the eyeball melting help screen (the one that doesn't tell you lots of vital information already).
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Scream20: And also if I check your first comment, you've claimed 500x 10^10 XP and now you admit having 10-11-12 skill levels for each.
Somehow, with every skill @ lvl 20 with much more effective tactics, I have 200,000 10^5.
So ........... your lliar. And also stupid if you think nobody would notice. And you can thumb down my comment.
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Scream20: So you admit your "cargo" tactics is wrong and speed & mission multiplier is far more effective tactics and yet you've put thumb down on both of my comments.
Butthurt idiot.
And if you would know math, you would know increase in cargo from 30 modules to 35 is 16,6% but every command skill level cost double the previous. That's 100%. How surprising putting all skills/tonnage into one direction is ineffective.
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Scream20: thinking over your tactics, I consider it the worst and literally dumb. Skill EXP requirements grow way faster then number of modules gained by command skill & tonnage increase. You are no way close to 10^10 EXP. Try to fool someone as immature and dumb as you next time.
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I have been experimenting, still playing since my first comment.
I do not quite see the significance of cargo multiplier in the long run. I have tested it with 50x cargo and 600x cargo multipliers from beginning, and hardly see a difference in the increase to exp gain rates. At the beginning you can literally get all skills from 1-10 in twenty minutes, but with the same tactic it takes an hour to achieve all upgrades to 11-12.
It seems the mission multiplier makes the most significant difference in exp rate gains, could you please explain cargo multiplier for me?
Thanks
If you aren't carrying any cargo how do you expect to get space rich? Do you not like space richness? You could be carrying vital medical supplies to some plague stricken colony on the fringes of civilised space. Think of the children.
My longest playtest is the game I have ongoing since posting on kongregate, I am aware there will be balance issues, there are three multipliers working together to generate points, cargo, speed and mission, all three are required to make significant gains plus balancing ship to ship combat modules, I'm surprised no-one has mentioned armour repair with regards to balance yet, I'm well into the 10^4 range since yesterday...Overnight ships do not look the same as active play ships :).
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Scream20: not the only tactics, I have engines and climb to high multipliers faster, die upgrade, and once again I'm moving faster to high mission multiplayer.
So I last shorter in minutes but gets to about same mission multiplier much faster. You put XP in skills & space to design once in a long while while I do it several time more often, and with each run (from mission multiplier, I get way beyond what you do in same amount of time).
If a WyrmSaint was a badly drawn, ultra dense piece of space ship what would it's function be? There is that empty spot in the pallette.
The programmer skill has a huge effect and I'm still testing as I go with how it behaves late game, but adjustments will be made.
Thanks for the feedback :)
Edit *how about a zone skip device, so the players starting mutlipliers and zone level gets a boost at launch, combinations of other functions are also quite possible.
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After some more play...
Upgrades have to scale similar to their cost. I increased my tonnage 25% for 30 xp for the first upgrade. To increase my tonnage 9.1% (7 to 8) it costs 65610 xp. About 1/6000th as efficient and it takes less than an hour. This makes the game scale in difficulty too quickly. So overall its too easy to start and quickly becomes too hard to progress. Really all this needs to be great is a greater initial difficulty, skills scaling with skill upgrade cost (not necessarily the exact same multiplier, but in a similar style. Cost multiplies 3x each time, benefit multiplies 2x and their is a much more drawn out progression), and late-game modules and upgrades to make the current modules viable late-game.
Wouldn't it be great if Kongregate comments didn't always condense what you type into a wall of text. The easy early game is used to capture souls, the mid-game identifies those worth keeping, and how bad the end game is doesn't matter because by then your soul is mine or not worthy. Game balance is very much what I rely on you early commenters for, found a bug this morning regarding max enemy size, bought a gallon of petrol and obtained it's address, should be dead before you guys ever see it. :)
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This can become really good. Module upgrades and high-tonnage modules are the most obvious addition to make, as a late-game is missing at the moment. Module upgrades and tonnage upgrades should probably increase more than linearly. Enemy difficulty has to scale faster. In the current state it is way too encouraged to leave the game for long periods of time in the early game and somewhat discourages engine use. Experience should scale in a similar way to difficulty, though not necessarily as fast (if upgrade cost scales faster than upgrade benefit then difficulty and experience can scale linearly).
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Neat game, good concept, but too easy. Also the ship does not even have to connect to itself, my guns are in the bottom right corner and i have max cargo, my exp gain is ridiculous because of the multiplier every round and no engine so i accumulate exp even longer period of time. Every enemy dies in about 3 shots and I sit for 30 seconds. I had everything at level 1 skill, and got an additional 500 1^10 exp before I died again
It would be quite possible to make rules regarding module placement, I did think about it too, but I figured most of the people would construct their own rules regarding how they put ships together, and can change them as they feel. I know my own ships always have engines at the back ;)