Post by jenie on Jun 22, 2019 19:10:35 GMT -5
First of all, great game! I had been looking for a game like this for a long time, and it really hit the spot. It'd definitely a lot of fun and I appreciate all the work the Trese Brothers have put into it! Now some criticisms and suggestions:
- I have seen posts indicating that the developers intend include an in-battle surrender option, that's good because it really feels like something that's missing from the game. One of you commented that you were looking to make in-battle surrender worse than pre-battle surrender. In my opinion it should have the same results as a surrender due to morale or engine loss. From the point of view of the enemy, it's more or less the same if the ship stops fighting because the crew lost heart or because the captain did, and it's also the same if the engine gets shot out or if they shut it off themselves, no?
- On a similar vein, I think enemy captains should also be able to surrender as well when they feel defeat is certain, particularly if they're trying to escape and failing. There could even be class modifiers depending on enemy captain class, like Merchants and Explorers should be fairly willing to surrender, while Zealots and Xenos never surrender at all.
- Along that note, I don't like the way crew combat surrenders work. It's unintuitive and doesn't make any sense that every combatant takes a percentage chance to die depending on how much the enemy likes you. That's now how you'd expect it to work. People don't say, "Okay I accept your surrender, but I'm going to randomly execute two of you because I don't like you." Either they accept your fighting crew's surrender or they don't, and I think both reputation and the highest charisma score among the team should play a role in whether they're let go or executed. The situation where it would be a percentage chance is if you try disengage rather than lay down your arms, there I can seem some guys escaping while the others don't. On the note of which, there should be a way to try to disengage, sometimes I find that I'm in way over my head against Xeno and I really wish I could order my team to do a fighting retreat in the homes some of them will make it.
- The health bar in ship combat needs is very coarse and lacking in gradations, in particular the last 10-20% of it never seems to drop. You could have a ship at like 50/1900 health and yet there's still quite a bit of bar left instead of just the tinyest of slivers. It could also be slightly larger. As it is now it's not a very useful indicator, and i find myself constantly look up to see what the real HP value is.
- There is way more variety of ship types available to purchase than there is variety of ship types flying around the space lanes. Like I am completely certain I have never encountered any of the following ships: Corsair Interceptor, Wolf Vector, Sword Cutter, Royale Gladius, Arcanum Freighter, Reach Cruiser, Tiberian Highligher, Horizon Highliner, Crimson Defender, Aegis Freighter, Degla Megalift. Also haven't encountered any carriers, but i assume you're holding those off until AI strikecraft are a thing. Also while i have encountered variants of the Lightbow Raptor and Solar Predator hulls, they are very rare. Same deal for the Aeternum Vindex, the Stellar Falcon, and their variants. It's sad because there is so much ship variety, and yet it feels like most of what i encounter are the same half-dozen ships.
- Ship naming schemes can be a bit confusing. For example the Lightbow Raptor, Bolt Raptor, and Longbow Cruiser are all variants of the same hull. However the Raptor Class is a different hull, and the Longbolt yet another hull. The Raptor class at least should be something like Lunar Predator, Stellar Predator, or Nebular Predator to make the naming scheme more consistent. Similarly there is both a Sword Cutter and a Sword Battlecruiser. You should probably rename the Battlecruiser to Longsword, which would fit well with the Broadsword. Also Rapier Cutter would be cooler than Sword Cutter, so consider that as well.
- As I was doing the Call of the Strong mission, a big deal was made about how the secret high value prisoner transport missions would be much more lucrative than standard prisoner transports, and let's just say that I found myself rather underwhelmed. Also according to the wiki you were supposed to be chased by two ships if you betrayed the assassin cult, but i only got one. Maybe it's because it took me a long time to offload the guy i rescued.
- When recruiting Vytautas, his contact panel on the starport screen doesn't vanish until you leave the starport, clicking on it again causes the game to crash. Also it would be nice if Vytautas started as just a Rank 1 Wing Commando with nothing else, the Soldier ranks he has are useful if you're going to make him a rifleman but they're deadweight if you want to make him a Pistoleer for that sweet knife and pistol build combo.
- The twin engine Sword Cutter (and presumably also the Wolf Vector, but haven't checked), only show a single engine plume in the jump screen.
- There need to be more ways to replace lost high level crew members. There's conscription to an extent, but you only ever seem to be able to conscript the most basic types of crewmen. You can't get any of the cool specialists. There should be some very high level crew running around though. Captain die in battle, or are captured by their enemies, or sometimes just retire from the life; and of course crew members desert when they lose faith in their captain. What's more such people by virtue of their experience are liable to have some connections among the gravs, so it would make sense and be nice if there was some way - expensive in terms of rep and/or money - to reach out to them and tell them there's space aboard. As it is right now, while i can replace a high level Navigator or Gunner by Conscripting, it's basically hopeless if I lose a high end Merchant or Scavenger.
- Speaking of conscription, it would be nice if enemy crews could have some kind of death save so that if I'm trying to knock out the ship via boarding, I don't wind up murdering all the pickings. There should be a category for enemy crews that are out of the fight and count as dead, but not actually dead and so can be conscripted. This should apply to any enemy crew that make their death saves, as well as any that surrender from that one talent.
- In the ship combat victory screen, the talents seem to shuffle in order every time you click on them. This can be a problem if you have Orchestrated Salvage but don't want to use it, it's very easy for me to be clicking repeatedly on the various recovery talents and suddenly Orchestrated Salvage shuffles itself under my pointer and gets clicked on accidentally.
- Often times the retreat option tells me that the other captain will disparage my reputation with their faction, but if I pick it there's no reputation loss. Presumably either there should be reputation loss, or in those instances the retreat option should be the one that doesn't say you will be reported.
- Compression artefacts are visible in the map backgrounds, especially rmap_galaxy_1, while i understand that there's limitations for the mobile versions of the game, it would be great if the PC version could have higher resolution space boxes.