Showing all 46 replies.
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>>2402870
>>2402875
you can build your ships to look however you want
however, there is no reason to build anything but a square brick, unless you feel like cheating in which case you can build a 2:3 rectangle with 50% more space than normal
stations are slightly more interesting but stations can't jump and the game is balanced around being able to jump away from threats you can't deal with
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>>2402680
It's like a mix of FTL (do a thing at a node, then jump to the next node) and every shitty design decision of a colony sim (mostly waiting around at max game speed for some boring shit to get done)
The devs were constantly overhauling core gameplay mechanics throughout development (which is already a very bad sign), but this tedious pattern has not changed.
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The gun turret sprites all default to pointing down the the left so i wanna build my ship pointing in that direction to make it look nice but relative to the galactic map you're mostly moving towards 'the right'
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File: Old Battleship 1.jpg (638.5 KB)
My fat barge i made several years ago
Maybe it will be worth returning but apparently they didn't fully finish the game? Like even though it's the 1.0 release there's still placeholder stuff left unaddressed like the most advanced blocks still not being used for anything even though they said it would be
But i guess.. steam workshop support is nice..
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>>2402907
>however, there is no reason to build anything but a square brick
This is one of my big gripes, ship design is meaningless and there's no incentive to be creative outside of ePeening screenshots (which everyone cheats for).
Really needs a skeleton system where the 'frame' of the ship is fixed and there's a limit in how far you can build away from it. Would give you a better reason to jump ships (bigger/better frame layouts) and make you feel like you're building a ship and not just another generic slab.
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>>2402723
Would also like to know.
I like the spacestation gameplay until the difficulty curve reasserted itself whereby the threats ramp up just as fast as you grow and if you "restart" in a new sector, the difficult doesn't and you're facing giant robot, alien and pirate raids from day zero.
I remember the spacestation service meters also having two layers to them but never showing you what they mean... I think one of them was disapproval but it never goes away after you do a good job, and you have to keep closing your doors because ships keep draining you of resources and giving negative reviews when the hotel system gives no complaints when you have no rooms left and is a lot more reasonable to provide for.
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>>2404957
>take a look at the community feed
I did, but it's hard to say how impactful the stuff he changes is since I haven't played the game. In other words, I lack context and knowledge to arrive at any useful or accurate conclusions.
Regardless, not a bad rec. Seems interesting so I'll keep an eye on it.
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New blog post.
>Once again we would like to thank you all for being with us and playing our game. It really is awesome to see and it's just something special to experience as a developer of the game. So thank you!
After that preamble, they claim they are looking for volunteer testers and that they are going to continue the development after bug fixing.
Not to be nigger about it, but why "release" the game and leave early access if it's unfinished?
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The game is... kinda fun. If you start on Brutal, it can be quite difficult in places, but if you just run away from anything that is too tough for you, keep boarding and pillaging smaller cultist or pirate ships, you'll still trivialise the game in no time. There really wasn't much thought put into progression, frankly. And the tech tree is more of a shrub, no depth, no real upgrade paths, no real customization. Mining is a useless waste of time, the optimal way to play is as a privateer- board slavers and pirates, take their crews capture, ransom them to the Military faction, loot their ships. Station building missions are great, too, you get a ton of resources left over after completing the necessary buildings that you can transfer to your ship before releasing the station. Oh and you almost always end up with a brick for a ship, unless you try really hard not to, for no gain whatsoever.
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>>2408484
Are you an extraterrestrial or completely clueless rich/poor person alienated from the general economy? No? So you understand in broad terms the concept of value for money, right?
Dont ever open your mouth to speak such dumb shit again
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>>2418016
Value of money is arbitrary.
Value of video games is arbitrary.
Time is an illusion.
You are saying absolutely NOTHING.
If you took even 1 minute to actually think before hitting "Post" button, maybe you'd realize what a giant retard you are.
>inb4 b-b-b-but...
No you are a retard.
I hope a nigger breaks your finger so that you can't post anymore.
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>>2418012
>lol lemme tell you about a game called 'starsector'
Starsector is slow af if you play it like a good man.
But, if you drop the morals and start smuggling drugs, harvested organs and selling heavy weapons to the terrorist community you'll be in a position to burn through content in no time.
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did they do something to make research useful after you researched everything? Like those research-speicalized crew members, can they do something more after they cleared the whole tree? Throw them out the airlock?
Should have something like passive credit income when working at the lab still, i dunno you got some outsourced work given to you by the eden fleet people or whatever
Or a mod at least...
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>>2422858
Weirdly enough... Yes?
You just kind of of build up "your" Space Haven™ that will be practically like any other Space Haven™... And that's that.
If I had to make a youtube video to shill the game, I can't say there anything cool to show off... It looks good, I guess?