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Messages - Psychophobe

#1
Game discussion / Re: Reworking wiki
January 12, 2015, 04:18:19 PM
Ok I'm playing as a ship that uses Missiles, and I have found I would really like some missile information:

I am using "Homing missiles" but they do not appear to "home". They sometimes fly in a straight line, and other times they appear to follow my mouse, which is more "guided" than homing, and as well as this I actually have no idea the best distance from craft to fire missiles. Also, The SRR DF1 missile is very, very slow, so I fire it very close, and often get splash damage from it, but then the homing missiles don't home so perhaps a guide for which distances work best for which missile types?

I took to assume that Homing missiles homed in themselves on targets and did not need to be "guided", as these would be Guided missiles! *groan*

Edit: I know the SRR DF1 is NOT a homing missile. 
#2
Ideas and suggestions / Planets and ships
January 12, 2015, 04:15:06 PM
I saw with one of the newest release that the planets have moving atmospheres on them and clouds and suchlike, this looks very cool, I really like this.

And it made me think - the map has the planet marked and a circle marked as well, so as the planet is just a background image and doesn't get in the way of the game objects, could it be relatively easy to make the planet actually orbit, to say set a time of 10-14 our days or something for the planets we see to orbit their corresponding suns? just moving the image around the centre of the sun position on the level map ?

Just an idea but would be pretty cool.

Also, there are a lot of merchant ships and lots of pirate ships but not much else - can you add other NPC non-hostile craft such as private transports, tourist ships, like cars on a road, there are all sorts of different ones, but they're all "cars".

Just some ideas  :)
#3
Bug reports / Various Minor details for Version 0.16
January 12, 2015, 04:09:07 PM
Hello,
This isn't crashy bugs, but more a set of small things I've found from a few hours play this evening on version 0.16.

In no particular order:

1) Tritium Generator - item description in shop, Text "story" should be "store" and "almost" should be capitalised. "Almost". :D

2) When flying in reverse, shooting SRR DF1 missiles the missiles move in reverse also, they move in the same direction as my ship, rather than away from my ship. My ship was a Fang class.

3) Standard Minig Device. under level 20 this was a very prolific find, in over 15% of all crates in the entire game, I found one of these. Seems rather a lot. Maybe reduce the number but increase the amount of ores and materials found in crates, so 3 of a certain ore, as in other crates I found like 75 Galespoite ore ( the cheap 3d one) . Or possibly add peripheral items that can be found and sold for a small amount (~20d each) but are not actually useful to the pilot. Like clothes, or tax evasion forms.   

4) Missile Text for the missile ammo. in the bottom right of the screen, this is white on blue and very hard to read, I didn't even see that it was text until my missiles where virtually depleted and then I could read the ammo. count. Perhaps have the text in Black on the blue background rather than white? Or red text.

5) In space stations I think missile ammo. should be charged for. Or if missiles deplete then load more from your ships hold.

6) Missiles that are described as "homing missiles" do not appear to act like this and seem to act like blank fire missiles just going in straight lines or seemingly follow my mouse, which is more "guided missile" style.

#4
Ideas and suggestions / Re: Too Many Crates [SP]
January 12, 2015, 04:45:15 AM
Hi Lurler
forum states: "User Lurler has blocked your private message"

but yes, you can use the quote, that's absolutely fine!
#5
Game discussion / Re: Vote for us!
January 11, 2015, 08:23:19 AM
voted!
#6
in response to Qtw - I've noticed here that AtomicTorch are very hands on with listening to and responding to game users, and it's immensely satisfying to pay for a game and play it and also get a strong sense that - through this forum - my thoughts and comments on the game are heard, but more than that; that the developers (lurler, ai_enabled, and the rest of you guys) do actually have conversations and ask questions about topics.

I've seen various topics with ideas from players and the developers have said "yep, that's cool it'll be in the next update" just like that, it's awesome.

It's a massive plus to the whole thing, I don't just play the game, but I'm part of where the game is going
#7
Ideas and suggestions / Re: Too Many Crates [SP]
January 11, 2015, 08:01:01 AM
Yes,  I agree - the AI in the game does seem very suicidal when it comes to turrets.

And (if balanced) having ai ships pick up crates as well would be pretty cool I think, but would probably take a lot of conditioning (such as overfilling the hull and what they do with inventory stuff they can't use, etc)
#8
Ideas and suggestions / Too Many Crates [SP]
January 10, 2015, 11:21:12 PM
It has been a good few months since I last played VoidExpanse, but with the news of version 0.15 I downloaded the new one and cracked into it, and was actually surprised how easily I got back into it and enjoyed it from the outset, again!

First stop - I noticed and liked a LOT of the improvements, and the conversation details, and buying fuel from traders was a nice touch.
But I have found an odd quirk that when flying around the map, I come across jumps with turrets, and the turrets have been busy taking care of various in-system and visiting pirate/hostile craft and blowing them up.

This in itself is fine, but I often find turrets with upto 6+ crates floating around them, as they've killed pirates/hostiles before I've got anywhere near that part of the star system!

EDIT:
To elaborate my reason for this to be improved- if I'm on a low level (~ <12) and find a turret with a bunch of crates, each crate has 2-3 items in it, of varying value and quality but I can easily get a ship full of trade-able items just picking them up and scavenging, I can repeat to get lots of money and almost no risk (as turrets help kill new hostiles, create more crates, etc.), some players may love this but I think it throws off the balance and inhibits exploration.
/Edit

So...

To avoid making the  (especially early) single player game too easy, could you add a condition :

1) That they don't drop crates when the craft is destroyed by a turret.

OR

2) That if killed by any non-player event (turret, collision, sunshine, etc.) that craft only have a much smaller chance of dropping a crate (10% of standard chance, or something like that)

OR

3) with any craft as the number of crates within a given radius (say 50m) increases, the chance of new crate drops from a craft death decreases, until some factor such as 10 crates within 50m of a blast means that there is a 0% chance of a new crate.   


If you have reasons not to pick a suggestion from above I'd be curious to read.

Keep up the amazing work!
Cheers!
 
#9
I second the call for a high visibility cursor, I often find in the heat of a battle (~5 ships) I'm shooting at the direction the ship is facing because the ship stands out on the screen much more than the cursor, if the cursor was brighter and "bold" style sort of thing that would help a lot!!
#10
Quote from: Lurler on August 25, 2014, 02:30:15 AM
Good day and welcome to the forums.

I'm glad you like the game :)

To answer some of your questions:
1. Good idea, will be implemented in the next release.
2. Hm, can you please elaborate on that? I am not entirely sure what you mean.
4. We actually plan to have pause for singleplayer eventually.
6. Alas, it would be too expensive. Simply not possible for indies and with a such a huge scope as VoidExpanse. But we'd love to do it of course.
7. We plan to have different pictures for the stations eventually, it's just not a priority at the moment.
10. Actually it already does that. If you are near the sun you will start taking radiation damage to your ship.
i. for now they are just for decorations :)
ii. it's in the plans, yes. Salvaging.
iii. hm, it's a neat idea. We will have to investigate this to see if it's possible.

2) I was in the control panel, setting key bindings and moving my default WASD config one key to the right (because in FPS games, A is jump and Z is crouch for me :D, but, for instance, it would not save F as "turn right" because F was already bound as "interact with object"-key, Likewise I couldn't move the F key because the key I was going to save that as (I forget which) was also already bound to another action,

All it is, is that already bound key actions are taking precedent over newly-bound key actions, and that just needs to be flipped,

6) I do realise that professional voice acting is a big effort, although after my original post, I thought (reading Forum topics here for an hour or so) that there may well be a concept of Fan-based voice acting? Obviously that would take quite some PR effort but for the dedicated fans, or perhaps in return for something, a unique tool/ability/action/game event, or just for the fun of it and saying to their friends "hey look, hear that, that's me!" 

10. After some more playing I did indeed notice that my ship was "burnt" by the sun but only when extremely close to it, so it may be more engaging experience/danger if the damage factors where on the same scale as the graphical changes , so when you see the space "ripple" effect, that point onwards the hull / energy will deplete.

Also, there seem to be often pirates hanging around the sun, if this is a common thing, it would be fun to make the sun effect missile /autocannon gravity, and divert physical shots, hahaha- perhaps with the right sized sun and the right distance/angled weapon shot you could orbit a missile around the sun, :-D !!

Also to underline, interacting with spaceship visiting traders - trading with them or buy trade route information would be very awesome and again, more engaging with the game.

Cheers :)   
#11
(Please don't take the "little" as a derogatory reference, it isn't, but saying what an awesome game sounds a bit too fanboy-ish for someone whose played 3 hours of it!) :D

Hi,
New poster, obviously, and really liked the game, I got version 0.98 just earlier on today. Been playing it pretty much since.

I have read the other suggestion posts in the forum, many of the points are a bit beyond my game experience, but some things I'd like to suggest myself:

1) Ship Fuel, near the start of the game I found I was on ~10% fuel and with b100 but a full tank cost me b226, and I couldn't fill up - so could the fuel  refill / hull repair process -IF THE MONEY IS LESS THAN 100% required- just do the percentage I can afford, for example I could then purchase ~45% fuel which I can use to go out mine some ore and then buy some more ?

2) Key bindings. (I'm pretty sure you know this one already, but) To change key bindings, I enter the new keys, but then it disallows it due to the key already being assigned. So.... I then found the key and reassigned but then It wouldn't accept me reassigning to an unmarked key (f-->g). just in case by some sort of crazy you guys don't know about this, but I'm sure you do! (fixed it via XML editing now)

3) I was surprised to find that on the Skills tree - by clicking on a skill upgraded it, and by clicking to explore the skill tree I added various upgrades "accidentally", this isn't too serious as yet but perhaps could be shaped that one click highlights the skill button (perhaps adding more highlighted information) and then a second click [not a double click] confirms purchase?

4) I've seen people mentioning they want a "pause" button, which indeed would be hard to do. I personally like the fact the game can't be paused too easily, a bit more immersive. But i'm aware things happen in The Real World that need attention (family, pets, etc)  perhaps how about an addon [disposable?] which can be purchased that would - for a cost - automatically turn the ship around, and autopilot back to the nearest home space station (or (warpgate then station?)? Possibly killed en route, that's a small risk (? % ?), but at least you get out alive while you deal with that overflowing bath and cat shit on the floor. Autopilot being just a touch faster than other ships so that chance of death en-route is smaller.

5) Following on from 4, if the game can not "freeze" when viewing information (maps / journal / skills etc), can the information be somewhat more transparent so i can see what's going on while I try and navigate my way out the system? It is odd how pirates don't attack me UNTIL I look at my map!!

6) In the fullness of time, voice acting for the dialogue would be awesome, as some of the dialogue is really fun and almost sideways pokes fun at the game and quests :-D

7) Some on here have discussed having different hanger images for different space stations (a bit like Freespace2 , remember that?) , how about a compromise, that in the hanger you can see the ship you flew in with? AS in, the "hanger" button shows a 3D render of the ship hull anyway, so you can just use that system to "place" the ship in a isometric location in the background image, would connect the player with the background image and could be classy :D

8) I noticed when I was on a quest to give 25 electronic circuits to some space station that when I arrived at the station they already had 10 circuits and i could buy them, (I didn't try it at the time) but couldn't I buy them from the station and then just sell them back to them? So make that when one of these missions is running that the chosen station NEVER stocks the chosen things they're running short of. They gave me b10k for 25.

9) When docking at a space station, my ship often accelerates into the station at a speed that would otherwise cause significant phyical/shield damage, when you press [F] to dock at a space station, perhaps set the max movement speed to something like 20% full speed as it's odd seeing the ship actually accelerating into the mothership's hull!

10) The sun, firstly, can you make them bigger? And secondly, can it be that nearing the sun of each system, depletes all energy values of the ships, so that if I move towards the sun, first my shield (and any energy weapons) gets drained and then after that, when I'm fairly close, so say just half a screens wide from the yellow fire, that it gradually depletes the physical hull as well?

11) What about default for collecting "dropped" crates to pick up everything unless this overloads the cargo hold, in which case bring up the current choice screen?

Some Extra Plus Points:

a) I really enjoy the "new" control style of mouse for weapons focus.

b) As said above, I really enjoyed some of the scripted dialogue. Excellent. 

c) Voice overs would be a charm.

d) Graphics are pretty sweetly done as well :)

Some Questions:

i) I see traders appearing, disappearing on my Deck screen when in  a space port - would it be possible to trade with them? They never have anything unique to say or do, and they're only there for a few seconds at a time. Perhaps trade items with them or some other interaction? *perhaps this happens already but I've not found it? 

ii) Is it possible to harvest junk flying around, like derelict space station (and parts thereof) that float about, can I harvest any of these, for perhaps small amounts of "electronics", etc?

Afterthought:
iii) You may already have this but What about having a weapon or device that can "grab/hold" and move objects such as throwing asteroids at enemy ships?

----

These are just some ideas, I think I've not repeated what others have suggested but sorry if so, and sorry this is a little bit of an epic read!!

Cheers though, this is a fun game and actually quite frustrating when I die!!!!