MISSILE-ANEOUS:
13. Missiles feel too much like guns. The sound they make does nothing to help the matter. The launch sound effect is a metallic 'ka-chunk', almost like a shotgun. It should probably be be more a typical 'Sheeoom' rocket engine sound. It would look great if they accelerated up to speed (very quickly) after launching. Dumb fire rockets, especially, could use something to distinguish them from ballistic weapons aside from the name.
14. Missile Ammo. Larger Launchers should probably hold more ammo/volleys than smaller ones, for better sustainability in large warships. If Ammo Restocks are meant to be the solution, then they need to be more available. Shops only stock a few of them, if any, and change inventory too infrequently for Ammo restocks to be a reliable source of Missiles.
All the previous probably applies to guns like the Guass Cannon too, though I don't use it much so I'm not sure.
EXPLOITS:
15. Asteroid contents reset when you quit game and re-enter. Seems exploit-ish. They should probably reset somehow, but right now it feels kinda broken. I use it to my advantage, for sure, since mining is the best way to make loads of cash quickly, even with only a couple points invested in the 'Mining Skills' tree, so I'll miss it if/when it's fixed... but I feel a little cheap every time I restart game to get those tasty silver space rocks up to full again.
I'm not sure the best solution here. They could replenish slowly, or replenish to full when you leave the current system, for example. Even that would feel less broken than replenishing only when you quit and restart.
16. If your ship is damaged, you can swap ships, and back... ship is repaired to full for free. You can 'buy' a 0 credit shuttle if you have no other ships at that station.
Again, not sure of a solution, since the game treats a ship hull like any other item that you equip. Damage could be retained after hull swap, and the game could not let you undock with a ship in negative hull numbers, but then I think it would be possible to trap yourself in a station. The game could not allow you to swap hulls when you have any hull damage, but that might create problems too. An easy solution is to remove paid hull repairs all together, and have your ship automatically repair to full every time you dock.
STYLE:
17. Every (non-alien) system has about 40-50 pirate ships, mostly sitting around doing nothing, and a couple of non-pirates. Any sane merchant/miner would never undock if he bothered to check the map first.
It feels like an MMORPG with hoards of enemies evenly distributed so there is always something nearby to kill. Make Pirates patrol more, and travel between various destinations. They should convene around Pirate Dens, docking there, and spawning from there. Make them seem like they are actually doing something, even if they are not. Overall, there should be far fewer pirates, especially in Faction systems, but they should be more mobile, coming and going, so they effectively respawn faster from Pirate Dens and Warp Gates.
There should also be way more non-pirates. Miners and Merchants could sometimes have armed escort ships. Military/Police type ships could patrol around stations and gates. There should be more non-pirate activity than just a couple miners and merchants.
18. The various Factions should have some presence outside of their home systems. Enemies should clash when they meet in Neutral zones. Fanatics could send small raiding parties, and sometimes large battle fleets into Order and Freedom systems, where the locals will launch a fleet to fight them, and vice versa. It would be extra cool if you could see friendly raiding fleets disembark from their home system, and tag along for the battle.
19. Enemies should flee when obviously out-matched. I have to chuckle when the tough-guy in a shuttle wants to pick a fight with my Death Bringer.
20. Why are Pirates guarding an Alien Artifact in a crate in space? Any self respecting Pirate would just grab it, and be on his way, no?. I'm guessing it's a place holder. It should be an Ancient Alien Defence Drone or something... and there should be different Drones, with different abilities. Either they should not respawn once killed, so that it is clear which crates have been looted, or the Artifacts should eventually respawn, along with the Drone. It's annoying to fight those Hammers (which are tough as nails) only to find the Artifact already gone. Really the Artifacts aren't worth much anyhow, once you start venturing into Alien Space. I end up avoiding those sites, usually, because the Hammer takes too long to kill, and the Artifact is usually worthless.
21. When creating a new game, have it generate systems with clear lanes between Jump Gates. On longer trips, jump gates should function like the freeway. It starts to get infuriating when the system's sun or a long chain of asteroids lies directly between Gates, and the auto-pilot just inches it's way around obstacles. I can plow through space junk at full Cruise speeds, and bounce off asteroids all day long with my ship, yet the auto-pilot treats that stuff like land mines it has to tip-toe around. Just keep it all out of the way, which is probably easier than improving the auto-pilot, anyway.
22. 'Science Points'. It's not a very good name, for one thing. The interface for using them is awkward, and most of the rewards are not very interesting.
Holo-Deck Training, on the other hand, is probably too good. It gives way too much experience. If killing X number of Aliens gives me 1 level of experience, then cashing in their Alien Bits for Holo-deck training will give me like 10 more levels. It's a nice treat, but only because leveling gets too slow at higher levels without it. I don't mind the Holo-Deck thing, but it feels kinda broken right now. It's effectively like buying levels, and right now, they seem too cheap. Lower exp from Holo-deck training, and raise exp for higher level kills.
Also, that device that destroys Alien Missiles around your ship... THAT seems exactly like the type of item that should come from turning in Alien Bits to the Chief Scientist, instead of being available in stores everywhere.
23. The effects of systems with Radar Interference could be better. In it's current form, it's kind of odd, since I can open my map and see every enemy, anyhow. I think it would be more interesting if the map showed no ships at all in those systems, and your radar flickered on and off.
24. I like the 'New Game Plus' type option after finishing the storyline... but I think the game needs to be very clear about how it works before it happens, and/or that items left in station hangars can somehow come with you to the new game.
I backed up my save folder before completing the game, 'cause I had no idea if I'd be able to continue that character at all... but If I hadn't done that, I would have lost a lot of expensive and rare items.
Also, it said that the 'New Game Plus' would be harder difficulty, but the new save file says Normal difficulty. I can't tell which is true.
25. The Aurora Heavy Cruiser is quite obviously upside-down. Flip it back. It looks better right side up, in my opinion. Leave the turret on the bottom too, I don't see a problem with that.
TL;DR... Awesome game! Keep up the nice work, and best of luck with the upcoming Steam launch.
13. Missiles feel too much like guns. The sound they make does nothing to help the matter. The launch sound effect is a metallic 'ka-chunk', almost like a shotgun. It should probably be be more a typical 'Sheeoom' rocket engine sound. It would look great if they accelerated up to speed (very quickly) after launching. Dumb fire rockets, especially, could use something to distinguish them from ballistic weapons aside from the name.
14. Missile Ammo. Larger Launchers should probably hold more ammo/volleys than smaller ones, for better sustainability in large warships. If Ammo Restocks are meant to be the solution, then they need to be more available. Shops only stock a few of them, if any, and change inventory too infrequently for Ammo restocks to be a reliable source of Missiles.
All the previous probably applies to guns like the Guass Cannon too, though I don't use it much so I'm not sure.
EXPLOITS:
15. Asteroid contents reset when you quit game and re-enter. Seems exploit-ish. They should probably reset somehow, but right now it feels kinda broken. I use it to my advantage, for sure, since mining is the best way to make loads of cash quickly, even with only a couple points invested in the 'Mining Skills' tree, so I'll miss it if/when it's fixed... but I feel a little cheap every time I restart game to get those tasty silver space rocks up to full again.
I'm not sure the best solution here. They could replenish slowly, or replenish to full when you leave the current system, for example. Even that would feel less broken than replenishing only when you quit and restart.
16. If your ship is damaged, you can swap ships, and back... ship is repaired to full for free. You can 'buy' a 0 credit shuttle if you have no other ships at that station.
Again, not sure of a solution, since the game treats a ship hull like any other item that you equip. Damage could be retained after hull swap, and the game could not let you undock with a ship in negative hull numbers, but then I think it would be possible to trap yourself in a station. The game could not allow you to swap hulls when you have any hull damage, but that might create problems too. An easy solution is to remove paid hull repairs all together, and have your ship automatically repair to full every time you dock.
STYLE:
17. Every (non-alien) system has about 40-50 pirate ships, mostly sitting around doing nothing, and a couple of non-pirates. Any sane merchant/miner would never undock if he bothered to check the map first.
It feels like an MMORPG with hoards of enemies evenly distributed so there is always something nearby to kill. Make Pirates patrol more, and travel between various destinations. They should convene around Pirate Dens, docking there, and spawning from there. Make them seem like they are actually doing something, even if they are not. Overall, there should be far fewer pirates, especially in Faction systems, but they should be more mobile, coming and going, so they effectively respawn faster from Pirate Dens and Warp Gates.
There should also be way more non-pirates. Miners and Merchants could sometimes have armed escort ships. Military/Police type ships could patrol around stations and gates. There should be more non-pirate activity than just a couple miners and merchants.
18. The various Factions should have some presence outside of their home systems. Enemies should clash when they meet in Neutral zones. Fanatics could send small raiding parties, and sometimes large battle fleets into Order and Freedom systems, where the locals will launch a fleet to fight them, and vice versa. It would be extra cool if you could see friendly raiding fleets disembark from their home system, and tag along for the battle.
19. Enemies should flee when obviously out-matched. I have to chuckle when the tough-guy in a shuttle wants to pick a fight with my Death Bringer.
20. Why are Pirates guarding an Alien Artifact in a crate in space? Any self respecting Pirate would just grab it, and be on his way, no?. I'm guessing it's a place holder. It should be an Ancient Alien Defence Drone or something... and there should be different Drones, with different abilities. Either they should not respawn once killed, so that it is clear which crates have been looted, or the Artifacts should eventually respawn, along with the Drone. It's annoying to fight those Hammers (which are tough as nails) only to find the Artifact already gone. Really the Artifacts aren't worth much anyhow, once you start venturing into Alien Space. I end up avoiding those sites, usually, because the Hammer takes too long to kill, and the Artifact is usually worthless.
21. When creating a new game, have it generate systems with clear lanes between Jump Gates. On longer trips, jump gates should function like the freeway. It starts to get infuriating when the system's sun or a long chain of asteroids lies directly between Gates, and the auto-pilot just inches it's way around obstacles. I can plow through space junk at full Cruise speeds, and bounce off asteroids all day long with my ship, yet the auto-pilot treats that stuff like land mines it has to tip-toe around. Just keep it all out of the way, which is probably easier than improving the auto-pilot, anyway.
22. 'Science Points'. It's not a very good name, for one thing. The interface for using them is awkward, and most of the rewards are not very interesting.
Holo-Deck Training, on the other hand, is probably too good. It gives way too much experience. If killing X number of Aliens gives me 1 level of experience, then cashing in their Alien Bits for Holo-deck training will give me like 10 more levels. It's a nice treat, but only because leveling gets too slow at higher levels without it. I don't mind the Holo-Deck thing, but it feels kinda broken right now. It's effectively like buying levels, and right now, they seem too cheap. Lower exp from Holo-deck training, and raise exp for higher level kills.
Also, that device that destroys Alien Missiles around your ship... THAT seems exactly like the type of item that should come from turning in Alien Bits to the Chief Scientist, instead of being available in stores everywhere.
23. The effects of systems with Radar Interference could be better. In it's current form, it's kind of odd, since I can open my map and see every enemy, anyhow. I think it would be more interesting if the map showed no ships at all in those systems, and your radar flickered on and off.
24. I like the 'New Game Plus' type option after finishing the storyline... but I think the game needs to be very clear about how it works before it happens, and/or that items left in station hangars can somehow come with you to the new game.
I backed up my save folder before completing the game, 'cause I had no idea if I'd be able to continue that character at all... but If I hadn't done that, I would have lost a lot of expensive and rare items.
Also, it said that the 'New Game Plus' would be harder difficulty, but the new save file says Normal difficulty. I can't tell which is true.
25. The Aurora Heavy Cruiser is quite obviously upside-down. Flip it back. It looks better right side up, in my opinion. Leave the turret on the bottom too, I don't see a problem with that.
TL;DR... Awesome game! Keep up the nice work, and best of luck with the upcoming Steam launch.