Posted June 02, 2019
So I recently got Astrox Imperium and as I hear the dev does listen to suggestions I figured I'd offer my ten cents.
First of all, once all the main features are in, this is going to be amazing, that said a couple minor tweaks would be helpful.
#1) A time compression button. This sounds so simple, and yes it can be done from the menu, but travel between gates would be so much more stream lined with a 2x, 4x, 8x multiplier option for travel. This way we can travel fast to a gate, but not be stuck in 8x speed when we come out the other side (and potentially have a life support failure while we acclimatize). Likewise have this disengage back to whatever the current setting is on an attack or scene transition (gates).
Trade Good Database:
This one is harder to implement, but maybe not as hard as I'm thinking. Simply put, when you view trade goods at a station have it keep a "running list" of prices in a separate menu for the items there. Then you can view "highest price seen, lowest price seen" for various things. Makes trading more viable.
Other than that, the stuff I've seen your working on looks good. For the tactical side that is a hard one to make suggestions on, but a quick one that adds variety would be a power managment feature where power is transfered to weapon or shields instead of just to engines. Right now the current tactics (at least very early game) lend toward hit and run if things get harry. The ability to boost power to shields, or even to energy regend (for longer lasting weapons fire) allows different build options. Nothing major, just something comparable to what exists for the afterburners would be good, same with shield regen.
Anyway, those are my ideas, awesome job. I knew it was early access going in, and it was frustrating the first few minutes of play getting use to it, but once I got the hang of things this was the sandbox starship simulator I'd been hoping for.
First of all, once all the main features are in, this is going to be amazing, that said a couple minor tweaks would be helpful.
#1) A time compression button. This sounds so simple, and yes it can be done from the menu, but travel between gates would be so much more stream lined with a 2x, 4x, 8x multiplier option for travel. This way we can travel fast to a gate, but not be stuck in 8x speed when we come out the other side (and potentially have a life support failure while we acclimatize). Likewise have this disengage back to whatever the current setting is on an attack or scene transition (gates).
Trade Good Database:
This one is harder to implement, but maybe not as hard as I'm thinking. Simply put, when you view trade goods at a station have it keep a "running list" of prices in a separate menu for the items there. Then you can view "highest price seen, lowest price seen" for various things. Makes trading more viable.
Other than that, the stuff I've seen your working on looks good. For the tactical side that is a hard one to make suggestions on, but a quick one that adds variety would be a power managment feature where power is transfered to weapon or shields instead of just to engines. Right now the current tactics (at least very early game) lend toward hit and run if things get harry. The ability to boost power to shields, or even to energy regend (for longer lasting weapons fire) allows different build options. Nothing major, just something comparable to what exists for the afterburners would be good, same with shield regen.
Anyway, those are my ideas, awesome job. I knew it was early access going in, and it was frustrating the first few minutes of play getting use to it, but once I got the hang of things this was the sandbox starship simulator I'd been hoping for.