Posted October 18, 2021
Since it looks like the dev is very keen on feedback and active on forums, thought I'd provide some thoughts:
Crew Combat:
(Suggestion)
- Heavy Weapons are a bit iffy; I just can't see a 'glancing shot' happening with an autocannon. Either you hit or miss. Also, the weapon capacity makes no sense, considering the larger clips of smaller weapons. This has made rocket launchers seem like the optimal choice since they sport enough distance between targets and the crew member, as melee or shotguns seem to be the way to go with close quarters combat. Of course, there's the different damage types, but insofar the benefit seems negligible to switch between HW types. I would either add further splash or capacity to hit multiple targets (like the flamethrower) to make autocannons a viable combat choice.
Overall, the grazing chance seems highly arbitrary and is one of my biggest grievances with the combat system as it currently stands.
- Poison gas grenade description should make note of the visibility loss; not a major issue, but did come as a bit of a surprise to me.
- It seems windows in 'dungeons' are see-through, yet you cannot see enemies on the opposite side. Don't know if this is due to some spawn mechanics or an oversight, but it does feel a bit jarring especially when I keep walking into ambushes in every room.
- Sometimes enemies seem to load in very slowly into rooms, and this has led me to a few instances in which I've basically been walking out into a room before the enemy spawns in, and I'm swarmed from all sides. Also happened with an enemy with a rocket launcher, who scored a near TPK on my clustered party before I even knew what hit me. Not sure how this could be avoided, but perhaps there's ways to further develop the encounter mechanics and load times?
Bugs (?):
- Several times I've noticed that when I've clicked on an enemy unit while in combat, my troopers have actually started running towards them (or in a few cases, actually further away). I imagine this has something to do with the left click spotting, possibly missing on the 3D model hitboxes, but this has happened even when I've calmly clicked on a target several times in a row, resulting in the loss of that character's APs and turn. Especially bad when the character in question is not a melee character.
------------------
Spacefaring & Ship combat:
(Suggestion)
- A target lock for planned flight would be useful. Sometimes I come across new planets, ships or stations and want to check what they are, but this diverts me from my previous course, and I need to look up my original destination from the left-hand menu again. Being able to check other scanner blips while en route would be very useful.
- Not sure if this is improved with better scanners and such, but currently it seems ship info is virtually minimal. Aside the occasional skull or ship type denomination, you have no idea how well equipped each encounter is, and you can quickly become outgunned by a hostile ship, prompting reloading and seeking another route.
- Being able to locate your drones via the system search function would also be helpful. I actually spent five minutes seeking a system I had placed my original drone in, before spotting the little icon on the galaxy map. Also, dumping drone produce would be helpful, as I was unaware of the limitations imposed by my ship's storage, so it's either all or nothing, meaning that I'll need to actually find a ship with a lot more cargo space before I can enjoy the fruits of my drone's labours.
Character menus and UI:
- Seems like the voice selector is a bit iffy; I've tried changing the voice of a female party member a few times without success. A selector indicating voice set number would be useful?
Bugs(?):
- Once during gameplay, my character chosen perks were wiped and I had to reset them for all four characters. Not sure what was the cause, but hasn't happened since.
Other notes:
- I know that the loot and reward system is very random, but having some inkling of what you're being paid before accepting a job would be nice.
- Love the character and item slot art.
- Hacking minigame is nice, but can be utterly broken if you just mash the keypad on your keyboard, as wrong input does not terminate hacking.
- Androids seem to bleed and explode in gibs. I'm not sure if this is intentional?
- The crafting system is very user-friendly, but I wish there were more insights into this feature. Roughly twenty hours in, I've learned several blueprints from my random dungeon delving and scrapping, but I find it odd nobody actually sells refined materials to build new things. Or am I missing something?
- It might be me, but I can't seem to find any recruits with ship or utility skills, just combat skills. So getting more than five crew members seems pointless.
Final words:
The game has great promise, and I've already enjoyed my first twenty hours or so. I may be a bit jaded and skeptic after several failed Kickstarters and such, but this is definitely a game I'm hoping will make the 1.0 mark and beyond. I hope that as I get further into the game, I'll uncover even more fun and interesting features, as I feel that I've only just scratched the surface, promising many more hours of satisfying gameplay. Keep up the great work!
Crew Combat:
(Suggestion)
- Heavy Weapons are a bit iffy; I just can't see a 'glancing shot' happening with an autocannon. Either you hit or miss. Also, the weapon capacity makes no sense, considering the larger clips of smaller weapons. This has made rocket launchers seem like the optimal choice since they sport enough distance between targets and the crew member, as melee or shotguns seem to be the way to go with close quarters combat. Of course, there's the different damage types, but insofar the benefit seems negligible to switch between HW types. I would either add further splash or capacity to hit multiple targets (like the flamethrower) to make autocannons a viable combat choice.
Overall, the grazing chance seems highly arbitrary and is one of my biggest grievances with the combat system as it currently stands.
- Poison gas grenade description should make note of the visibility loss; not a major issue, but did come as a bit of a surprise to me.
- It seems windows in 'dungeons' are see-through, yet you cannot see enemies on the opposite side. Don't know if this is due to some spawn mechanics or an oversight, but it does feel a bit jarring especially when I keep walking into ambushes in every room.
- Sometimes enemies seem to load in very slowly into rooms, and this has led me to a few instances in which I've basically been walking out into a room before the enemy spawns in, and I'm swarmed from all sides. Also happened with an enemy with a rocket launcher, who scored a near TPK on my clustered party before I even knew what hit me. Not sure how this could be avoided, but perhaps there's ways to further develop the encounter mechanics and load times?
Bugs (?):
- Several times I've noticed that when I've clicked on an enemy unit while in combat, my troopers have actually started running towards them (or in a few cases, actually further away). I imagine this has something to do with the left click spotting, possibly missing on the 3D model hitboxes, but this has happened even when I've calmly clicked on a target several times in a row, resulting in the loss of that character's APs and turn. Especially bad when the character in question is not a melee character.
------------------
Spacefaring & Ship combat:
(Suggestion)
- A target lock for planned flight would be useful. Sometimes I come across new planets, ships or stations and want to check what they are, but this diverts me from my previous course, and I need to look up my original destination from the left-hand menu again. Being able to check other scanner blips while en route would be very useful.
- Not sure if this is improved with better scanners and such, but currently it seems ship info is virtually minimal. Aside the occasional skull or ship type denomination, you have no idea how well equipped each encounter is, and you can quickly become outgunned by a hostile ship, prompting reloading and seeking another route.
- Being able to locate your drones via the system search function would also be helpful. I actually spent five minutes seeking a system I had placed my original drone in, before spotting the little icon on the galaxy map. Also, dumping drone produce would be helpful, as I was unaware of the limitations imposed by my ship's storage, so it's either all or nothing, meaning that I'll need to actually find a ship with a lot more cargo space before I can enjoy the fruits of my drone's labours.
Character menus and UI:
- Seems like the voice selector is a bit iffy; I've tried changing the voice of a female party member a few times without success. A selector indicating voice set number would be useful?
Bugs(?):
- Once during gameplay, my character chosen perks were wiped and I had to reset them for all four characters. Not sure what was the cause, but hasn't happened since.
Other notes:
- I know that the loot and reward system is very random, but having some inkling of what you're being paid before accepting a job would be nice.
- Love the character and item slot art.
- Hacking minigame is nice, but can be utterly broken if you just mash the keypad on your keyboard, as wrong input does not terminate hacking.
- Androids seem to bleed and explode in gibs. I'm not sure if this is intentional?
- The crafting system is very user-friendly, but I wish there were more insights into this feature. Roughly twenty hours in, I've learned several blueprints from my random dungeon delving and scrapping, but I find it odd nobody actually sells refined materials to build new things. Or am I missing something?
- It might be me, but I can't seem to find any recruits with ship or utility skills, just combat skills. So getting more than five crew members seems pointless.
Final words:
The game has great promise, and I've already enjoyed my first twenty hours or so. I may be a bit jaded and skeptic after several failed Kickstarters and such, but this is definitely a game I'm hoping will make the 1.0 mark and beyond. I hope that as I get further into the game, I'll uncover even more fun and interesting features, as I feel that I've only just scratched the surface, promising many more hours of satisfying gameplay. Keep up the great work!
Post edited October 18, 2021 by Olaf_Merchant