Starship Corporation

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PostPosted: Fri 4. Oct 2013, 20:34 
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Joined: Thu 2. Aug 2012, 12:10
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PostPosted: Fri 4. Oct 2013, 21:09 
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Joined: Sun 23. Sep 2012, 22:16
Posts: 80
Looks really awesome!

I especially like how the first 5 minutes therer literally nothing happens apart from some hull damages and then everything suddenly goes south.


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PostPosted: Fri 4. Oct 2013, 22:13 
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Joined: Fri 7. Sep 2012, 20:32
Posts: 243
oh. your. god. I cannot WAIT to play this now, it's almost a crime to make us wait any longer! XP

and the moment when the one guy got sucked out of the breach.... simply awesome.

this raises a question for me though, say you have a room with a breach connected to a staircase with an unlocked door. will the lack of atmosphere reach all the way to the other decks connected to the staircase? I can understand why this wouldn't be the case with an elevator but this seems like a plausible event for staircases no?

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PostPosted: Sat 5. Oct 2013, 08:49 
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Joined: Fri 18. Jan 2013, 10:56
Posts: 104
Location: London - UK
It does look very nice so far.
I just have a couple of suggestions. :)

The first is massive asteroids are not likely to just explode are they.
I was thinking maybe they could hit and move away from the ship/ roll around the side or break into smaller asteroids.

Easy asteroid type should have a different damage peramitre. The bigger the more damage.

And finally a small front mounted anti asteroid laser! This can shoot asteroid into dust.
The bigger the asteroid the longer it takes to destroy. As I do feel at present the game lacks weaponry.

Also the stair thing is a good point too but if you look at the image it looks like it has a big metal shutter on top.
Maybe this is a sealing door to stop airloss.

What do you think

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PostPosted: Sat 5. Oct 2013, 10:29 
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Joined: Tue 28. May 2013, 17:27
Posts: 68
Location: Frankfurt
I lke the 3d Vision in the beginning (:

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PostPosted: Wed 9. Oct 2013, 11:51 
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Joined: Fri 7. Sep 2012, 15:13
Posts: 31
Nice preview.

I have some tips for future improvements:

It will be more interesting, if asteroids can ricochet from hull (different angles/speed/size = different damage) and another asteroids, this enable asteroids to impact the ship sides. Very small fast asteroids can breach deeper in the hull.

Allow us steer ship, it allow us protect damaged side, dodge very big asteroids, etc.
Ship movement can be predefined in 2D space map (visibility depends on ship sensors and environment, so you dont see everything) like in this game (http://www.androidtapp.com/flight-control/) so player don't need adjust flight path constantly and have time to micro crew.

Defend ship with point defense lasers (can destroy smaller asteroids, missiles) and heavy weaponry a tractor beams (alter asteroid course), shields.

2D map can be also used for combat, map can be very simple and user friendly, if you made something like this: http://www.warfaresims.com/WarSimsWP/wp ... ngwei1.png, player clearly see range of sensor, weapons, multiple targets, etc.


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PostPosted: Wed 9. Oct 2013, 11:59 
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Joined: Fri 18. Jan 2013, 10:56
Posts: 104
Location: London - UK
I'm glad people read previous posts...

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PostPosted: Wed 9. Oct 2013, 12:21 
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Joined: Fri 7. Sep 2012, 15:13
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elStrages wrote:
I'm glad people read previous posts...

I did:)


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PostPosted: Wed 9. Oct 2013, 12:29 
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Joined: Fri 18. Jan 2013, 10:56
Posts: 104
Location: London - UK
I see :) I will shup then

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PostPosted: Wed 9. Oct 2013, 13:43 
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Joined: Mon 22. Jul 2013, 11:56
Posts: 78
can' wait for the next alpha..

Quote:
Allow us steer ship, it allow us protect damaged side, dodge very big asteroids, etc.
Ship movement can be predefined in 2D space map (visibility depends on ship sensors and environment, so you dont see everything) like in this game (http://www.androidtapp.com/flight-control/) so player don't need adjust flight path constantly and have time to micro crew.


the crew steers the ship. but so there should be a connection between thruster/engine+bridge/navigation efficency and asteroids density/velocity.

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