Sorry if I've missed something, but is every shot a guaranteed hit? I know the video said something about your crews skill factoring into weapon effectiveness. I didn't notice any indications of shots missing from either side.
Geaxle wrote:
Though I wish there was a way to tell how the ennemy ship is doing, there could be a radar signature info in a small screen somewhere.
I completely agree with this point. I don't necessarily want to see much depth in enemy data, but basic stuff that one might have in real life such as # of enemies, size, approximate/cosmetic damage assessment. These points would be key in deciding to fight or run, and otherwise determining your strategy.
Watsong wrote:
Looks really good so far. I especially like the weapon fire rates. Feels quite naval. Here's my feedback:
1. The navigation controls UI can't be minimised at the moment. It would be useful to be able to temporarily minimise it when a larger viewing area is needed. Would go especially well with a minimise hotkey.
2. Those short game freezes when changing decks are going to be a bit irritating when in combat/hectic scenarios with a 5 deck ship.
3. In addition to saving crew positions, would it be possible to have alert missions save any patrol routes as well? This would save players having to set up patrols every mission.
1. and 3. are spot on, I don't think any further explanation is necessary.
2. I'm not sure about. I'm much better at slow paced games than fast paced, and I think the pause might help slow down combat a little; however I admit that I have not tried the game since 1.0.7, so I don't have any real experience with it.