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Post by Clinkzbone on May 6, 2015 8:44:33 GMT -5
Nope, no log labeled AE either, sorry.
Personally I just don't really think AM Flak differentiates itself enough from normal Flak. It has larger AoE, and that's about it. It also doesn't destroy incoming projectiles (or at least I haven't noticed it doing so), reducing its utility. It just doesn't seem that special.
Also, any new alien weapon(s) coming soon?
Another bug report: Tapping the screen a few times in quick succesion during cutscenes over the exit button results in the game reverting to the main menu, but with the pause overlay still present. Tapping very rapidly many times results in the game displaying nothing but a background, with no way of getting out other than restarting the app.
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Post by Clinkzbone on May 6, 2015 8:47:12 GMT -5
Oh yeah, would it be possible to add a skip button to cutscenes?
Also, maybe make the reports fade out/disappear a little faster? It's a bit annoying to have them block the top part of the screen for so long.
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Post by Space Borders on May 6, 2015 9:19:03 GMT -5
Bugs: - Wow, the tap exit button fast bug, is a seriously nice find!  - I can add a "skip" button to the final cut scene, should have been there right from the start (same for "The Offensive"), but the ones at the beginning of some missions are linked to certain events, that need to take place. Will be nasty to work around that. Alternatively though, I can make them shorter. - Yes, unit reports can be made to fade out faster, easily done. Features: - The AM Cerberus has a greater range as well + better armor than the Flak Centaur, but here is what I can do: a) increase damage (by 25% perhaps?) -or- make it much much more powerful (by 100% perhaps?), when using its long range mode. b) reduce price Let me know what you think. Keep in mind though, that it is not supposed to stand out significantly from the rest of the ships, unlike the Aegaeon for example. - Unfortunately there are no plans for new alien weapons at this time, not for AE anyway. Thanks for all the useful feedback.
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Post by Space Borders on May 6, 2015 10:27:49 GMT -5
OK, small update:
- Exit button bug. --> FIXED - Mothership turret timer and unit reports not affected by time multiplier (a bug I've discovered). --> FIXED - Skip button on end cutscenes (after Offensive and Last Stand). --> DONE - Shortening of beginning cutscenes. --> DONE - Fading out unit reports faster. --> DONE - Fading out unit reports to half transparency, rather than full transparency. --> DONE
@everyone: Let me know your opinion about the AM Cerberus. Should we change it and how?
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Post by Space Borders on May 7, 2015 1:29:16 GMT -5
So any ideas with regards to the AM Cerberus? I'm done with everything else. 
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Post by joe130794 on May 7, 2015 4:51:57 GMT -5
I think the AM cerberus definately needs more damage and then it might be worth the price. there's not many ships that can toe to toe with a alien battlecruiser without taking a lot of damage so it would be better if it could deal lots of damage to them. maybe in the future add in a version without the bombardment but with a shield instead like the std cerberus
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Post by Clinkzbone on May 7, 2015 5:14:19 GMT -5
The problem with having two similar weapons is that it risks making one redundant. In this case, AM Flak now makes regular Flak redundant due to longer range and larger AOE, making it better at its job of destroying large numbers of small units. The only advantage Flak has is 30% chance to destroy incoming projectiles, but that really isn't that effective, and if you're using Flak as your main form of defence you're doing it wrong (unless your entire fleet is Flak Centaurs, but that's still inefficient). The Cerberus Shield and WeldMasters/healing turrets are both much more effective and efficient than Flak at mitigating incoming damage.
Having two similar weapons can only work if they are "sidegrades" instead of upgrades. For example, one does slightly more damage but has a smaller AoE. Right now AM just seems like a straight upgrade from regular Flak.
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Post by Space Borders on May 7, 2015 6:06:32 GMT -5
Hm, point taken. You see, the reason I added this turret is that I wanted a capital ship with flak turrets. The flak turret however, simply isn't powerful enough for that. You are right, the AM turret is in essence a replacement for the flak turret, but it is not available for Centaurs and going with an AM Cerberus will cost you a capital ship slot, so it's a tradeoff.
How about the following then: - While in "normal" mode, an AM Cerberus could cause concentrated/localized damage, but shouldn't exceed the damage of a regular Cerberus. - When using the suppression fire power, it could fire wide spread projectiles with large AoE and possibly more damage than it does now. Obviously it shouldn't be as powerful as the ion turret of the Aegaeon for example. In addition, the suppression fire could have an effect of confusion on enemy ships (i.e. make them not fire accurately).
That way it would be a ship, with a totally different special ability.
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Post by Clinkzbone on May 7, 2015 6:12:16 GMT -5
That sounds better. Maybe instead of confusion it could slow the enemy down?
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Post by Space Borders on May 7, 2015 6:21:11 GMT -5
That's the first thing that came to mind, but implementing that might cause some serious difficulties. Anyway, I'll check that out now and report back shortly. joe130794Didn't want to make it too powerful. We need to respect the fact that the Aegaeon costs $750k and shouldn't end up being matched by a $250k (or possibly less in the future) Cerberus. Also, with regards to the special ability, we really want to see something new and unique here. 
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Post by Space Borders on May 7, 2015 6:45:34 GMT -5
OK, this is going to take more time than I anticipated. Before I can make any changes though, we need to establish what "slow down" means. Does this affect the motion of enemy ships only, or also the firing rate and rotation speed of turrets?
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Post by Space Borders on May 7, 2015 7:22:05 GMT -5
Yay, it's done.  Now to fine tune the damage...
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Post by Clinkzbone on May 7, 2015 9:03:00 GMT -5
Bug: Docking excess units causes named ones to lose their names. If you have a full hangar and dock a named unit, the unit completes the docking animation and immediately undocks. This causes the name to disappear, leaving it with a default name (e.g. [S] Centaur [L]).
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Post by three3pryme on May 7, 2015 9:39:09 GMT -5
can i suggest something??? after like 5 hours of DSM ive barely racked up even 2 million to save up for the behemoth! i know its a game ender but can you please lower the price?? at least somewhat?? because i really want to save up for it but ill be beyond bored of the game if they even reach 8 million... Also i cant get a second Aegeon after i buy the first one
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Post by Space Borders on May 7, 2015 9:41:04 GMT -5
Wow, that was really the dumbest mistake I ever made, while working on this game. Thanks for reporting as usual.  Everything should be ready for the next beta, which was initially not planned, but which I feel is necessary after all the little bug fixes and changes. Will be uploading it soon.
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