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Game balance and physics


GawkyOrpheus510

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Too many times now have the drones spawned inside my craft practically killing me and me not having ANY gimballed weapons at the start makes it impossible to deal with.

 

The shields are too powerful, they need to be more power Hungary and take power when they absorb damage so that small things can barely have one medium can only have it where it counts and large ones have free reign.

 

The weapons need to be more similar, more diverse and have the tier mean something other then the color as i can have a blue be more powerful then several purples. I see what you have done with the borderlands style system but yours just needs a bit of work.

 

The enemies need to be a bit better and like i said Nerf the shields and have the drones be more tanky as they are to easy to take out.

The beacon should be on the opposite of the planet to where the player spawns as its then in a fixed location that isn't to easy or hard to get to and so people don't go all the way around to the left to find it was just off screen to the right.

The hive boss should have the area already cleared and have the most powerful drones as it is the boss and also have A LOT more HP

 

The physics are not good, parts fly around way to easy, i get you would need some give but craft can shake them selves apart just from existing and spacing the parts out just makes it worse, what i found was dense tightly packed craft with parts using as few connections the core as possible. Also the addition of a strut that allows you to link to parts together whilst still allowing them to be connected to other things would really help with keeping things together.

 

The mining drones should follow the cursor or something as most of the time they hover over the craft and not digging the ore and since that is the only way to get ore it REALLY needs to get patched.

 

Thats my 2 cents on the subject, i will very much be getting the game, that is if i dont win the @NimbatusGame copy. Keep up the good shit, Gawky out! [move]DISTRACTION[/move]

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It's a common scheme in hack-and-slashers to have a tier and a rarity paired so that several factors, each of varying effectiveness, determine a weapon's usefulness.  The goal is not to have 'correct' answers to a strategic question of what weapons are 'good'.  Higher tier isn't always better, and higher rarity isn't always better.  Any question that has a correct answer or a dominant strategy is not a strategic choice - it's just a correct choice and an incorrect choice.

 

In Nimbatus, it can be hard to notice the image variations that show a weapon is of a higher tier; but there are variant images for each weapon that can make a weapon more powerful, despite being the same rarity and having the same (or irrelevant) modifications.  The lasers and shotguns are probably the easiest to notice this with.

 

I do agree more work needs to go into it, but remember that we're playing a tech demo, in essence.  I think the main purpose of this demo is to prove to people that they can make it work. 

 

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I agree that having enemy drones spawn on top of you because you got too close to a hive is a thing that is not good.

Don't agree on tiers, though. This is a game built off of trade-offs. Once you have all the best stuff, there's nowhere to go.

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