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Post by Foohman on Feb 13, 2014 6:57:39 GMT 10
Oh I like that! I like the suspense. But you need something before Omega --- that's where Farbs would be able to work on the story. [This part is going to be solliloquy, just thoughts rattled off into the computer] Each sector builds on the story, through info buoys and derelict ships (aforementioned info buoys mentioning ships that you later see derelict), perhaps a final boss fight that isn't so much a single, devastatingly powerful ship, but perhaps a Captain Foraxain-esque gauntlet with no time to rebuild or repair, simply to keep fighting and advancing, until you reach the final wormhole, or something at least, where there's the eerie emptiness of the void in Omega, a derelict ship you've been "Following" and an info buoy, or perhaps /another/ derelict ship that "speaks" to you, with the final "Good bye, Captain ----, Forever ----"
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Post by pieman on Feb 18, 2014 4:11:42 GMT 10
Farbs , whatever you did this time made it unplayable . the rocks and the hot shit need to be less . spelunk levels should not appear until AFTER the "G" level of the ship .. and omega should recycle back to a new mapset of the old "X" level ships where the world then opens up to every level ship .. just like it was when i paid 20 dollars USD to enroll in this ordeal.
the game was better when it was less complicated by atmosphere.
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Post by Foohman on Feb 18, 2014 4:45:20 GMT 10
^ Fair and strong words, but I relish the challenge, even if my hulking monolith of a ship takes a beating in Inferno sectors, it's all part of the challenge. Replace the hectic building phases of Forever and Successor, and replace them with deadly ship configurations to adapt to your environment. I think if there was an Oxygenated area at the sector starts, these issues would become far less stressful, but remember the game isn't supposed to be forgiving.
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Post by pieman on Feb 18, 2014 8:03:34 GMT 10
I was not asking for "forgiving" Im asking for a reduction of variables in the background that are not "motile" the inferno levels have a place on the spectrum , however the air modules are a bit too sparsely placed in the first 3 hops to get to beta. more air = better game play for harder level structures , less air = short nervous gameplay with little time to upgrade or grab in the later stages .
though the later stages get to be really fun after Gamma with the mining and the fighting of the really large ships . some of those cigar ships pack a real asskicking! thank farbs for blurst shields.
ALSO: Id really love for the old peacekeeper X level ship parts to be made available someday ... they made the ship look sweet as hell with the truss bar design .. and the new truss bar design is also a whole lot cooler to look at , I love to build star cruisers.
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Post by Foohman on Feb 18, 2014 8:10:40 GMT 10
I'll go with that - more air and longer levels.
And yeah, Jameson 0.6.1 totally lacks Kilo and hell, I've never even encountered a Juliet-tier ships bar from the bloody Omega guardian.
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Post by auburnattack21 on Feb 18, 2014 8:59:22 GMT 10
"Gamma"? I assume you mean "Golf". In any case, I have to agree with you. While I'm not too informed about the types of enemies in the wormhole guantlets of the Belt, I can say I've fought huge battleships at Haynesport that could fit the description, though any smaller than Juliet don't really get all that huge. (Some Balanceists manage pretty well, but they often don't have the length on both axes, just one. And speaking of, there was a Hotel that completely dismantled his ship with his own Prismatics - everything except for the Command Module. Poor guy, that stuff must have cost him at least 30,000 Credits.)
The primary reason why there are no Peacekeepers is the exact reason we're here in the first place - we have to reactivate the wormholes, or beacons depending on the sector. They aren't around to do it...that's why they're off? And anyway, I still think it's a good thing we don't get to have Kilo - it would be far too dangerous.
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mionikoi
Alpha Rank
I like blowing stuff up!
Posts: 2
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Post by mionikoi on Mar 7, 2014 7:51:57 GMT 10
For the love of all that is good Mr. Farbs! PLEASE include a mute option for the enemies' transmission thing in the next update. >.<
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mionikoi
Alpha Rank
I like blowing stuff up!
Posts: 2
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Post by mionikoi on Mar 10, 2014 4:57:22 GMT 10
Well, I won. Reward suggestions? Hmmm. Maybe be able to go back through to the beginning and do other stuff like mine. Really at certain points there was no possibility to mine. >.> I like mining. Through out this whole round though I never once found an air tank module think. ^^;; Those things seem to be rarer then diamonds in minecraft. Well, I did find one but it was on one of the 'guardians' so there wasn't any way to get that off him. -.- Fun game though! ^_^ Note: At the very end it would kinda be nice to have an oxygen field so we don't die.
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Post by Foohman on Mar 10, 2014 5:09:49 GMT 10
I know, that bit totally sucks But hopefully there'll be a new development at the end, eh? As for Oxy tanks, it's just pot luck, laddio!
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arien
Bravo Rank
Posts: 18
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Post by arien on Mar 12, 2014 23:01:25 GMT 10
Dear Farbs... Firstly, I love your games. Best $9 I ever spent ('cept maybe FEZ:P). God bless "DONG". Jameson 0.5 was a fun experience. I greatly enjoyed mapping out the area (using photoshop ) and becoming the master of my domain. Death was tragic, but I'd save parts away in case of emergencies, and I didn't have to start from scratch. I think there's elements in both 0.5 and 0.6 that are great, but a lot about 0.6 needs to be revised. Firstly, the permadeath? This game really is punishing enough, but when faced with starting again with nothing, I'm just too frustrated to play it again. SOME brand of save system would keep me coming back. The mad race through the gauntlet to find the boss is a bit ridiculous also. I made it upto Ceta Auris and just got slaughtered. It was a bit over the top. It's fun learning strategies to kill the baddies, but when the main cause of death is "I didn't see a guy hurtling towards me at ramming speed and I got stuck", it really leaves you wanting more in the way of hazard detection. Even with full screen it's not enough. Zooming out even MORE would be fantastic. They seem to have an unfair advantage and can see you from way off. It's about calculated risk, but when you're forced to make that risk and don't have time to deal with your surroundings, pending asphyxiation, it's just painful. The joy of the challenge comes in building up slowly, progressing at your own pace. It seems like you were trying to introduce elements of gameplay that didn't quite fit the flow. I really liked having one BIG area to explore. I think it would be great having jumpgates to backtrack, and to quickly jump to where you've been before. Progressing "pokemon badge" style would be neat. Ascending the ranks to gain access further into the sector. Optional missions would be awesome. Convoy protecting, mining for a client, fending off waves of enemies, locating a lost ship, finding a rare item etc. Perhaps factions, but that may be getting too complex. The potential of the core game experience here is awesome. I studied game design in Melbourne and I love what you've done with the concept so far. It's VERY fun. I just feel like the world needs to be fleshed out a bit more. I put MANY hours into 0.5 and was super addicted until I found all the beacons. 0.6 was ok but that whole "building up" experience was somewhat lost. I tried spelunk, but found it verrry boring. Salvaging scrap always seems to be the more profitable (and fun) option. Anyway, that's my rant. Love what you do, hope you have time to keep working on all this.
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Post by Vaconcovat on Mar 13, 2014 9:59:40 GMT 10
Well i'm glad to see people are still getting into the spirit of the game and picking it up with great expectations. The game development has been dead for a while, farbs has been stolen from us by different projects.
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arien
Bravo Rank
Posts: 18
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Post by arien on Mar 13, 2014 12:16:17 GMT 10
Sad days
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Post by pieman on Apr 8, 2014 10:04:33 GMT 10
After wrapping up my 5th go round this week .. I have had a chance to cycle every map in every possible choice selection .
2 things need attention ..
the end needs to recycle into the first map with your completed ship .. so that the levels can be fully explored so i can finally find all of the derelicts and other hidden goodies .. like the fact that nearly every map has a spot where MKII boosters occur .. but every trip into and out of your browser changes what spawns where to some degree.
second thing ... we need MORE OXY SPAWNS .. and this time not on the "sector boss" where i cant get it . having 45 air reserve is plenty to explore every part of any map ... having 90 or even 120 air though.... mining gets to be fun again.
either way .... this game is getting better.
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Post by Captain Michaela Nul'dolaer on Aug 7, 2014 12:52:40 GMT 10
Vsauce introduced me to Captain Forever, and in turn, the site introduced me to Jameson (Dawn Star).
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