4k, 2 hour play through with maxed out upgrades on ship

Toysrme257thToysrme257th Member, Common Beta Backer ES1 Posts: 21
edited May 2016 in GAMEPLAY (ES1)
Much more fun when the ship is quicker than the stock ship!

It makes the game much more fun!

Comments

  • GiraffasaurGiraffasaur Administrator, Moderator, Space Cat Posts: 1,110
    I think this is a perfect opportunity to talk about how well balanced the upgrades are in the Alpha build.

    With all of the upgrades at your disposal, how did this experience make you feel?
  • Toysrme257thToysrme257th Member, Common Beta Backer ES1 Posts: 21
    Now that we are on the 1st patch:
    • Shield regen begin & time to regen are too strong
    • Instead of keeping 20% loot, maybe 30-33-35%
    • Maneuvering is better (I would still go farther)
    • Terran Fighter + Freighter still need to be stronger. They are of no consequence to fight 2+1 with the starting weapons (or better)
    • Alien Gunship's damage output is too weak. You can easily tank them if you want. Also, it may be better for them to be able to fire some kind of weapon slightly farther so that it forces snipers to stand back behind 2k
    • the thermo guns and scatter guns are useless (spread is fine, range is too short, alpha damage and sustained damage over time are much too little). Flack cannon is not so bad to be useless, but not enough (even with big splash radius) to be useful.
    • Sensor upgrades are fine, but I wish we had a third that decreased the scan time
    • Jump charge time is nice
    • Fuel consumption + lucky jump is nice (fuel may be too strong if the sectors do not grow as the game progresses)
    • Hull hp is best
    • +resource Yield is not effective (+5% is not worth it at all)
    • Rare resource chance should start at a value above the stock 0%
    • Critical hit chance & Multiplier need to start at a value = not 0%
    • Hull hitpoints @800hp are fine; you can still die to inbound alien fighters
  • fdiaz78fdiaz78 Space Optimizr Posts: 101

    Much more fun when the ship is quicker than the stock ship!

    It makes the game much more fun!

    How did you hack it?
  • GiraffasaurGiraffasaur Administrator, Moderator, Space Cat Posts: 1,110
    Hmmmm, interesting information.

    I imagine ships will become progressively more difficult and troublesome at later sectors [currently not available in the Alpha]. While I do think maxed upgrades should make the first Sector a cakewalk, I'm not sure it should make the experience as a whole feel like we're the King of Space.

    I'd like less permanent upgrades affecting the whole of the game and more temporary upgrades affecting a specific run. I feel like playing every game overpowered is uninteresting after a while.

    Instead, having a focus to diversify the temporary upgrades that last only for the run itself can provide a tremendous amount of replayability for the player, allowing each new run to feel fresh while still providing a challenge to overcome.
  • purebuupurebuu Kickstarter Alpha Backer ES1, Space Optimizr Posts: 26
    edited May 2016
    That sounds like a great idea (temporary upgrades). I don't like it when I play games and I'm grinding away to become stronger and stronger and make it further in the game, to only end up being really OP. A lot of the fun then dissipates as there is no longer any challenge.

    I'm not sure if they need to be temporary upgrades (perks) though. We already have them in the form of ship devices/consumables etc. Make more of them and make them more diverse, so you can really feel like "this round I want to play stealth only" or next time "I want to be a tank so I can try to defeat the terran fleet".

    At the moment all perks / collectibles all tend towards the same kind of ship: beefy, fast and powerful.
  • purebuupurebuu Kickstarter Alpha Backer ES1, Space Optimizr Posts: 26
    That would also require some form of 'ship loadout' section before you actually start the next session, where you can choose your starting equiptment (from your set of known blueprints)

    I also think blueprints should be harder to attain, probably like finishing some mission to get them, rather than % chance drop from any enemy.
  • fdiaz78fdiaz78 Space Optimizr Posts: 101
    purebuu said:

    That would also require some form of 'ship loadout' section before you actually start the next session, where you can choose your starting equiptment (from your set of known blueprints)

    I also think blueprints should be harder to attain, probably like finishing some mission to get them, rather than % chance drop from any enemy.

    I'm hoping that missions will have blueprints as rewards. RNG for loot drops makes the gameplay a casino.
  • GiraffasaurGiraffasaur Administrator, Moderator, Space Cat Posts: 1,110
    fdiaz78 said:

    I'm hoping that missions will have blueprints as rewards. RNG for loot drops makes the gameplay a casino.

    I don't disagree with your ultimate point of keeping the game focused on progressive-based objectives, but it is a roguelike after all. RNG plays a huge role in every run.
  • fdiaz78fdiaz78 Space Optimizr Posts: 101

    Much more fun when the ship is quicker than the stock ship!

    It makes the game much more fun!

    You never answered my question on how you did it so I started digging into the .sav files with a hex editor and bam just gave myself a nice boost in credits. Night and day difference in gameplay. I was able to fight with some challenge and enjoy the game with max perks.

    Note: I gave myself 850K in credits and it still was not enough to upgrade all perks to max. There is simply no way I am grinding that much time to make the game enjoyable.
  • GiraffasaurGiraffasaur Administrator, Moderator, Space Cat Posts: 1,110
    fdiaz78 said:

    Note: I gave myself 850K in credits and it still was not enough to upgrade all perks to max. There is simply no way I am grinding that much time to make the game enjoyable.

    I'm sure the numbers will change immensely, along with the types of perks themselves, before the game is released. ;-)
  • Toysrme257thToysrme257th Member, Common Beta Backer ES1 Posts: 21
    fdiaz78 said:

    Much more fun when the ship is quicker than the stock ship!

    It makes the game much more fun!

    You never answered my question on how you did it so I started digging into the .sav files with a hex editor and bam just gave myself a nice boost in credits. Night and day difference in gameplay. I was able to fight with some challenge and enjoy the game with max perks.

    Note: I gave myself 850K in credits and it still was not enough to upgrade all perks to max. There is simply no way I am grinding that much time to make the game enjoyable.
    Sorry, I've answered the question so many times in various places I thought you knew. I simply memory edited my credit count to around 199 million credits, died & spent them all.
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