Love the classic RtR. just getting started with this one. I realize it's an aesthtic choice, but I find the Vsync static annoying. I find the gui for space stations a bit confusing. I accidentally sold my cargo bay and lost all the cargo.
I played through and here are some thoughts. An even faster combat speed would be nice for a lot of the early battles where neither party has quite enough to get through shields. There's some aspects that are not obvious: ship efficiency? Combat seems to be fairly high risk for low reward, and trading seems the only feasible win condition. perhaps being able to salvage undamaged ship parts, or higher payout for less damaged foes. perhaps double clicking for purchasing and selling goods. drag and drop gets annoying as you clear out the ship or the outpost.
These are great suggestions! I considered double click to buy and sell, but we were concerned it would be too easy to trigger accidentally. We can give it a try though, I agree that the drag and drop is a bit tedious.
Ship efficiency is a function of how many modules you have, and is a multiplier to your cooldown progress in each module (so a ship with 50% efficiency only activates a generator every 2 seconds as opposed to the 1 second cooldown at 100%). I can add more information about this to the game, and we'll be adding ways for you to increase your efficiency with modules and potentially your ship's crew if that's added.
Trading is definitely the most rewarding path right now, I think you're right that combat rewards should be increased. I like the idea of salvage rewards as well, although it could be hard to fit into the narrative. Like if you take a ship's gun then in the next system you see them again and they still have the gun. It's worth considering though, I like the idea of being able to take a less destructive approach to try to get a higher reward.
I hadn't realized they were supposed to be the same ships, which makes sense as to why it doesn't cost too much to surrender. I meant to mention before. it seems like it'd be nice to be able to turn off modules. but I realize that taking on modules is similar to the cards of the original.
I'm considering being able to toggle modules on and off, I've noticed sometimes it's helpful to add a module before you find the power for it, but doing so can end up disrupting your other systems and really cripple you. Being able to add a module but turn it off would be good, possibly even in battle as well.
In case it's not clear, the enemy ships are all other players. I realize now that's not really called out in-game. I think that will become more interesting when I add in things like leader boards and a tournament mode.
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Love the classic RtR. just getting started with this one. I realize it's an aesthtic choice, but I find the Vsync static annoying. I find the gui for space stations a bit confusing. I accidentally sold my cargo bay and lost all the cargo.
You can disable "CRT Effects" in the settings panel, either at the start of the game or in-game with the hamburger in the lower-right.
That's definitely a bug with the cargo bay, it shouldn't let you sell it if it has cargo in it. I'll address that!
Do you have any thoughts or suggestions on improving that UI? Thanks for playing!
I played through and here are some thoughts.
An even faster combat speed would be nice for a lot of the early battles where neither party has quite enough to get through shields.
There's some aspects that are not obvious: ship efficiency?
Combat seems to be fairly high risk for low reward, and trading seems the only feasible win condition. perhaps being able to salvage undamaged ship parts, or higher payout for less damaged foes.
perhaps double clicking for purchasing and selling goods. drag and drop gets annoying as you clear out the ship or the outpost.
These are great suggestions! I considered double click to buy and sell, but we were concerned it would be too easy to trigger accidentally. We can give it a try though, I agree that the drag and drop is a bit tedious.
Ship efficiency is a function of how many modules you have, and is a multiplier to your cooldown progress in each module (so a ship with 50% efficiency only activates a generator every 2 seconds as opposed to the 1 second cooldown at 100%). I can add more information about this to the game, and we'll be adding ways for you to increase your efficiency with modules and potentially your ship's crew if that's added.
Trading is definitely the most rewarding path right now, I think you're right that combat rewards should be increased. I like the idea of salvage rewards as well, although it could be hard to fit into the narrative. Like if you take a ship's gun then in the next system you see them again and they still have the gun. It's worth considering though, I like the idea of being able to take a less destructive approach to try to get a higher reward.
I hadn't realized they were supposed to be the same ships, which makes sense as to why it doesn't cost too much to surrender.
I meant to mention before. it seems like it'd be nice to be able to turn off modules. but I realize that taking on modules is similar to the cards of the original.
I'm considering being able to toggle modules on and off, I've noticed sometimes it's helpful to add a module before you find the power for it, but doing so can end up disrupting your other systems and really cripple you. Being able to add a module but turn it off would be good, possibly even in battle as well.
In case it's not clear, the enemy ships are all other players. I realize now that's not really called out in-game. I think that will become more interesting when I add in things like leader boards and a tournament mode.